Sunhome, Fortress of the Legion

Legality

Format Legality
Pre-release Legal
Noble Legal
Leviathan Legal
Tiny Leaders Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Standard Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Brawl Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Guilds of Ravnica: Guild Kit (GK1) Uncommon
Planechase (HOP) Uncommon
Ravnica: City of Guilds (RAV) Uncommon

Combos Browse all

Sunhome, Fortress of the Legion

Land

: Gain .

, : Target creature gains double strike until end of turn.

Sunhome, Fortress of the Legion Discussion

triproberts12 on Gishath Gonna Dump His Boyos

1 week ago

I think more ramp would be good. The important thing about Ghalta is getting him down early, even if that means flipping one or two good dinosaurs per turn, rather than two or three mediocre ones. You'd be much happier keeping an opening hand with three pieces of ramp and a dino than the inverse.

I would look at bells and whistles like Kindred Boon and Onward / Victory the same way. in the case of O/V, having it stuck in your hand, rather than a ramp spell or another draw spell could delay getting Ghalta on the field by one, or even two turns, losing you that damage.

True Conviction is great. If you feel that you need another double strike effect, Duelist's Heritage is strictly better, since it's cheaper and you can politick your opponents into attacking each other by pumping their creatures. I'm also questioning Growing Rites of Itlimoc  Flip in this deck. I love the card, but I run it in my Druid deck, which expects to flip it within a turn of it hitting the battlefield. A more reliable ramp piece like Hour of Promise might consistently perform better, and it will allow you to lean into Sunhome, Fortress of the Legion and Ancient Tomb more.

Thurbajen on Gishath Gonna Dump His Boyos

1 week ago

triproberts12 Hi man, really appreciate the help as this is the first comment I've had on tapped out after using it for a couple of days! The point you make about Nature's Lore being in over Selesnya Signet I think is probably correct so when I acquire one I'll swap that in. I'm already running Farseek so I guess the decision would be weather to cut Bellowing Aegisaur or Onward / Victory for Sakura-Tribe Elder . Do you not think I have enough ramp (this may be the case)? Bellowing Aegisaur combos well with Forerunner of the Empire + Polyraptor and I think that Onward / Victory seemed very good at getting almost two double strike triggers for Gishath, Sun's Avatar . Perhaps I don't need this though as I have may enough effects like True Conviction , Sunhome, Fortress of the Legion , Boros Charm (if needed) and Goring Ceratops . Perhaps Blood Mist is better than Onward / Victory anyway.

Njirk on Vial Smasher cards?

2 months ago

Sorry for the suggestions that are already in your deck btw, got a bit carried away ;)

One more thing, I think Sunhome, Fortress of the Legion is a great way to make Ishaj a real threat without investing too much resources on a voltron strategy.

eliakimras on Red/White Angels

2 months ago

Have you considered Boros Signet, Worn Powerstone and Gilded Lotus? Heartless Hidetsugu is game over if Gisela, Blade of Goldnight is out. Furnace of Rath, Dictate of the Twin Gods and True Conviction are great for beatdown. Boros Charm is really versatile in this deck. You can swap Take Vengeance for Swords to Plowshares. Sunforger is the greatest card in Boros and can grab any instant at 4 CMC or less. // It's good to run Command Tower, Battlefield Forge, Temple of Triumph, Needle Spires, Ancient Amphitheater, Boros Guildgate are good for mana fixing. Slayers' Stronghold, Sunhome, Fortress of the Legion and Rogue's Passage are good for combat tricks; Mistveil Plains brings recursion; Spinerock Knoll is great at cheating costs; Secluded Steppe and Forgotten Cave for card selection. // Revitalize, Lightning Helix, Demystify, Fountain of Renewal are subpar in this deck.

Shyachi33 on Top o' the Food Chain

2 months ago

wall of text warning, sorry i got a little carried away, i love Zacama, and been playing a lot of it so i couldn't resist trying to help another player out.

My thoughts on your artifacts:

Doubling Cube it's not very good in a zacama deck as it's not really recur-able like the other mana doublers.

Lightning Greaves switch it out for Swiftfoot Boots the shroud hurts you more often than it helps, specially when you're trying to target Zacama or something to save them with temur not on your turn.

Sunforger it's essentially 8 mana to tutor for an instant, that's mana better spend just drawing cards, or better tutors.

Whispersilk Cloak same reason as lightning greaves. if you want redundancy, Champion's Helm

The Immortal Sun if you're trying to stop a lot of planeswalker in your meta, keep it, otherwise it's too expensive of a cast.

after you cut those artifacts add in Stony Silence and/or Null Rod which adds more stuff for your enlightned tutor to fetch. this will not really stop you other than your equipments, sol ring, and mana vault (which I MIGHT cut, up to you though on that one) which is waaay less important than everyone else's rocks that they're probably relying on more than you.

thoughts on Enchantments:

Aura Shards you're not running enough creatures to really benefit you, and Zacama IS aura shards.

