|Commander / EDH||Legal|
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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.
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Sun Droplet Discussion
1 week ago
As an additional comment on the deck, Acidic Soil and Price of Progress are amazingly powerful cards! I frequently do a combined 40+ damage with them, usually taking out at least one opponent, and I can almost always make the damage asymmetric, even though I have only nonbasic lands. Solitary Confinement, Delaying Shield, Gideon of the Trials, and Selfless Squire all can prevent the damage, and Sun Droplet can regain that lost life over a few rounds. Damage per CMC, these cards smash serious face, and are probably the most powerful offense in the deck. Think about that, Price of Progress has a CMC of 2, is instant speed, is searchable by both Sunforger and Shred Memory, and it commonly does 40+ damage! That. Is. Insane.
2 weeks ago
First, nice deck. I enjoy seeing what everyone is doing with Queen Marchesa.
Second, a suggestion. How much value are you getting out of Alesha, Who Smiles at Death. She seems to support only a few of your creatures, and most of them are neither ETB value or even any good at attacking. Knight-Captain of Eos gets you a couple of extra tokens, but Hanweir Garrison doesn't even get you anything, because it ETB attacking, it triggers on a whenever Hanwier Garrison attacks, so the trigger is skipped, and hence there is no value there. Your deck doesn't seem to take advantage of Alesha, Who Smiles at Death, and this value engine could be strengthened, or you could gain more from another card in that slot.
Third, I have some commentary regarding The Monarch. There are situations where having it circulate the table is the best play. There are other times when keeping it for yourself is the best play. I often find that early, you gain value out of The Monarch circulating, because you have other cards to play, and the relative value of the extra card is less. You also gain value early by dropping Rattlesnake Assassin tokens that can be used for both offense and for regaining The Monarch later. In this time, you build your Pillow Fort and Rattlesnake army, and you let the other players fight over The Monarch. Once your fortress is built, take back The Monarch, and sit back and gain card advantage as your opponents finish each other off. Eliminate any threat to you with surgical removal, and wait to bring down the hammer on the final foe who has been weakened in his fight with the other players, a fight that you just watched from behind your walls as you gathered your strength. That is how The Monarch wins you games. It distracts others from repetitively attacking you early, and gains you card advantage later. You should be willing to play with it both ways, depending on where you are at in your game state.
So dlamars, you are right, passing it around can be advantageous. But only until you solidify your defense, and only if no single opponent gains too much advantage out of it. Allowing a single opponent to capitalize on The Monarch, or allowing them to take it back at will, will spell disaster. A solid Pillow fort, with cards like Ghostly Prison, Sphere of Safety, Windborn Muse, Sun Droplet, Delaying Shield, and Solitary Confinement can be very synergistic with The Monarch when it is played this way. I love my Queen Marchesa: Politics, Aikido, and Control deck, it is my all time favorite deck, and this interaction between The Monarch and a good Pillow Fort is a strong component of my strategy in that deck.
2 weeks ago
Your SB needs some work... maybe this?
1x Sun Droplet
1 month ago
Interesting idea, Salvage Slasher and Kiln Fiend play into the strategy fairly neatly, though I'd want to run a lot more 1-drops like Terrarion I can understant the budget issues with the other cards that do that. Mostly, I'd want more early game to fuel that improvise, things like Animation Module, Genesis Chamber, Myr Sire etc. You're running pretty high on the curve for modern, even with improvise speeding things up, so maindeck Golden Urn, Bottle Gnomes, Filigree Familiar, Golem's Heart, Profane Memento, Sun Droplet and Claws of Gix are all worth considering just to keep you in the game.
1 month ago
I would recommend cards like Dromoka's Command, Harmonize, Scavenging Ooze, and Blessed Alliance. They all either fit in with the life gain and/or +1/+1 counter theme, are removal, or card advantage. Sun Droplet might also be a card you'd be interested in.
