Sunhome, Fortress of the Legion


Format Legality
Modern Legal
Legacy Legal
Vintage Legal
Commander / EDH Legal
Duel Commander Legal
Tiny Leaders Legal

Printings View all

Set Rarity
Planechase Uncommon
Ravnica: City of Guilds Uncommon

Combos Browse all

Sunhome, Fortress of the Legion


Tap: Add (1) to your mana pool.

(2)(Red)(White), Tap: Target creature gains double strike until end of turn.

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Sunhome, Fortress of the Legion Discussion

WillySmasher on angels and humans

5 days ago

Aurelia, the Warleader seems like it should have a home, and you seems to have a lot of lands I'd maybe cut 2-3 and definitely add Sol Ring. Sunhome, Fortress of the Legion would fit here and if you don't have a budget Arid Mesa and Sacred Foundry but extremely expensive cash/health wise for what they do.

Balinor5 on Premade Red/White Vehicle

1 week ago

There are some good white creature (Dwarf) cards in Aether Revolt for crewing vehicles. I agree with mick, you want some double-strike.

For my Black/White vehicle deck, I brought down the crew costs to 2 or less for my vehicles. This helps the situation where you can get stuck not being able to crew something. White also has an instant or sorcery (forget which) card that returns an artifact from the graveyard directly to play for 4... I think that could fit nicely in here if you go with the banzi 6/1 guy like I did.

Lastly 1-2 Sunhome, Fortress of the Legion might fit in here, for a cheap land with doublestrike utility.

yurista06 on FBS - Knightfall

1 month ago

how about a Sunhome, Fortress of the Legion as second option

islandsopwizplsnerf on Tajic EDH

1 month ago

The two simplest ways to win in commander are creature damage (dropping opponents from 40 to 0) and commander damage (21 damage from the same commander). Tajic can hit that sweet spot of 7 damage (the minimum needed to kill in 3 turns) but Boros (white-red) lends itself very well to creature damage.

When you combine red's themes of energy, movement, and aggression with white's themes of order, protection, and community, you get a military force. Straightforward, resilient, powerful beatdown. Boros doesn't just lend itself to "going wide" thematically; going wide reduces your color's natural weaknesses. WR doesn't have the card draw spells, tutor spells (search your library for a card you want), or ramp (sustainable extra mana, from creatures or putting extra land into play) to quickly recover from a big loss, and lacks counterspells and graveyard recursion to prevent or mitigate removal spells (it has all of that, of course, just less than other colors). You can "go tall" and stack a bunch of equipment and auras on Tajic (and indestructible makes that more viable than it would be otherwise) but a Darksteel Mutation or the like stops you in your tracks.

The most threatening card on the table draws everybody's removal, generally, so you can avoid that by not playing cards that are threatening in and of themselves but become much more powerful than the sum of their parts. Lets say you have Tajic, Akroan Hoplite, and Aurelia, the Warleader on the board. You swing for a total of 14 and then swing again for another 14. Respectable. But a single Malfunction or Murder on your big Aurelia drops that from 28 to 4 damage. Compare to having, just one example, Tajic, Akroan Hoplite, Hanweir Garrison, and Kongming, "Sleeping Dragon" out: you swing for 26, but knocking out any one creature doesn't drop that nearly as much or cost you that much mana. You want to deal with removal and counterspells the same way you deal with creatures, by going straight through them. It comes down to card advantage: spending a Murder or Malfunction on a big creature is good, but spending it on a buffed-up token is rarely going to be worth the battlefield advantage. I've been running Iroas, God of Victory for awhile now: he's a blast to play and I'm constantly surprised at how often I win.

Cut cards with Heroic (Akroan Crusader) that benefit you for spending resources on them for cards with Battalion (Firemane Avenger, Battlefield Medic) that benefit you for building up a board state. Cut cards with enter the battlefield pumps (Viashino Firstblade) for cards with permanent, army-wide pumps (Kongming). Cut burn spells (Lightning Strike) for cards that shut down creatures regardless of how tough they are (Excoriate). Cut big, temporary, single target pumps (Titan's Strength) for army-wide pumps (True Conviction)

Noblis of War and Cavalry Pegasus are great, but you get more value out of them the more creatures you have on the field: Spear of Heliod gives more extra damage if you have ten 1/1s than one 10/10. You have a good base, but some cards don't synergize well with the rest of what you're doing: Spikeshot Elder, Spark Trooper, Skyknight Legionnaire, Minotaur Skullcleaver, Dawnstrike Paladin, Cyclops Tyrant, Anax and Cymede, and Akroan Crusader are all good creatures, but they don't help you build a threatening army beyond the paltry damage they deal. Battlewise Valor, Lightning Strike, Magma Jet, Titan's Strength, Warleader's Helix, Act of Treason, Mugging and even Silence don't give recurring value or enough of it in one go to swing the game completely. You don't have enough lifegain going on to benefit from Angelic Accord.

Some cheap, combat oriented cards I'd suggest: Archetype of Aggression, Archetype of Courage, Hanweir Garrison and Hanweir Battlements, Angel of Jubilation, Balefire Liege, Heliod, God of the Sun, Legion Loyalist, Geist-Honored Monk, Assemble the Legion, Cathars' Crusade, Agrus Kos, Wojek Veteran, Pianna, Nomad Captain, Captain of the Watch, Hammer of Purphoros, Sun Titan, Hellrider. Sunhome, Fortress of the Legion and Slayers' Stronghold are better than sorceries or instants that pump your creatures because they can do it over and over again, and provide mana when they aren't.

Emzed on Competitive Uril: Just Let Me Win!

2 months ago

Sure, you have "only" 22 enchantments, so this isn't the perfect home for Serra's Sanctum. But that doesn't mean it's bad, it's probably still pretty good and worth a slot. If it reliably taps for 1 mana, and sometimes for 2 or occasionally more, that's a solid deal in my eyes.
Even if you are usually fine on mana, isn't some extra mana welcome when you are playing cards like Sunhome, Fortress of the Legion, Rogue's Passage and Aggravated Assault? Also, it seems quite useful when facing a stax deck that taxes your mana.
I honestly have never played with the specific card Serra's Sanctum myself, but i've been surprised by similar cards time and time again. "That one point of extra mana" - sometimes it makes a huge difference. Have you played with the card before? If not, why not test it out with a proxy and see if you like it?

jozef on Ironclad Alliance (Akiri/Bruse Ally Voltron fun)

2 months ago

Stone Haven Outfitter and Mirror Entity seem like an auto-includes. Also consider Stoneforge Mystic, or Steelshaper's Gift, or Open the Armory, or Relic Seeker to find your equipment. Emeria, The Sky Ruin, Windbrisk Heights, Sunhome, Fortress of the Legion, and Slayers' Stronghold are all decent utility lands to include.

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