Aggravated Assault + Bear Umbra is cute at best, but outside of that just a straight double strike is just better than wasting your time with this combo, other than Etali you don't really benefit from additional combat steps.

Dictate of Karametra, Heartbeat of Spring, Zhur-Taa Ancient don't help other players, unless your deck is fast enough to win on the turn these come out, you're helping 3 other players that's NOT you. that's a strict 3 to 1 disadvantage no matter how much more lands you have. if you really want another doubler, Zendikar Resurgent.

Sunbird's Invocation is another cute card, and in a zacama deck i feel like it's just more a "win-more" card than actually helping you advance your board state, specially for it's mana cost.

please let me know how successful you've been with Food Chain + Myth Unbound combo works out for you, i thought about it, but didn't pull the trigger for it yet. Also how is Shapers' Sanctuary working out for you? i like 1 drops, and ones that can draw you cards is even better. On average how many cards do you think you draw from that card per play?

Sorceries/instants:

Banefire is that to remove planeswalkers? if so that's actually pretty smart, i didn't think of using it that way, but it's good to have.

Plea for Guidance this is to get your aggravated assault/bear umbra or food chain/myth unbound combo i assume, any other combos i'm missing? it's pretty expensive to play, 6 mana to search, then another 6-14 mana to get those other combos going. If you decide to keep it, i recommend adding Abundance to combo with Sylvan Library pick up lands or non lands to your liking and not pay life.

Rolling Thunder switch it out for Aurelia's Fury it's just a straight upgrade, it's at instant speed, and so much more utility, this card can win you games.

other than that, i'd recommend more ramp spells and tutors:

Rampant Growth, Hunting Wilds (don't ever pay the kicker), and Traverse the Outlands gets crazy as soon as Zacama drops, Kodama's Reach and Cultivate wouldn't hurt. Hour of Promise ramps AND searches for ANY land.

Green Sun's Zenith and Chord of Calling are great to find your combo pieces.

Uncage the Menagerie can play well too, but you'll have to actually build your deck around it a bit more to actually be effective.

As far as creatures go, i recommend the mana dork squad, having a consistent turn 1 play every game will really affect your board state advantage, having 3 mana on turn 2 is a big difference, specially for all the ramp spells you want to be casting.

Chameleon Colossus is a great creature for mana sink, pump it up, then you can Soul's Majesty it, or similar effect with it.

Goreclaw, Terror of Qal Sisma and Spellbreaker Behemoth this is hit and miss. you only really have 7-10 creatures they actually affect, if you feel like you're running enough green, Emerald Medallion can be better value than goreclaw, and Vexing Shusher and Prowling Serpopard would affect more of your deck than spellbreaker.

Whitemane Lion combo's with Panharmonicon to infinitly bounce zacama for the same mana cost as Temur, if temur ever gets exiled. also having flash, can save a creature in case of a removal or something.

Garruk, Primal Hunter is pretty much another Soul's Majesty. it's worth the slot even for just a 1 time use draw card when your fatties are out.

Recursion, your deck is lacking pretty much every basic form of it. Eternal Witness and Regrowth are just green staples. and personally, i would cut Praetor's Counsel for Seasons Past it's cheaper to cast, and will get back most of what you need anyways.

also i would up your land count to 36-38 your deck's average CMC is too high to be greedy on lands.

adding Slayers' Stronghold combos with Sunhome, Fortress of the Legion (remember Hour of Promise?) to get Zacama up to 22 commander damage to get a sneaky kill on someone without a blocker.

Kessig Wolf Run is just another quality land.

Hanweir Battlements and Flamekin Village along with slayers' can give creatures haste for some other sneaky plays.

CryptonicNova on Card creation challenge

4 months ago

Militia Captain

Creature - Human Knight.

Vigilance.

Whenever a soldier you control attacks it gets +1/+1 and vigilance.

One good leader is all it takes to turn the weak into the strong.

3/3


Bloodrage Warlord

Creature - Human Barbarian

Haste.

Non-token warriors you control get +1/+0 and have haste

From the drive of battle he stirs his men into a truly terrifying force.

3/3


Create a series of lands similar to the Guild lands (Sunhome, Fortress of the Legion, Duskmantle, House of Shadow) for another plane.

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Sunhome, Fortress of the Legion occurrence in decks from the last year

Modern:

All decks: 0.03%

Green: 0.25%

Commander / EDH:

All decks: 0.02%

RW (Boros): 0.6%

RBW (Mardu): 0.09%

RGW (Naya): 0.33%