Sun Droplet

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
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Commander 2013 (C13) Uncommon
Archenemy (ARC) Uncommon
Mirrodin (MRD) Uncommon

Combos Browse all

Sun Droplet

Artifact

Whenever you're dealt damage, put that many charge counters on Sun Droplet.

At the beginning of each upkeep, you may remove a charge counter from Sun Droplet. If you do, you gain 1 life.

Sun Droplet Discussion

oberien on Metalworks V2

3 weeks ago

I liked the v1 list and played it at two FNMs. However I didn't find it complex enough being used to Hardened Scales, KCI and Amulet Titan (and Amulet Bloom back in the day). I love the solve the puzzle aspect of decks. The old version felt more like a "cheat 10/10 into play and beat the enemy down" with the infinite loop feeling more like a backup. The new list above seems to focus more on infinite loops, which satisfies my inner MTG player :)

I took the above list to the FNM with slight modifications and went 1-1-1 (could have been 2-0-1 if I knew the deck better). I didn't have any Conjurer's Bauble so I replaced them with Akroma's Memorial , Ghirapur AEther Grid and Karn, Scion of Urza . I really enjoyed playing the deck and slowly discovering more and more ways to win the game :) For those interested, I went for this sideboard: 3 Nature's Claim , 2 Dismember , 2 Abrade , 2 Firespout , 1 Engineered Explosives , 2 Nihil Spellbomb , 1 Grafdigger's Cage , 1 Sun Droplet , 1 Sorcerous Spyglass .

Infinite Combos

General loop: Metalwork Colossus (MC) and Scrap Trawler (ST) on the battlefield, at least {3} mana reduction on the battlefield (e.g. 1 Semblance Anvil and 1 Cloud Key ) and enough CMC for MC, a Metalwork Colossus in the graveyard (GY). Sacrifice MC and ST to the MC in the GY. ST-trigger of MC gets back ST, ST-Trigger of ST gets back any {0}, {1} or {2} mana artifact. Play MC and ST for free. We're back to the beginning but have an additional artifact in hand and increased the storm count.

Another possible loop if artifact reduction is only at {2} is to not sacrifice ST, but only MC and the {2}-mana artifact, ST-trigger of MC get back that artifact, play both. If artifact reduction is only at {1}, it's possible to draw some cards with Conjurer's Bauble (until there are no more artifacts in the GY) or to include Chromatic Star and draw infinite cards. There must always be enough non-creature artifact CMC on the battlefield to cast MC for free.

Infinite Card Draw: Get back Elsewhere Flask and play it (-> draw), then sacrifice it to get it back again in the next iteration. If there's a sac-outlet on the battlefield, it's possible to get back any egg and sacrifice it to the sac-outlet before sacrificing MC and ST to MC in the GY.
Infinite Damage: With Ghirapur AEther Grid in play, just do the most simple version of the loop and tap both to-be-sacrificed artifacts to grid before sacrificing them, dealing one damage. Without grid sac the Mortarpod token for 1 damage, sac Mortarpod and MC to the MC in the GY, ST-trigger of MC gets back Mortarpod . Rinse and repeat.
Infinite Mana: Tap Mind Stone for {1}. Sac MC and Mind Stone to the MC in the GY. ST-Trigger of MC gets back Mind Stone . Rinse and repeat.

Card analysis

I'd like to go through some cards:

