Seer's Sundial

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Commander Anthology (CM1) Rare
Commander 2015 (C15) Rare
Duel Decks: Zendikar vs. Eldrazi (DDP) Rare
Commander 2014 (C14) Rare
Commander 2013 (C13) Rare
Worldwake (WWK) Rare

Combos Browse all

Seer's Sundial

Artifact

Landfall —— Whenever a land enters the battlefield under your control, you may pay . If you do, draw a card.

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Seer's Sundial Discussion

merflock on Gruul babies

1 week ago

You definitely need at least 5 more lands if you ever want to cast Omnath, Locus of Rage. Go down the Seer's Sundial and some combination of planeswalkers and maybe some of the embodiments, as your lands can die in combat. Also, Ground Assault isn't necessary because you already have enough removal. In there places you could play Azusa, Lost but Seeking, Oracle of Mul Daya, or Courser of Kruphix. The first 2 allow you to play Ghost Quarter over and over from the graveyard if you have a Ramunap Excavator out making you able to blow up some of their lands and trigger landfall multiple times. For the mana base, if you want it to be budget, just take out a couple of basics and add 4 Rootbound Crag and 4 Ghost Quarter. If you want it to be competitive, run 2 Windswept Heath, 4 Wooded Foothills, 4 Ghost Quarter, 4 Stomping Ground, and the rest basics.

pyromaniac53 on Tatyova land updated (need help)

2 weeks ago

First, cool deck! I was excited for Tatyova when I first saw it, and this is why. Also, you could try Roil Elemental, it draws a lot of removal but when it sticks it’s crazy. You can also play Seer's Sundial for card draw. In this deck Turntimber Basilisk can wipe out swaths of your opponents board after you cast a good ramp spell. Also, I’m not sure if your aware, but it says this deck has 101 cards, so you can cut one more as well.

Spirit_Logan on Nissa's Land Power

2 months ago

Azusa, Lost but Seeking + Ghost Town allows you to always get 3 landfall triggers a turn. Some landfall creatures are:

Lotus Cobra

Avenger of Zendikar

Rampaging Baloths

Seer's Sundial

Baloth Woodcrasher

Grazing Gladehart

Howdie91 on Daretti's Supreme Scrap Superstore

2 months ago

Individual Card Comments:

  • Wayfarer's Bauble - Too Slow. Each time you recur it, it still costs 2.
  • Contagion Engine How many cards can be affected by proliferate? If low, I'm not sure it is worth it.
  • Spine of Ish Sah - Technically it goes to the yard, then the return to hand trigger goes on the stack. Find a way to bring it back to the battlefield before the bounce trigger resolves. Sculpting Steel copying Spine will cause Steel to come back to hand when sacrificed. Very useful.
  • Impact Resonance - Really specific damage. I think it removes things after you need them to be removed.
  • Unstable Obelisk - Even if you bring it back, it still costs 7 mana to remove something.
  • Word of Seizing - Mindslaver is a good card because it is recurrable in your deck. This isn't. There are other gain control cards that are more useful. This and mindslaver both require you to play someone else's deck, which is a gamble whether it is worth it.
  • Conjurer's Closet - How many ETB creatures do you have? Is this worth it?
  • Alhammarret's Archive, Reliquary Tower, and Thought Vessel - I don't think you have enough draw to really abuse any of these. For the Archive, do you have any lifegain sources?
  • Darksteel Colossus - This will never hit the graveyard, so you will always be hard casting it. Not sure if that works with your gameplan. The shuffle effect is a replacement effect, not a trigger so it doesn't use the stack.
  • Hoard-Smelter Dragon - Meh, only works well with high CMC artifacts, and most of the time you'll be killing your own stuff.
  • Kuldotha Forgemaster - What are you going to tutor for this that will win you the game?
  • Kurkesh, Onakke Ancient - Good card, but copying what activated ability will win you the game?
  • Scrap Mastery - This card is gold, and is a definite win condition in your deck. Make sure you have a way to preemptively sacrifice all of your creatures/discard your hand/mill yourself for most of your deck before resolving this.
  • Unwinding Clock - Good card in this deck, but how many artifacts with tap abilities can you exploit using it?
  • Karn, Silver Golem - I would only keep this for any combos associated with it. In a vacuum, he's just a good blocker.
  • Skyshaper - Is create for the alpha strike single shot, I've got several big ass creatures or a shitload of tiny ones, but other than to give Blightsteel Colossus evasion, is this card super impactful?
  • Phyrexia's Core, and Throne of Geth - I wouldn't consider either of these sacrifice outlets, because they are single use per rotation, and the Core costs mana. If you want sacrifice outlets I'd shoot for Ashnod's Altar, Altar of Dementia, and things that say "Sacrifice a creature:."
  • Dormant Volcano - From seeing it in use, seems like you only want to see it really early on.
  • Carnage Altar - I know you're in red and draw is at a premium, but 3 mana for a card is not the best.

