Sundial of the Infinite

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
2012 Core Set (M12) Rare

Combos Browse all

Sundial of the Infinite

Artifact

{1},{T}: End the turn. Activate this ability only during your turn.

Price & Acquistion Set Price Alerts

M12

Ebay

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Sundial of the Infinite Discussion

DespairFaction on Aurelia - Weapons of War

4 days ago
  1. Cast Final Fortune or Chance for Glory during your turn with 2 white permanents and mistveil plains untapped, and a white to pay for it. Sunforger Must also be in play.
  2. activate the mistveil plains and cycle the turn spell back to the bottom of your library
  3. Complete your first turn.
  4. Start your second turn. Equip sunforger if necessary. Cast Angel's Grace with Sunforger . Then use the mistveil plains to cycle angel's grace back to the bottom. It gets a bit mana intense here, but if you can re-equip sunforger and play another extra turn spell go ahead and do so.
  5. At some point you will need to get Sword of Feast and Famine or Sundial of the Infinite to keep the loop going since you need to activate mistveil plains twice in a turn both of which can be picked up with a sunforger cast of Enlightened Tutor

This sequence would allow you to go infinite. It is mana intense, so either ramping a lot and/or getting something like a kazuul's tyrant Brass Squire or Balan, Wandering Knight is recommended. You can also play the sequence to not go infinite and just grab a couple of extra turns, which may enough to put you ahead and take key players out of the game. Typing it all out it does actually seem a bit complex, but once you do it a few times you should get the hang of it.

BahGringo on One Pissed Off Combo Lady | Rakka Mar EDH

1 week ago

A correction to my message about Sundial of the Infinite . It won't allow you to keep stolen creatures. If the ability say "until end of turn" it happens as a state based ability and will happen when you trigger sundial. If an ability says "at the beginning of the next endstep" if you trigger sundial at your endstep it will work as described.

BahGringo on One Pissed Off Combo Lady | Rakka Mar EDH

1 week ago

First thing first I hate to be that guy but, your commander would be better off being Kiki-Jiki, Mirror Breaker or Feldon of the Third Path . Now I kinda hope you ignore that suggestion though.

My best suggestion is Sundial of the Infinite This turns anything temporary into something permanent. Exile at end of turn become "keep forever". Steal until end of turn becomes "Keep Forever". Anything that ruins your turn like cyclonic rift counter it with sundial.

Have fun going through and choosing stuff from the list and worst part of all cuts in your own deck.

DragonFaceEater on Star Strangled Slaughter *Primer*

1 week ago

This is a really cool deck! The normal 'taking turns' list that I have been thinking about building is pretty expensive (Cryptic Command, mainly) and this is a nice budget alternative, as long as I make a few edits to the manabase so that it fits with the lands that I currently have. Also, this deck is even more fun than the original! After some playtesting to see if I wanted to make some changes, I have some suggestions. When comboing off, I'll often get two copies Day's Undoing in my hand, and having two is useless, since when you play the first, it shuffles the second away. I feel like if you cut one of the Day's Undoings, you could get rid of the problem while keeping the ability to reliably have one in your hand, especially if you just start keeping it with your cantrips (Opt, Serum Visions, Sleight of Hand, etc). To replace it, I'd suggest one copy of Howling Mine. It would probably end up drawing you more cards than a Day's Undoing anyway, while not drawing your opponent very many, considering all of the extra turns you're taking. Additionally, I would strongly suggest Ideas Unbound, which would probably replace some cantrips. It digs three cards deep, and if you play it with an empty hand, you can play two or even all three cards and not even end up having to discard. And that's not mentioning the synergy it has with Sundial of the Infinite. If you end the turn before your end step comes, you won't have to discard, making it essentially 1UU draw three cards (because you have to pay 1 to end the turn), which can be very powerful. Also, I suggest Pact of Negation, and to a lesser degree, Slaughter Pact, Intervention Pact, and even Pact of the Titan. Pact of Negation is an extremely strong card. Being able to counter something for zero is very powerful, as people will often completely let their guard down when a blue deck is tapped out, and try to play their win conditions with no protection of their own. When you often times don't even have to pay the 3UU later because you have Gideon of the Trials (Pact of Negation forces you to pay the cost, but only if you have the mana in your mana pool. You have the choice to tap your lands to produce the mana) out? That's power 9 levels of broken. Countering a vital spell completely for free can often times win games by itself. You can also, in a pinch, end your turn in respose to the upkeep trigger with Pact of Negation with Sundial of the Infinite and skip your turn in a pinch. All of this applies to Slaughter Pact, Intervention Pact, and Pact of the Titan, although none of them are quite as good as Pact of Negation. You don't have the black to pay Slaughter Pact's cost, so it may be a little conditional as a removal spell, even if it is free when you can cast it. Intervention Pact can be a very good stalling spell, essentially buying you two full turns, but it's useless if you get off to a fast start, and will only get in the way then. Pact of the Titan can be a free 4/4 at instant speed, but, while that blocks really well when you're on the defense, and can attack when you're trying to close out the game while comboing off, it isn't exactly what the deck needs, and could lower consistency. Anyway, this deck is honestly really fun to play, is pretty skill testing, and costs half of what traditional taking turns decks cost. Thanks!

