Sunbird's Invocation

Sunbird's Invocation


Whenever you cast a spell from your hand, reveal the top X cards of your library, where X is that spell's converted mana cost. You may cast a card revealed this way with converted mana cost X or less without paying its mana cost. Put the rest on the bottom of your library in a random order.

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Printings View all

Set Rarity
Ixalan (XLN) Rare

Combos Browse all


Format Legality
Block Constructed Legal
Frontier Legal
Pioneer Legal
Duel Commander Legal
Penny Dreadful Legal
Vintage Legal
Casual Legal
Highlander Legal
1v1 Commander Legal
Canadian Highlander Legal
Modern Legal
Oathbreaker Legal
Historic Legal
Unformat Legal
Magic Duels Legal
2019-10-04 Legal
Commander / EDH Legal
Legacy Legal
Tiny Leaders Legal
Leviathan Legal

Sunbird's Invocation occurrence in decks from the last year

Commander / EDH:

All decks: 0.04%

Red: 0.19%

Rakdos: 0.18%

Sunbird's Invocation Discussion

DarkHero on Suggestions for Sire/Descent Demons

1 week ago

Theater of Insanity

Commander / EDH* DarkHero


Just looking for some opinions to finalize this bad boy. I've fallen bellow 100 cards, could probably justify cutting others, and I'm not married to the commander.

So the main strategy will be to do a sort of soft lock with Sire Of Insanity/Descent into Madness effects that empty hands, and then use Theater of Horrors/Sunbird's Invocation/Stolen Strategy/Sin Prodder ect. to get around the effect.

Alternatively, big Demons from big mana, Havoc Festival with effects like Archfiend of Despair, and something along the lines of Bloodchief Ascension/Pain Magnification/Shrieking Affliction

Thanks guys <3

TypicalTimmy on What are your favorite underused, ...

1 week ago

CaptainToll, Sunbird's Invocation is in my Lathliss, Dragon Queen deck.

Cast 1 Dragon and get 4 Dragons out of it. (1x casting, 1x tutored off the top, 2x tokens for the nontokens entering from Lathliss' ability)

Combo this with Panharmonicon and you just did the following:

  • Cast 1x Dragon
  • Tutor 1x Dragon from Sunbird's
  • Tutored Dragon enters
  • 2x tokens from Lathliss + Pan
  • Cast Dragon enters
  • 2x tokens from Lathliss + Pan

You just got 6x Dragons for the cost of 1. It's a thing of pure beauty. When you layer that with Warstorm Surge / Dragon Tempest / Scourge of Valkas / Purphoros, God of the Forge... oof.

CaptainToll on What are your favorite underused, ...

1 week ago
  • Suppression Field not only keeps infinite combos in check, but also makes fetchlands pretty costly.
  • Sunbird's Invocation just amazingly fun to play and your opponents tend to gaze in feat once it drops.

Sheld on A bit of pain never hurts.

3 weeks ago

Hi ComboCaptain10587! (really fitting name btw :D)

I do not include infinite combos in my decks (anymore anyway) as I've found out they make the decks less enjoyable for me. They are such a good wincons that you can end up winning the vast majority of your games the same way and that gets a bit boring.

The deck may seem a bit underpowered without any strong wincon like that, but I and my friends enjoy playing pretty casual decks like this one so it is not a problem in our meta at all. :) This deck in particular can often win just by pure tempo in the lategame with some ramp and something like Sunbird's Invocation or Aminatou's Augury.

That being said, I do actually really like the idea of including Final Fortune in the deck as I feel like it fits the theme pretty well and could be a fun way to win (or loose) a game so I will consider that.

Thanks for your suggestion and have a wonderful day!

slashdotdash on 5 color no theme deck

1 month ago

Dear Kronhamilton

Golos, Tireless Pilgrim is my favorite commander, and I've been brewing around him ever since he was teased. Let me just say you've chosen an excellent commander.

(I’ve written quite a lot in an attempt to make a sort of guide for you, so if you want the short version, check out the Suggestions panel)

Golos can be tricky to build around since he can do literally anything pretty well. The easiest way to make an effective Golos deck is to lean into Golos's 7 Mana Rainbow Wheel Of Death. Before getting into that though, we need to cover some EDH deckbuilding basics.

I think the most useful advice I can give someone who is just beginning to explore the deck-building territory of EDH is to structure your deck and mind your Ratios. By this I mean it is useful to categorize the cards in your deck according to the role they fulfill.

We’ll begin by looking at some core categories that you’ll want to make your deck function effectively. Then I’ll present the Ratios (how many of each category of card) you will want to make a generic Golos deck function effectively. Next, I’ll include a detailed (but not totally complete, because I’d be here all day) catalogue of cards within some of those categories. I’ll also offer up some suggestions and input about some of your specific card choices. Lastly, since I’m about to unpack a lot of information, I will include a brief list of suggestions (see the bottom) for a generically good Golos ‘Shell’ that should be able to support most Golos strategies.


  • Draw

  • Ramp

  • Removal

  • Sweepers

  • Threats

  • Support

  • Land

Draw Show

Ramp Show

Removal Show

Sweepers Show

Threats Show

Support Show

Land Show

The art of Ratios is all about determining what combination of cards from each category makes your deck run the most smoothly.

