|Commander / EDH||Legal|
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|2012 Core Set||Rare|
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Sundial of the Infinite
1,T: End the turn. Activate this ability only during your turn.
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Sundial of the Infinite Discussion
13 hours ago
Smokestack + Sundial of the Infinite: add counter, pass the turn before second ability resolves - opponent sacs and has to draw, you don't. The win happens eventually because your opponent draws and you skip the draw.
Mycosynth Lattice + March of the Machines: makes all lands 0/0 creatures. Also Mycosynth Lattice + Null Rod disables all mana sources...total lockdown, need to build a deck that can actually profit from that, lol.
13 hours ago
My preferred archetype is definitely control, especially proactive control, which keeps the opponent(s) from playing at all or disables certain actions/card functions permanently, instead of just reacting to their spells. Actually these strategies always require some "combos", not in the form of recurring actions but rather as a permanent lock. At the moment I'm playing mostly commander and that strategy is imo the best to keep people from randomly ending games with some out of the blue combo in a generic midrange aggro deck (Tooth and Nail for example), which requires no skill or even thinking, given you have enough mana and luck of the draw.
One of my favourite combos at the moment is Mechanized Production and Tangle Wire (or Sphere of Resistance, Lodestone Golem, Thorn of Amethyst...). It basically slows down the game long enough to win with the alternative win condition of the enchantment.
Smokestack and Sundial of the Infinite is an all time favourite for me: add a counter, pass the turn before second ability resolves - everyone else sacrifices more each turn and draws cards, thus milling themselves.
Another combo I like very much is Humility and Moat, which I use in Augustin's $t4ks (2017 version). Elspeth, Knight-Errant turns the board state in your favour then, because you can fly over the moat and/or keep producing generic 1/1 creatures.
Also much fun to play is Mycosynth Lattice and Vandalblast. That's only a one time combo but as it destroys ALL permanents of all opponents, including lands...that's worth it.
The complicated Aluren combo (Imperial Recruiter/Recruiter of the Guard, Dream Stalker/Whitemane Lion, Cavern Harpy, Parasitic Strix) is great to play and also hard to disrupt. Fits in every 4 or 5 colour commander deck...
I'm currently thinking about making something with Mycosynth Lattice and Titania's Song and maybe Null Rod and March of the Machines but I need to study the layers better before I make that happen. An article about the layers would be greatly appreciated! There are quite a few card interactions that seemingly disable each other but still have a certain effect because of the layers...to know more about how this works in practice would be good in order to build an awesome combo/control deck. Especially in commander it would be cool to create a board state in which people have to hit each other with vanilla creatures while all mana sources are completely disabled or something like that, haha.
1 week ago
Hopefully your playgroup hasn't noticed that Blade of Selves doesn't really work as its described here. Kari's ability triggers on the attack, and since the Kari Clones are put into the field attacking (identical method as Ragavan's trigger actually) they aren't able to trigger their own Ragavans unless they are around to be declared as attackers during the beginning of the phase. Unless of course you managed to combine it with the Sundial of the Infinite for the next combat.
2 weeks ago
As a former stax player(had to stop after all the complaining about it being unfun got to me), I used to run Oloro, Ageless Ascetic as my commander, and I feel you are missing some important stax cards in your list. Is there a reason you are not running Armageddon, Mana Vortex, etc. as resource denial? Also, you may want to include Smokestack and Sundial of the Infinite. Those two cards can singlehandedly win you the game. I have had both down turn four and caused immediate concession. It would have been sooner had I the ability to proliferate the soot counters. If you do go that rout you may have to cut into your planeswalker a little bit, some notable cuts you could make might be Lilliana Vess and Jace, Architect of Thought. You may want to run a few more counter spells as well. If you are running resource denial, counters such as Mana Leak, Remand, and Condescend could all work very well for you. Even the new Metallic Rebuke might find its way into your list. This is all just a suggestion, I have no idea what your meta is like, and may be giving you too spiky of ideas. In the end, do what you believe to be the most fun.
2 weeks ago
Needs more jank. Sundial of the Infinite to make the Soulstokes elementals stick around.