  • Arcbound Ravager : I really like this addition. I was missing a sacrifice outlet to get the second Metalwork Colossus into graveyard before. Arcbound Ravager being fetchable with Sanctum of Ugin is just amazing and allowed me to go off in two games in the FNM which I otherwise couldn't have.
  • Grinding Station : I'm not sure about this card in general. I've previously played some variations of Krark-Less Ironworks lists ( Semblance Anvil and Grinding Station ). I see this card in this deck mainly for 3 reasons. (1) Milling the opponent with the infinite combo, (2) using it as a sac-outlet, (3) milling yourself to get a Metalwork Colossus into your graveyard when you already have one on the field to start the combo.
    I don't see the reason for (1), as we already have infinite card draw (eggs) and infinite damage ( Ghirapur AEther Grid or Mortarpod ).
    For (2) I find Arcbound Ravager better, as it can be fetched for with Sanctum of Ugin and doesn't need to be tapped (even though you can respond to the untap-trigger of Grinding Station by tapping it whenever an artifact ETB).
    For (3) I can't really judge that yet, as I didn't really try it out yet. I usually don't have problems finding the second Metalwork Colossus among Ancient Stirrings and Sanctum of Ugin . In longer matchups Inventors' Fair can also be used, even though I didn't need to crack any fairs so far. It might help against Blood Moon .
  • Mortarpod : This is the easiest and cheapest go-to infinite damage card. Even if drawn without a loop, it's still one damage that can take out a Snapcaster Mage to slow down the clock of an opponent ifneedbe.
  • Akroma's Memorial : I personally love this card in this deck. I've added it to the old version, and I also have it in my current deck. First, given {2} to {3} mana reduction, it's pretty easy to cast. It triggers Sanctum of Ugin letting you fetch Metalwork Colossus . If you have it deployed, and have any mana reduction on the field, MC is already free. Nobody expects this card. It adds another sort-of wincon. You can win with this card out of the blue. While I think it may be somewhat a win-more card, it has already won me several games single-handedly. I was able to fly over my opponent's elves. Giving Vigilance, it allowed me to attack with two MC against Spirits, which needed to block one, which left them without lethal and put me into a better spot. I just love this card.
  • Ghirapur AEther Grid : I think this card deserves to be a one-of in the deck. Against creature-based decks, it enables easy removal of the creatures. Control decks can barely do anything once it's deployed. And otherwise it still allows an infinite damage combo if Mortarpod has been exiled.

These are some cards, which may be good, but I don't see their effectiveness quite yet:

  • Greater Gargadon : As an earlier post suggested, this is a possible sac-outlet and threat. The problem is that we usually want artifacts on the battlefield to make Metalwork Colossus cheaper. Additionally, if we're able to get to 10 artifacts, we most likely already have a win condition.
  • Karn, Scion of Urza : I'm very unsure about this card. It gives us card-draw, but I don't think that's important in the current decklist. The only real reason for it I can think of is for the super-large token when we have lots of artifacts in play. But for that it might be too slow. It might help in grindy matchups, but in those MUs we'd just like to combo off anyway. And against control MUs it's not needed as this deck already has an amazing control matchup.
  • Salvage Titan : This card might be worth investigating, but I'm unsure if it goes well with the other ideas of the deck. We don't necessarily want to sacrifice 3 artifacts for a 6/4.
  • Silent Arbiter : This might be good against creature-heavy matchups and go-wide strategies.
  • Torpor Orb : Unsure if there are enough MUs which this card is good in.
  • Sun Droplet / Golem's Heart / Dragon's Claw : These might help against burn / fast strategies. May also help agaist phoenix decks.
  • Ratchet Bomb : Cheap (probably free) boardwipe. Helps against chomp blockers and tokens. Probably shouldn't be cracked for {2} :)
  • Engineered Explosives : Also possibly cheap boardwipe and a one-answers-all type card. Especially useful with Prophetic Prism .

Mana Base

I'm not sure about the landbase. I prefer utility lands over the Aether Hub s. I think that the old mana base fits better. This is probably mainly because I still like having Prophetic Prism over Elsewhere Flask . I haven't tested a lot with the landbase yet, so I'm not sure what the correct way of handling this is.
I often times lose against the deck itself just due to only drawing lands / having no lands. I'm not sure if this is just plain misfortune or if the number of lands is hard to balance between having enough lands on the starting hand and not flooding.

Weaknesses

Matchups

  • Through the Breach / Nahiri, the Harbinger : Alchemist's Vial completely shuts them off. Therefore, this MU is amazing.
  • Control: The Control MU is probably one of the best out there. Always remember having a sacrifice outlet for any Metalwork Colossus on the battlefield, be it Phyrexia's Core or a Metalwork Colossus in the graveyard. Whenever they try to exile one from the battlefield, get back one from the graveyard and get the otherwise exiled one in the graveyard.
    I even won two out of two games against Legacy Miracles (low sample rate, but we both felt like the MU is highly favoured for Metalworks Combo)
  • Very fast creature decks: This deck seems to always just be one turn too slow for very fast creature based MUs. In fact I lost 4/4 games against Sliver.

I don't have a lot of matchup data so far, and the above are mainly just estimates and gut feeling playing the matchup.

Please leave feedback on my observations so far, I really love this deck and it feels like it still has potential.

Ripwater on Killing with Karlov

1 month ago

How is Sun Droplet working out for you btw? Really curious about that!

Thanks for the comment and help btw! Isn't Whispersilk Cloak a better option for you instead of Lightning Greaves ?

Ripwater on Karlov

1 month ago

I guess this is a 1vs1 variant or not?

Another question: How well does Sun Droplet perform? I'm still in doubt about it. Would you think its better for 1vs1 or can it perform in multiplayer as well ?

