Second Sunrise

Legality

Format Legality
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Mirrodin (MRD) Rare

Combos Browse all

Second Sunrise

Instant

Each player returns to play all artifact, creature, enchantment, and land cards that were put into his or her graveyard from play this turn.

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Second Sunrise Discussion

KongMing on Cat 'quips

3 weeks ago

Your equipment is so vulnerable to boardwipe. ); This must be fixed.

First, a nod to Darksteel Forge.

Just lost 10 equipment to someone's wipe? Never fear, Open the Vaults is here! Return all your lost equipment and then use Balan's ability to equip them all. Roar of Reclamation does just artifacts (so you're not returning opponents' enchantments), but also costs one more mana.

Faith's Reward can help you recover from a boardwipe, but you have to have the mana ready for it on the turn it happens. It also has good offensive/defensive utility - you can swing/block all out at people to kill your creatures and theirs, and then bring all yours back.

Not a Cat, but Daring Archaeologist gives you a bit of retrieval and also gets bigger as you play more equipment spells.

Also not a Cat, but Nahiri, the Lithomancer has lots of equipment synergy.

Last non-Cat, Teshar, Ancestor’s Apostle lets you recur artifacts as you cast more! Not a bad way to repeat ramp like Wayfarer's Bauble or Traveler's Amulet, or just get back artifacts that got blow'd up.

Dankey on An attempt to make ProsBloom not atrocious

2 months ago

The monster is crazy good if you can sac any lands once he's in play. The issue is how we squander our resources just to ramp into CadBloom, then exile cards from hand in order to play the draw4 spells. The monster is useless at this phase in the game unless you can luckily draw into an additional Natural Balance or Second Sunrise. That said, perhaps it's not a bad idea to include both.

titanreaver on An attempt to make ProsBloom not atrocious

2 months ago

I did some play testing, and I think this is pretty sweet in concept. I thought another draw plan could be The Gitrog Monster paired along side things like Lodestone Bauble and maybe even Second Sunrise. This could let you get rid of blue if you wanted to and you could play Riftstone Portal to make your lands tap for multiple colors for value from the Squandered Resources and you could use tutors to find the monster like Sylvan Tutor or Worldly Tutor or maybe Traverse the Ulvenwald but probably not with out something to make delrium easier to trigger. Thats all I can think of for now, hope it helps.

TzickyT on Teshar's Toolbox

2 months ago

personaly in a mono white deck having no Land Tax nor having no Aura of Silence makes your deck being verry slow. that said saga's are historic and enchantments so i would add those at least.

from enchantments i definitly would add in your deck Land Tax ( gets u the lands faster and stady phase) Aura of Silence (protects u from mana rock decks a lot) Sigarda's Aid ( aid's with equipments) True Conviction (double strike and life link) Enduring Renewal (potential infinit combo) Triumph of Gerrard (Saga Trigger and +1/+1) History of Benalia (Saga trigger and get Blockers)

personaly i see u have a lot of mana rocks or mana stuff in artifacts. personaly i don't think they wil help u win the game at all so these are some cards i would suggest adding in your deck for artifacts

Aetherflux Reservoir (makes a treath on the field and shoots a guy death if u have enough lifelink) Azor's Gateway( draw power) Sword of the Animist (mana power) Pearl Medallion (comander costs 3 mana) Bloodforged Battle-Axe (can be nasty after a while) Expedition Map (get an important land for your deck) Basilisk Collar (lifelink and deathtouch) Dispeller's Capsule (removal on artifact)

then for instants and sorcery's i see you got a lot of bordwipes so i imagine that your locals has a lot of token players so this are some cards i would say to have a look at.

Dusk / Dawn ( gets your creatures back pretty fast) Hour of Revelation (wipe when u don't care for 3 mana recast everything u can) Slaughter the Strong (wipe where u can stil do stuff) Gift of Estates (mana search) Rout (wipe possible on instant speed) Open the Armory (search an equipment) Idyllic Tutor (search enchantment or saga) Open the Vaults (get your enchantments back) Enlightened Tutor (search enchantment or equipment or saga) Second Sunrise ( return after boardwipe for everyone) Faith's Reward ( return after boardwipe for yourself) Teferi's Protection (u don't play for a turn)Silence (opponent doesn't play for a turn) Hallowed Moonlight (protect from combo deck) Forsake the Worldly (exile a treath or cycle)

than for creatures i would have a good look for them couse i don't realy see any creature that can win u the game. some auto includesSun Titan ( get something outof your graveyard back)Burnished Hart ( get land) Aven Mindcensor (Tutor protection)Recruiter of the Guard (search your pieces)Puresteel Paladin (decent creature for int he deck) Monastery Mentor ( token generator) Mentor of the Meek (draw a card)Nova Cleric (destroy all enchantments) Loyal Sentry (destroy wichever u block)

Regoober on Heaven & Earth

2 months ago

You may consider some recursion that's not stuck to a creature. One of my favorites is to pair a board wipe with Faith's Reward: You get your stuff back and they don't. If it's a one-sided board wipe (you're losing high ground), there's Second Sunrise, but that's pretty group hug most days. They're also good if you end up running things like Greater Good or Momentous Fall so you can get back your baddies in quick order!