2 weeks ago
Commander / EDH
SCORE: 2 | 5 COMMENTS | 375 VIEWS | IN 1 FOLDER
I'd love some assistance with my Zirilan of the Claw deck. The deck's current strategy is based around smashing people in the face with lots of big Dragons. I use cards like Tel-Jilad Stylus, Safe Haven, Greater Gargadon, and Sundial of the Infinite to keep the Dragons I summon with Zirilan from being exiled permanently.
Lots of artifacts are used to give me ramp, card draw, along with some more utility. Not to mention that many of the dragons that I run love artifacts, such as Hellkite Tyrant, Hoarding Dragon, and Hellkite Igniter.
I use Snow-Covered Mountains instead of regular Mountains so that I can use both Rimescale Dragon and Scrying Sheets, along with the bonus of preventing my opponents from taking advantage of Extraplanar Lens most of the time.
3 weeks ago
Absolutely fantastic deck Cougz! Honestly, you should have kept it private, tested and tweaked and brought it to a tournament. The fact that it is monoblack makes it all the more fantastic. I've made a copy - I liked it that much - and have been tweaking and playing around with it. A few things strike me as clunky for competitive modern:
Abyssal Persecutor: I agree that it is quite the beater; a 5/5 in the air for BB is nasty (I am assuming that the reduced cost is the most common scenario Abyssal Persecutor will be played as a turn 4 flying 6/6 is not that special in modern when most decks can simply win by that point). You get your opponent down to 0 life and sac it, and you win. However, you already have massive beaters in the form of Eater of Days, Hunted Horror, and Leveler. There is an argument to be made that you don't need Torpor Orb or Sundial of the Infinite for Abyssal Persecutor and so you break from being combo dependent but relying on transference of the creature to prevent your opponent from winning is effectively playing defense. This deck is designed to control turns 1-3 (through hand control with Inquisition of Kozilek and/or Thoughtseize) and win on turn 4. (Sundial of the Infinite, Heartless Summoning, and Sac outlet into Eater of Days or Leveler into Endless Whispers on turn 4 with the hope of sac'ing your game winner the turn Endless Whispers comes into play). You have even more control by killing any threat they can throw at you with your big creatures playable as early as turn 2 with Hunted Horror (although then they get the Centaurs) or turn 3 with anything else (including a torpor'ed or sundial'ed horror). The majority of your damage is non-trample thus for all your big baddies, the opponent can just throw up weenie blocks while they set up their own win condition mitigating the awesome power/toughness that the deck wields so early. In other words, you're not trying to aggro them with this deck; you'd need some form of acceleration to get your Hunted Horror or heartless summoned other baddie out on turn 2 to really be aggro for which you'd need green or Gemstone Caverns. If you want aggro, you have to go more 2 and 3 drops that can be played after heartless summoning as 0 or 1 drops. There is something to be said for this approach because so many at the 4 drop slot make you dependent on Heartless Summoning instead of just synergistic. But if you build more of a control shell, I think the current number of 4 drops is reasonable. If it were up to me I'd say go with Inverter of Truth instead of Abyssal Persecutor as your 6/6 flyer (presumably 5/5 with Heartless Summoning) which has much greater synergy with Torpor Orb/Sundial of the Infinite and Endless Whispers - i.e. its another win condition. Given that your monoblack, you can throw in Bojuka Bog for some of the Swamps to hopefully turn your Inverter of Truth effectively into a Leveler.