Thanks!

Flooremoji on WE.. HATE.. BURNNNN

1 month ago

Ajani's Mantra over Sun Droplet , and Angelheart Vial is disheartening to play against to say the least :) (To expensive though, sigh) Could it be worth it to play lifegaining lands?

mrdehring on Heaven and Hell “check me out”

1 month ago

You have a lot of ways to gain life in this deck, so will focus on cards you may have missed that work with life gain.

A few inexpensive options:

Cliffhaven Vampire , whenever you gain life your opponent lose life.

Vizkopa Guildmage , gains you life and a way to kill everyone if you gain a lot of life on a turn.

Sun Droplet , gain a little life every turn.

Righteous Cause , gain a little life every turn. This does make you a target sometimes, but you may want to try it out.

Falkenrath Noble , another Blood Artist style creature; with flying!

Sanguine Bond , just one of those cards for this archetype.

Closer to your $8 limit:

Serra Ascendant , a 6/6 lifelink for one is good.

Rhox Faithmender , gain even more life.

PlatinumOne on Mono Green Sideboard: 3/1-2/2 Split?

1 month ago

orb is not a fine card, period. Sun Droplet is better. Dragon's Claw is better. also, i'm not even the one who talked about an opponent sideboarding in removal. stirrings doesn't help, and basic math proves that. the odds of it revealing nothing but a land are just too high. the card then does essentially nothing. yes i realize what your question was, but you're not understanding my answer, which is that the best split of thrun:orb is X:0, where x is thrun. if your research shows orb to be the "best anti-burn card in the format for this deck" (as you said earlier) then you havent done proper research. i've already shown you 2 cards that are FAR superior, and thats just what I remembered off the top of my head with no gatherer searches.

PlatinumOne on Mono Green Sideboard: 3/1-2/2 Split?

1 month ago

orb is not a fine card, period. Sun Droplet is better. Dragon's Claw is better. also, i'm not even the one who talked about an opponent sideboarding in removal. stirrings doesn't help, and basic math proves that. the odds of it revealing nothing but a land are just too high. the card then does essentially nothing. yes i realize what your question was, but you're not understanding my answer, which is that the best split of thrun:orb is X:0, where x is thrun. if your research shows orb to be the "best anti-burn card in the format for this deck" (as you said earlier) then you havent done proper research. i've already shown you 2 cards that are FAR superior, and thats just what I remembered off the top of my head with no gatherer searches.

Drakoy07 on Atraxa's Wrath of Life

2 months ago

Hey ThaneGarrusThanks for the visit :) and the UpVote! :) I appreciate it!

No, I've never considered it, but doesn't Sun Droplet seem a little slow? Or am I reading the card wrong? Great ability to gain 'charge counters' from taking damage, but if you can only remove 1 each upkeep to gain life then it's limited to the number of opponents you're facing, so you can never really max out the potential life gain. If you have 3 opponents you'll only ever gain 4 life by the time it comes back round to your turn no matter how many counters are on it, unless you have upkeep doubling effects Paradox Haze , and life doubling effects Alhammarret's Archive to really make good use of this card. I just don't think I have enough support to make a card like this work efficiently. It would work better in a more dedicated life gain...artifact...angel deck I think especially if you could make use of Resplendent Angel Angelic Accord Bubbling Cauldron Trading Post Would be epic!...chuck some green in there for some extra token doubling effects Parallel Lives to back up Anointed Procession ....ooof! drool! I think I would make that deck =P

Initially however when I first saw your recommendation I thought...hmmm mass counter moving...Is that a thing? If you were able to take damage then gain charge counters you can use Sun Droplet like a battery then use Power Conduit (the only card I could find that could work in this scenario) to move counters from Sun Droplet onto any of our other artifacts/creatures that would love some free counters for mana and card draw. It would be basically the same thing we do with Unspeakable Symbol + Crystalline Crawler / Fathom Mage but very much slower, but it can also put counters on Pentad Prism which is a plus. That would be epic! But I don't have space for these pieces (100 cards and it can never fit everything we want) and to really pull out the potential of this combination of cards...I think I'd probably have to run some untap shenanigans Unwinding Clock . It would be cool to be able to ramp from being attacked with damage, but it would take quite a while to setup. Together powerful, but as separate cards they don't stand very well on their own as they would rely on each other to make any real impact on the game.

Damn I can ramble.... Thanks again for the UpVote! If you were to put in Sun Droplet what would you swap out for it?

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Sun Droplet occurrence in decks from the last year

Commander / EDH:

All decks: 0.0%