Comments:

  • Too much Ramp
  • Not enough Draw and Removal
  • Does the deck work without Daretti? If no, find a way to protect him, or other artifact recursion sources.
  • You WinCon category doesn't really have many cards that win you the game, just really impactful cards. Look for combos, or Insurrection like cards, or the dreaded MLD type effects. Basically cards that, if it resolves, win you the game.
  • You have a lot of categories with one or two cards in it. I'd clean those up into more general things to get a more clear idea for what you're trying to do.
  • You should probably be running more utility lands.
  • Think about adding some sacrifice outlets. If this is a recursion/reanimation deck, you need to be able to kill shit when you want to.
  • Red is really good at making temporary tokens, specifically artifact tokens, of things. Might be worth looking into.
  • I try not to include lands in categories because they aren't abusable enough to be consistent. It gives you false category numbers. If you have 10 draw cards, but 3 are lands, you really don't have enough draw. But that's just my opinion.
  • I'd try to find more "to the battlefield" recursion cards, instead of to your hand. Recasting those cards every turn causes mana problems. The "to hand" effects are still good though, just slower.
  • Isochron Scepter would be good with some of the spells you have like Scrap Mastery, and Trash for Treasure.
  • Tuktuk the Explorer and Feldon of the Third Path go well together, but the fact that the artifact is legendary sucks.
  • Turning nonartifact cards into artifacts using effects like Liquimetal Coating is an interesting direction to look into, and there are a few cards that do similar things. Probably several useful combos to do with that. Especially if you ever get the Daretti emblem.
  • Do you ever plan on getting a Daretti Emblem? Obviously you would like it, but to you, is it worth dedicating some card slots into cheating out loyalty counters to get him to 10? The problem is that he will very rarely get to 10 through use of his +2 alone. And even with Contagion Engine, people will attack him before he's at 8. Just something to think about. If you get the emblem, you've very likely won the game, so that can definitely be a win condition to pursue.
  • "Control" is too ambiguous. Chaos Warp, and Steel Hellkite are removal, and Liquimetal Coating is protection(?).
  • Red's draw is usually the looting (draw a card, then discard a card) and pillaging (discard a card, then draw a card) effects. These also aren't great, but using artifact recursion, cards like Mind Stone become very good draw effects if you can recur them every turn/rotation. Other abusable draws are Tamiyo's Journal, and Seer's Sundial. It might suck to give other people cards, but Howling Mine may also be worth it.
  • It seems counter-intuitive, but Vandalblast might be useful, especially with Scrap Mastery.
  • Are there more cards that let you cheat out artifacts from your hand like Copper Gnomes, if so that sounds like an interesting direction as well. Sneak Attack comes to mind, but

Combos:

TheVectornaut on Infinite Mana/Infinite Mill?

2 months ago

I don't see anything preventing this from working as long as you put the triggered abilities on the stack in the right order. The land's ability needs to be put on the stack before the Amulet of Vigor so you can tap it for mana before it's bounced. Retreat to Coralhelm's trigger can be added anywhere as long as you're always choosing the first option to untap Walking Atlas. You should also be able to add in any other landfall triggers you want. Hedron Crab, Seer's Sundial, Lotus Cobra, Retreat to Kazandu, Retreat to Hagra, Retreat to Emeria, and so on.

JuQ on Omnath Elemental/Landfall EDH

3 months ago

Hi there!

Omnath is completely commander dependant, after all the goal of the deck is to combo off with him, so there is not much you can do, so you have to work around it. You need to protect him better and get a bit more recursion because Omnath at 7 CMC is expensive enough.
Against removals you can use Sylvan Safekeeper and Heroic Intervention and there is always Asceticism which is a bit more expensive both money and mana wise.
For recursion Seasons Past is one of my favorite cards lately, easilly you get five to seven cards out of it. Greenwarden of Murasa is another no brainer because of the tribal theme. Deadwood Treefolk works similarly, it sacrifices itself and you don't have to exile it, but only brings back creatures. Paleoloth is another creature I though about, the creature by itself is kinda bad, but with Omnath you can trigger it the same turn you cast it.

Against the flyer problem im using (together with the Tornado Elemental) Cloudthresher, Ulvenwald Hydra, Rage Nimbus, Chaosphere (Spidersilk Armor is another good option I run in other decks).

Some creatures are too big to be killed with damage or plainly indestructible, so I run stuff like Scour from Existence and Brittle Effigy. Spitebellows is a damage based removal but you can get a lotta triggers for just three mana.

If your meta has so many counterspells you have stuff like Red Elemental Blast, Burnout, Vexing Shusher and Prowling Serpopard among others.

You should cut Door of Destinies and Vanquisher's Banner, you only have 14 elemental spells (counting Omnath) so you won't be getting enough triggers out of them to make them worth their spot in the deck.

Animist's Awakening is just bad, keep in mind you will be getting about one land for every three mana you spend on the X (there are many other effects taking lands out of the deck). It would be good if were producing limitless mana, but if you already have infinite mana you don't really need so many lands, anyway it's a worse Genesis Wave. Better options are Traverse the Outlands and Boundless Realms or the Genesis Wave.

Stuff like Exploration and Wayward Swordtooth work amazingly in these decks, specially when you combine it with the Oracle of Mul Daya and Courser of Kruphix you already run and Ramunap Excavator if you were to include it (feels like a cheat with cards like Evolving Wilds).

The deck would improve a lot with more card draw Mouth / Feed, Skullclamp, Seer's Sundial and Skullmulcher are good options, even a five card Soul's Majesty or Rishkar's Expertise is a good value.

FlameoHotman on

3 months ago

What a fearsome deck. Some creatures already have it though, but you should put more card draw like Harmonize, Seer's Sundial, Divination.

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