Draw in these colors is a paaaain. Lifecrafter's Bestiary is my new favorite one. Mind's Eye is expensive mana cost, but in multiplayer mid to late game is great. Since you've got a lot of flying, Mask of Memory has a high chance of making it through. I can't tell if you have enough weenies to make Mentor of the Meek or Skullclamp Worthwhile... Elspeth Helps. The new Karn, Scion of Urza is bad ass draw, but sometimes slow and ends up losing the card you really want.

Keep up the good brew!

Oloro_Magic on Play from Graveyard in Modern?

2 months ago

Unfortunately Second Sunrise remains banned in modern, after Cifka's dominance with eggs a few years back.

shadow63 on Play from Graveyard in Modern?

2 months ago

If you wanna go instant and sorcerys theres Past in Flames you could always try Second Sunrise

tylorlilley on Sram, Senior Edificier

2 months ago

Okay, cuts.

I would cut On Serra's Wings. As fun a card as it is, I'm not sure a four mana aura that doesn't recur itself somehow is going to be worth it in this deck.

Teshar, Ancestor’s Apostle Only hits fifteen cards in your deck. Still probably good enough. I'd say you NEED to add a Mother of Runes to this deck though.

As much as I love Conqueror's Galleon  Flip, it is isn't a great card. It's probably among the worst 9 in the deck if you are looking for 9 cuts.

I've never been a big fan of Sword of Vengeance. That and Forebear's Blade could be easy cust to get the other actual swords into the deck if desired.

Skysovereign, Consul Flagship is a sweet vehicle but it costs 5 and is probably not good enoug here.

Grappling Hook and Inquisitor's Flail are equipment that always seem sweet in theory but haven't quite put the work in for me, and I've often ended up cutting them.

I think Ghostfire Blade is the worst of your 1-mana equipment and could be cut.

I always try to put Masterwork of Ingenuity into my decks and it always ends up getting cut. Maybe you will have more luck, but its such an easy thing to cut when looking for things to cut because it doesn't do anything on its own. It's probably better here than in most decks though, with the 1 mana draw a card attached.

I'd cut Key to the City since it doesn't draw you cards. If you want more ways to make Sram unblockable there are more equipments/auras that can do that (and Mother of Runes would help).

No Argentum Armor? I know it is very expensive for this deck's curve, but I still think it may be worth it. It's a very powerful equipment and you are a tad light on removal anyway.

I could go either way on the creatures that just get boosted for being equipped like Kor Duelist, Auriok Edgewright, etc. If your plan is to do Voltron with Sram, they really don't help you toward that goal in any way and could be easily cut. But they are not a bad back-up plan if you don't want to go all in on Sram voltron. Hmm. Similarly, is Mirran Crusader doing anything special here, or is he just a fun dude to equip?

Am I missing why you would run Second Sunrise over Faith's Reward? The prior helping out all your opponents seems like a bit much.

Auriok Steelshaper doesn't do as much as he sounds like he might and I have cut him before. Sram isn't even a Soldier/Knight to boot. Same with Stone Haven Outfitter; remember that if you are doing Voltron and equipping Sram and he dies and you put him in the command zone, he didn't die so you won't draw a card.

So all that said, I would suggest the following:

IN: Argentum Armor, Mother of Runes, Sword of Fire and Ice, Sword of Light and Shadow, Faith's Reward

OUT: Second Sunrise, Forebear's Blade, Sword of Vengeance, Key to the City, Skysovereign, Consul Flagship, Masterwork of Ingenuity, Ghostfire Blade, Grappling Hook, Inquisitor's Flail, Conqueror's Galleon  Flip, On Serra's Wings, Auriok Steelshaper, Stone Haven Outfitter, Mirran Crusader

That should bring tyou from 109 -> 114 -> 100, if I did my math right. Oh, and you definately want Field of Ruin/Tectonic Edge/Ghost Quarter/Strip Mine with this kind of deck! Otherwise Maze of Iths just ruin your whole day. And Rogue's Passage.

Good luck!

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