2 months ago
I'd consider looking at the sideboards of some of the more traditional affinity decks- Tooth of Chiss-Goria/Thoughtcast type cards, possibly backed by March of the Machines powering some mana rocks. I'd also consider artifacts with interesting sacrifice effects for touch, possibly to enable a loop/lockdown type setup. Ratchet Bomb, Sun Droplet, Veilstone Amulet or Grafdigger's Cage enchanted with it is remarkably scary and enables hatebears-style play.
2 months ago
You could add Suture Priest as another soul sister.
2 months ago
I used your deck to playtest against for the last hour or so and I have a few suggestions (I'll put some playtest notes at the bottom if you're interested). Overall, I think your cards could be more impactful, and I think you need more artifact ramp. You should also add a bit of graveyard hate. I notice that the deck cost is fairly low, so I'll keep my suggestions relatively budget friendly.
Ramp: Dimir Signet, Azorius Signet, Druidic Satchel, Darksteel Ingot, Sol Ring, Mind Stone, Hedron Archive, Wayfarer's Bauble, Dreamscape Artist. I would consider adding all of these cards, they will make your deck MUCH faster.
Final dump that I'm too lazy to organize: Phyrexian Reclamation, Drogskol Reaver, Tainted Sigil, Phyrexian Arena, Sphinx of the Steel Wind, Wall of Reverence, Defiant Bloodlord, Cliffhaven Vampire, Crypt Ghast, Ashen Rider, Beacon of Immortality, Dig Through Time, Fumigate, Chalice of Life Flip, Sun Droplet
Archangel of Tithes - Too much white, and your mana base isn't great.
Augury Adept - Too easy to block. Far too often this card does nothing.
Bloodbond Vampire - It gets big. Eventually. This is too slow.
Exalted Angel - This is 6 mana for a 4/4 flying lifelink. That is just bad.
Indulgent Tormentor - In EDH, paying the life is too easy.
Mourning Thrull - Uh...yeah. Doesn't really do anything. Change to ramp.
Resolute Archangel - High Cost, and if you're losing, this is not going to make you win except in VERY particular circumstances.
Seraph of Dawn - This is bad.
Tithe Drinker - There are better extort cards, and it's otherwise underwhelming.
Underworld Coinsmith - Slow and low impact.
Ruinous Path - Sorcery Speed.
Entreat the Angels - If this wins you the game, it's be a miracle (hehe). For real though, there are WAY better end game cards. check out
Moonsilver Spear - This is OK. It's slow, it makes tokens. I want every card in a deck to make me smile when I draw it, and this card just makes me go, "Ah, I see."
Steel of the Godhead - This is just kinda OK. Only creature to put it on is Oloro.
Sunbond - Slow and opens you up to being 2 for 1ed.
Sunspring Expedition - If you are going to play a card that only gains you life, it needs to gain you a lot of life. 8 is not a lot of life.
Pulse of the Fields - If an opponent has more life, you're doing something wrong.
Riot Control - Unless this card is great in your meta, it just doesn't belong is most decks. You should be controlling the field enough that this card doesn't do anything.
Samite Ministration - See above.
To the Slaughter - Yes, it can kill a planeswalker. But other than that, most people have a little shit creature they don't care about that they can sacrifice, and this costs 3 mana.
Anyway, I hope deckbuilding goes well! It looks like your building a fun deck. Cheers!
Playtest notes: I playtested against Reaper King stars in MTG: The Clone Wars. Obviously, mine is a MUCH more expensive and tuned deck, so it should win. I chose your deck despite the obvious mismatch because I'm getting some buddies into EDH and I wanted to make a deck that was powerful but didn't overwhelm them. Your deck seemed to roughly match the budget of what they'll be building. Overall, Reaper King lost one game and won three. The loss involved you getting an Elspeth and enough removal to protect her. The wins were mostly because of a lack of graveyard hate, not enough removal, threats that weren't very threatening, and mana issues. I think the mana issues deal was largely a luck thing, as you play enough lands, but some ramp would really smooth that out.