Dimir House Guard and Krark-Clan Ironworks - I think these are too clunky. Even with Dimir House Guard doubling as a tutor for your win condition and Krark-Clan Ironworks generating mana (perhaps for a backup Torpor Orb or Sundial of the Infinite), I still worry they are too slow. I've been trying to figure out how better to optimize the sacrifice component of the deck. I've been going back to 4 cards: Life's Legacy, Tormented Thoughts, Ayli, Eternal Pilgrim, and Bound by Moonsilver. In this deck, Life's Legacy is effectively a draw 7 or somewhere there abouts. That's arguably better than Ancestral Recall so long as you can take advantage of the additional hand the turn you cast Life's Legacy which, at only you should be able to. Tormented Thoughts is effectively target opponent discards his or her hand. This may be a more powerful effect than Life's Legacy, especially against a control deck. It also more assuredly guarantees your win by forcing your opponent into top-decking. I like Ayli, Eternal Pilgrim because she'll survive a Heartless Summoning's -1/-1, her deathtouch makes her still relevant as a 1/2, and against non-damaging decks, you'll quickly get to 30+ life which makes her ability relevant. Bound by Moonsilver effectively turns into a reusable Pacifism. Of course all of these except for Tormented Thoughts introduce another color into the deck. The fact that these are turn 3/4/5 plays means that splashing is much easier - and in modern splashing is simple - albeit expensive. It does open you up to bloodmoon and other forms of land hosing which was a former strength of the deck although that form of control doesn't seem to currently be prominent in the meta top 8. I haven't playtested these yet, but given the sac is a late game play, I'd lean heaviest towards Tormented Thoughts. With all that said, none of these options synergize with Heartless Summoning. Ideally, we could figure out a creature version of a sac outlet to benefit from Heartless Summoning's acceleration. The best thing I could come up with was Scourge of Skola Vale. With Heartless Summoning it costs , it survives the -1/-1 coming into play with two +1/+1 counters, and you get to effectively transfer the P/T of the sac'ed creature (which is already an incredible rate) albeit not to block the fatty you just gave them with Endless Whispers as the Scourge of Skola Vale will be tapped. The issue with Scourge of Skola Vale is that I fear it is a win more condition, at least with Endless Whispers on the battlefield. If they are getting your Eater of Days, Inverter of Truth, or any of the others, you should just be winning the game, regardless. That's why I like Tormented Thoughts as insurance.
Torpor Orb and Sundial of the Infinite: your deck revolves around these effects. I think they are a mandatory 4 each of. On review, I think the Sundial of the Infinite may actually be the better card for the deck as you don't need to sacrifice it once you have Endless Whispers. Of course, the Torpor Orb hoses so many modern decks that rely on ETB effects, that they are both fantastic additions. But you absolutely need one of these in play for your deck to work. The deck's primary weakness then is the loss of either or both in play. Looking at the meta, as artifacts and with such big creatures, your deck will trump Lightning Bolts. HOwever, Terminates and especially Path to Exiles will ruin your day and a well-timed Abrupt Decay will end the game for you. Jund and Junk are probably your most dangerous matchups. Your early hand control with Inquisition of Kozilek and Thoughtseize can hopefully protect you against Tron, Scapeshift, Living End, and other combos. Thus you either need backups in play or some form of instant-speed protection. This could mean adding blue for counter effects. But the streamlined mono-black is not something I'd quickly give up. I don't have a great suggestion here. You have the benefit of knowing their hand with your Inquisition of Kozilek/Thoughtseize type effects... Wish I could offer more here.
Finally - and these were just other ideas I was tossing around - your deck shell might accommodate morph/manifest and/or exploit mechanics. The morph is nice because you effectively cheat in ETB-like effects (flip-up effects) while maintaining Torpor Orb and manifest offers an alternative mechanism to get these win-condition creatures into play without having to suffer ETB effects. In fact, if you manifest any of your win-condition creatures with an Endless Whispers already on the battlefield, you never even need flip the creature; just sacrifice and transfer the face-up to the opponent. For those players only familiar with the meta, this will be one heck of a nasty surprise. Keep in mind that Heartless Summoning while no longer offering benefit to the flipped creature's CMC, still affords cheaper morph costs. I bring up morph and not just manifest because you'd want to take advantage of the fact that your opponent won't know what the face down creature is and there are cards (like Grim Haruspex)) that have very inexpensive flip costs. Exploit will be trumped by torpor orb but offers an alternative sacrifice mechanism which, presumably, would be occurring after you sac the Torpor Orb anyway as you want the opponent to suffer the ETB effects. One thing I was thinking about was the combo decks out there. Then again, adding in these effects may be trying to do too much. You might simply want one Jeskai Infiltrator or one Whisperwood Elemental or, heck, one Mastery of the Unseen. Qarsi High Priest would allow you to stay in color... I look forward to yours and the community's response.