Please note that these Ratios will not total to 99 cards. This is because you will invariably have extra flexibility to choose how your deck behaves even after establishing functional Ratios. Also keep in mind that although these Ratios do recommend you adhere to the minimum number of cards in each category, you still can choose which cards will fill those slots. The point is not to restrict your options, but instead to create a ‘Shell’ that is reliable enough to power your Threats cards, Support cards, and other cards. Whatever you do, make sure you have at least the minimum number of Draw and Ramp cards. THE MOST IMPORTANT CARDS IN THE DECK ARE DRAW AND RAMP!!!

While I ultimately suggest Ratios resembling the Basic Golos Shell, I will lay out the Ratios for several different Shells;

  • Template: a sort of baseline beginner’s guide which is commonly promoted as a place to start.

  • Basic Golos: a modified version of the Template that suites most Golos decks.

  • Control: a version tailored for a slower game with many Sweepers.

  • Aggro: a version designed to act quickly and deploy Threats before the opponents are prepared.

  • Big Mana: a version invested heavily into Ramp with the goal of deploying many end-game Threats.

  • Mega Mana: an even more extreme version of Big Mana with extremely expensive Threats.

Template Show

Basic Golos Show

Control Show

Aggro Show

Big Mana Show

Mega Mana Show

Draw Show

Please remember that any suggestions I make are because I am trying to help. Ultimately, the choices you make with your deck are up to you, and I can only provide constructive criticism based on my own experience and opinions.

Good luck :)

Ratio Fixing

The most effective change to your deck would probably be adjusting the Ratios, especially with regard to your Draw cards. Applying the most basic Template Shell, you want to have at least these three quantities nailed down for a smoother and reasonably powerful deck;

  • Lands – 36 --> You have 40 Lands (Cut 4 Lands)

  • Ramp – 10 --> You have 5 true Ramp cards (Add 5 to 8 Ramp cards)

  • Draw – 10 --> You have 3 true Draw cards (Add 7 to 10 Draw cards)

What I counted in your deck Show


Depending on how strong your Mutate subtheme is, some of your Mutate inclusions may act as engines. However, I must state that Mutate is a VERY risky and even fragile strategy since your Mutate ‘Pile’ of creatures will all be destroyed at once if your opponent uses a Removal spell or a Sweeper. For that reason, I recommend leaning out of the Mutate theme (unless the Mutate card is just straight-up insane, as in the example of Nethroi, Apex of Death).

With that said, playing a Mutate theme is your decision and I totally respect that and if you want to stick to a Mutate theme then by all means do so. I just want to be sure you know that Mutate is a risky strategy that you cannot depend on to fulfill your Ramp and Draw slots (so you’ll just need to supplement it with other cards).

Cut or Include?

At a glance your deck seems like something you have created using just your collection – and that’s great! However, if you want to incrementally upgrade your deck, then I recommend replacing most of the cards in your deck with more powerful options over time.

Here is a list of cards you should probably keep playing: - Barrier Breach (Removal, because exiling 3 enchantments is helpful in some situations)

In my opinion, there are other, better options for all of the other nonland cards in the deck, however it is up to you to decide on how you would like to proceed so I won’t intrude.

I strongly recommend cutting the Planeswalkers though – Calix, Destiny's Hand doesn’t seem to synergize much with the deck and I feel that Lukka, Coppercoat Outcast is not very potent.


Just as a recommendation, I would suggest the following spread of Basic Lands;

  • 8 Basic Forests

  • 3 of each other Basic Land

The remainder of your lands could be either more basics (which is really, really, risky if you don’t have tons of Ramp – think like 15 Ramp cards and about 12 Basic Forests) or Color Fixing Lands (see the Catalogue for more options). It is rough to have your lands enter the battlefield tapped, but unless you want to either lean into Green or spend a lot of money on lands, you will just have to live with it (I play around 5-10 tapped lands in a normal Golos deck and it isn’t really that bad).

In this section, I will list out an example of the Basic Golos Shell complete with the necessary Ratios and some examples of good/fun cards in each category. I’ll try to keep it relatively Budget sensitive and most of these cards will be relatively random – this won’t be based on any particular theme so don’t expect it to be optimal.

As a reminder:

Basic Golos Show

The Shell

Ramp – 12

Draw – 13

Removal – 7

Sweepers – 2

Threats – 12

Support – 7

Land – 36

Good Luck :)


griffstick on Best way to cast Ulamog, ...

1 month ago

Um if you are doing reanimater with anji you are probably also running Chainer, Nightmare Adept, that might be a better choice cmdr. But theres ways to cheat it in but not with that cast trigger. Like Quicksilver Amulet, and Thran Temporal Gateway. The only way I see you being able to cast him (cheat cast) in these colors are Sunbird's Invocation, and that not easy either.

seshiro_of_the_orochi on The 'Ultimate' Idea

2 months ago

Another idea: Approach of the Second Sun

It's not an actual ultimatum card, but it literally gives your opponent an ultimatum: Finish me in the next few turns OR ELSE I win.

Most of the ultimatums, while definitely putting you in a spot where you should be able to win, don't actually win you the game. Approach helps with that. This also makes Sunbird's Invocation even more powerful.

SirFowler on The 'Ultimate' Idea

2 months ago

You could do something spicy with something with Possibility Storm + Swarm Intelligence. You cast one ultimatum, it gets copied with the Swarm Intelligence, then random into another ultimatum which also gets copied. Depending on the ultimatum, that's a pretty good deal. Also, Sunbird's Invocation allows X or less, so you could find another ultimatum. Boom, 2 for 1 ultimatum possibilities. And if you have all three out together, oh boy will things ramp up quickly. Also, Maelstrom Wanderer is the only card with cascade that can random into ultimatums.

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