Sphere of the Suns

Legality

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

Printings View all

Set Rarity
Modern Masters 2015 Edition (MM2) Common
Mirrodin Besieged (MBS) Uncommon
Mirrodin Besieged: Mirran (MBM) Uncommon

Combos Browse all

Sphere of the Suns

Artifact

Sphere of the Suns enters the battlefield tapped and with three charge counters on it.

{{T}}, Remove a charge counter from Sphere of the Suns: Add one mana of any color to your mana pool.

Sphere of the Suns Discussion

wereotter on Go Broko with Oko

1 month ago

If you're still making considerations, I would look at Ovinize instead of Turn to Frog . Both are instant speed, but one makes the creature a 0/1 while the other is a 1/1. This could make a difference if the creature you want to steal is equipped or enchanted.

If you do go this route, I would also recommend do-nothing artifacts to swap like Darksteel Relic , Sigil of Distinction , or Sphere of the Suns . Also Master of Waves will let you swap a 1/0 elemental to your opponent that will die as soon as you give it to them, and Bronze Bombshell will explode for 7 damage while you keep their creature.

FyreLorde on Kaalia's Inferno

2 months ago

subiskier: Glad you like it! Yeah, getting Kaalia swinging quickly is definitely important, though I'm not really a huge fan of Hanweir Battlements , Slayers' Stronghold , and most other lands that give haste. Effectively paying 2 or 3 mana is a pretty big tax on getting Kaalia out, and I rarely find myself in a situation where I'm really wanting to pay it. I used to run Flamekin Village in the deck, but I swapped it out for Hall of the Bandit Lord which seems to work way better as you're not really paying anything extra other than it entering tapped. As for Fervor , I've actually been looking into slotting in Dragon Tempest (which is almost strictly better in this deck) but I haven't really decided what I'm willing to take out for it yet. Swiftfoot Boots is definitely a good card, and worth running alongside Lightning Greaves , but at a 5 mana investment I'm not too fond of Whispersilk Cloak . Thanks for the comment, and good luck to you too!

loricatuslupus: Thanks! I agree, I love creature decks much more than combos and Kaalia seems like one of the few that is aggressive enough to have a consistent chance at outpacing them. In my personal meta it's rather rare for there to not be any player without a flyer that Kaalia can safe swing at, so I'm not really too concerned about preventing blocking or damage effects with things like Dust Corona and Dolmen Gate . However, I actually have been thinking about adding Reconnaissance to the deck for a while (and probably would've already if I could find a copy locally) due to it's amazing value in both giving Kaalia safe triggers and pseudo-vigilance to all of my creatures. As for Chromatic Lantern , I actually used to run it in the deck (most of the maybe board is cards I ran at one time but later cut) but I just found that it wasn't very helpful. My mana base is stable enough at this point that I very rarely am in need of it's fixing, and at 3 cmc it doesn't really help me ramp Kaalia out. The initial goal of the deck is always have Kaalia swinging on turn 4 at the latest (ideally turn 2 or 3), and 2 cmc rocks like Sphere of the Suns just do a much better job at accomplishing that. Dark Ritual has done pretty well for me, I think. It allows for some pretty explosive early turns in either getting an extra rock out or ramping out Kaalia up to 2 turns earlier. Even late game I can usually find some use for it to stretch out my mana for more valuable turns. While temple lands are arguable some of the better taplands, I personally would not run them if I don't have to as taplands significantly reduce the speed of the deck and are detrimental to my plan of getting Kaalia out as quickly as possible. I used to run Reya Dawnbringer but I found that she was often either stuck without a target, or removed before she could do anything. I cut her in an attempt to shift away from effects like hers where you have to wait a turn to get anything out of them, and towards things that give immediate value upon entering/hitting. Also there's already enough times where I have Animate Dead or Reanimate in my hand with no good targets that I don't really think I'm in need of more recursion right now. Never really been a fan of Adarkar Valkyrie as her ability seems a bit underwhelming to me, especially when you have to wait a turn to use her as well. They're both alright cards, but if I ran them it would be solely for the synergy with a couple of cards like Razaketh, the Foulblooded that you mentioned, and that's not really worth it for me. Thanks for the comment and suggestions, and good luck with your own deck as well!

TortillaConfetti on Budget Zedruu

3 months ago

Kind of, off budget haha, but here is my Zedruu deck if you wanr or need some inspiration, Gift Dealer Supreme, also, you could use Venser's Journal and cards like Temple Bell and Howling Mine in order to start some politics at the table and ensure more fun haha, Sphere of the Suns , Strionic Resonator and Pentad Prism are musts on a Zedruu EDH in order for you to donate useless stuff and copy your upkeep trigger with the Resonator, so you will be gaining a ton of life and getting advantage and sneak a good old Reservoir kill, and...the ultimate JANK, Transcendence a win condition that only works if you are below 20 and your opponents have a ton of life, anyway, your deck is looking good, and feel free to come by my list to get your opinions, have a good day! :D

TCG-Player on Inclusive Rakdos Is Colorblind

3 months ago

Man, it really hurts me to see cards like Manalith and the Cluestones in commander. Also it seems to be common for decks to have way to little ramp (4 in this case). I would highly suggest running about 10 in every deck. In this deck, you might want to favor rocks that can help you cast Rakdos, Lord of Riots a turn early.
Cards that come to mind are:


There are also great colorless rocks, as well as rocks that don't help you cast Rakdos early, but that can give you big advanteges in the mid- to lategame. Please consider that you might not always be able to count on Rakdos's ability to cast your expensive creatures. If your commander gets stolen or permanently removed, you should have ways to not outright lose:

TortillaConfetti on

4 months ago

Pentad Prism instead of Sphere of the Suns ? :D Also, nice deck!

Shadow02 on Machine March

5 months ago

I would recommend running a bit more ramp, there are some that work well with your strategy like Coalition Relic , Jeweled Amulet , Mana Bloom , Sphere of the Suns

Because it makes fielding a board and getting your engine running so much easier and earlier in the game

triproberts12 on Got to Draw Fast

7 months ago

The problem is that creatures are very easy to chump with. You want stuff that can't be gotten rid of, hopefully with deleterious effects, although it's fine if they're neutral. Even something like a used-up Sphere of the Suns can be great with Zedruu, since it doesn't do anything but sits there, drawing you cards.

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Sphere of the Suns occurrence in decks from the last year

Commander / EDH:

All decks: 0.01%