SamsWrath on [cEDH] Krenko Combo

2 weeks ago

Krenko is hard to tune for cEDH because at his best he's probably still a 2.5-tier commander. I play Krenko as my "fair" deck but, I have given some though into making him faster. One thing I'm 100% sure of is that outside of a turn 1 wheel that has tons of ramp and nets another wheel, I see no way to get a turn 1 win with Krenko. Below are some of the cards I've considered that you don't currently have in your list.

Lil_Kalki on Threnody for the Victims of Dementia

2 weeks ago

ArchFline: I appreciate the tech! I’m not huge on Sundial of the Infinite mostly on account of having to end my turn just to save Chainer’s pets from exile. I have enough sac effects to ensure they’ll be okay in the long run.

Which leads me to...

dritchie: digging a lot of the suggestions. I used to run Disciple of Bolas but don’t anymore because if it’s my only critter (say, early game), it’s a dud. Geth, Lord of the Vault would be nice if I was relying on opposing graves (I aim to be a very self-sufficient Chainer deck due to various meta reasons) — same with Sepulchral Primordial and Rise of the Dark Realms, to a lesser degree. I don’t really want to play Ob Nixilis of the Black Oath mostly because, Daretti, Scrap Savant (in my Norin the Wary deck) and Teferi, Temporal Archmage (in my Aminatou, the Fateshifter build) aside, I don’t tend to like playing commander walkers in the 99. Desecration Demon gives opponents a choice to stop the thing which slows the game plan if abided. My opponent’s don’t tend to have a shortage of blockers or things worth sacking (yet not worth reanimating, oddly enough).

HOWEVER: I like It That Betrays as a consideration (and can do it in paper right now!), so I may take that into consideration soon.

Therefore, I am wondering what to cut for the following cards though (in order of priority): It That Betrays (since I own one already), Exsanguinate, and Contamination (these last two are lower priority because I don’t have them yet... truthfully I’d prefer Contamination before Exsanguinate but the latter is cheaper lol). Any ideas?

ArchFline on Threnody for the Victims of Dementia

2 weeks ago

Some neat deck tech would be the addition of Sundial of the Infinite. When you commander dies his death ability triggers and goes on the stack. You can then activate sundial to end your turn and exile the ability on the stack. Effectively keeping all nightmares you have in play.

SamsWrath on R/U copies

2 weeks ago

You'll probably want as much Ramp as possible for this theme.

Isochron Scepter is also a must. You'll probably also want to drop in Dramatic Reversal. You can make copies of Isochron Scepter with a different imprinted spell on each copy by using Copy Artifact, Copy Enchantment (use it on Copy Artifact) and Sculpting Steel.

You might also find this theme fun to combine with taking extra turns. Blue has a LOT of extra turn spells but, red also has a few however, they are a little more difficult to use because you lose at the end of the extra turn unless you have a way to stop the extra turn before the end step such as using Sundial of the Infinite. The red extra turn spells are:

Isochron Scepter and Dramatic Reversal are awesome with mana rocks so don't forget:

Galvanoth is an interesting creature that could work with this deck.

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