Sunlance

Legality

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

Printings View all

Set Rarity
Modern Masters 2015 Edition Common
Duel Decks: Elspeth vs. Kiora Common
Duel Decks: Elspeth vs. Tezzeret Common
Planar Chaos Common

Combos Browse all

Sunlance

Sorcery

Sunlance deals 3 damage to target nonwhite creature.

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Sunlance Discussion

Podkomorka on UW Bounce

3 weeks ago

Also throw Sunlance in your sideboard, it's a waste of space mainboard.

Spook9MM on When a token dies, is ...

1 month ago

Destroying token creatures, whether it be lethal combat damage, or instants like Lightning Bolt, Sunlance, etc... With a Dingus Staff in play, will those dying tokens trigger the staff? Or does your opponent just lose a creature and forego the additional 2 pts of damage?

lithium142 on Control/Mill

1 month ago

Ima start with path before I forget them. Some cheaper alternatives would be Sunlance, Journey to Nowhere, Condemn. If I think of others I'll post them. Path is getting reprinted in a couple weeks. So keep an eye on it =P should be cut in half at least.

What exactly do you mean by too much mana by the middle of the deck?

So Ghostly Prison is better specifically because it can come down 2 turns earlier. Sphere of Safety is a finisher of sorts in white control. That's in a deck running 4 Ghostly Prison, Runed Halo, Nevermore. By itself, sphere is just too slow. Which btw, I tried making a version of this with mostly enchantments, but sadly it made Sphinx's Tutelage not work very well. Need those cantrips! Anyway, Ghostly Prison is better in a deck whose win condition is not control, because it keeps you alive long enough to achieve your goal. If you were in a hard control deck, Ghostly Prison would keep you alive to play Sphere of Safety.

So.. Lands. Brace yourself, this is gonna be long.

This is always a rough topic because lands are hands down the largest barrier for entry new players face with this game. Unless you want to play mono colored decks, shock lands (like Hallowed Fountain) just make your deck better. Lands that enter tapped are inherently bad unless they do something game-changing. This is because they will frequently cause you to delay playing something when you need to have it out that turn. Shock lands allow you to make that choice. If you need something you can take 2 damage and get it out. If you don't need it, let it enter tapped. This is where fetch lands come in. Fetch lands (like Flooded Strand) make your shock lands better. This is by allowing you to make the desicion to have your shock land enter tapped or untapped on your opponents turn. So as an example, let's say it's turn 2 and you could play Remand or Thought Scour. If your second land is a shock, you'd have to shock yourself to keep mana for Remand. If you play a fetch, you can wait for your opponent to make the first move. If they don't play anything you care about, you can just fetch at the end of their turn and get your shock land tapped. But if they had played something you don't like, you could fetch right then and there, gotten your shock land, or even a basic land, untapped and countered their spell. It's all about giving yourself more options at any given point in the game. In addition, fetches get more lands out of your deck, increasing the probability that you'll draw cards which will win you the game. And it doesn't matter with your deck, but say you were running a three color deck; we'll say . A Flooded Strand can fetch Breeding Pool, Hallowed Fountain, and Temple Garden. That means a single land gets you any of your 3 colors. Quite the game changer.

Those are the 2 most important kinds of lands in modern. However, you're bound to see others with more specific functions. For instance Mystic Gate is called a filter land. It's pretty bad early on in a game, but not useless. Later in a game it enters untapped without having to shock yourself, so it's great for longer games; thus it fits great into control and tempo decks. The last one that I think is critical to understand is fastlands. fastlands fit into very fast decks and look like Botanical Sanctum. They work best here, because the downside doesn't matter much if you just win before one would enter tapped. Other decks can play them, but usually only 1 or 2. Something like infect will run 4. Also, Google future sight special lands. They're all completely different, but I'm sure you'll see a few of them.

I hope that helps. Hopefully my lands explanation wasn't too long winded. lemme know if you have any other questions! =)

Sargeras on

1 month ago

As someone who has played UW control competitively for a while,

(examples of UW control I've made Competitive Azorius Control on a Budget & A Guide On How To Be Boring)

I can give a few suggestions,

  1. Play 24 lands, it's standard for control decks and is the only way you'll be able to cast 6 drops consistently.

  2. Is this for budget? If so I think that AEtherling would be a better finisher then Admonition Angel, since you can protect it and play cards like Wrath of God. (It also means that you can have it as the only creature in the deck.)

  3. Vapor Snag isn't what you are looking for, as Condemn, Path to Exile, and Sunlance are all better options for removal. (I get you want to have the synergy with cards like Meddling Mage but those cards are pretty easy to deal with.)

  4. Render Silent should really be Mana Leak, if anything, render should be a sideboard card, since you can shut down combo and other control decks with it.

  5. Cut the oblivion rings for wraths like Supreme Verdict, Wrath of God, or Day of Judgment, 4 D-spheres is more then enough to deal with what it needs to.

A complete primer for UW Control is here Order Is Restored: The UW Control/Midrange Primer

lithium142 on I Equip, You Lose

1 month ago

So i've playtested this a lot. (i really love this as a concept. It's like instant reanimator, but more consistent damage, rather than tap trigger trigger you die.) I have a few things i think you should put some thought into.

first, this deck can be slow. That's ok, but you have no way of stalling; not even any removal.

next, I found that Brass Squire, Metallurgeon, and Steelshaper's Gift could end up being dead draws very frequently. I think you can lose Steelshaper's Gift entirely since 8 cards of your deck constitute that win condition anyway. Brass Squire is trickier since he can accelerate your win condition, he's not something i'd want you to cut. Instead, i think you should run 2 or 3 of him rather than 4. Metallurgeon is in a weird spot too. Both he and Welding Jar do the same thing in your deck. I think going from 6 of that effect to 4 would be excellent; whether thats 4 jars or 4 urgeons, or 2 of each. Doing this will give you space for the much needed removal in your deck.

As for removal/a way to stall; you will potentially be opening 6 card slots for your deck. I dont know how casual friendly you want to keep this. if you wanna go hardcore, Path to Exile (though id wait for mm17 to release before you spend money on them). alternatively, you're also in the right colors for Lightning Bolt. If you want to go really budget, there is Oblivion Ring, Condemn, Sunlance (should really play bolt over that one), Journey to Nowhere, or a personal favorite of mine, Oust.

If you would rather go the stall route, the first card that comes to mind is Ghostly Prison. This is a hose, however, so im not sure how keen your friends would be on it. alternatively, Wall of Omens is amazing, and would actually benefit your deck as a cantrip to draw into your combo pieces more quickly. if you'd like a funnier budget option (though i cant believe this card is actually as cheap as it is), Boros Reckoner was once a $20 staple in boros aggro decks. he's lost his pricetag but is still just as awesome.

On a different note, if you'd like to troll your friends, you could occasionally put in Mana Tithe and Lapse of Certainty. no one needs to know =P

anyway, let me know your thoughts on this proposal

lithium142 on Peter North

1 month ago

Blind Obedience and every card in the game with extort would not benefit this deck in the slightest. it's just too slow a mechanic in this strategy. I'm not trying to be mean, but i feel i need to be blunt about it.

This list has a lot of promise. there are a surely a number of cards that could be upgraded, but I think your mana curve is excellent, and overall the deck just works.

If you want to think about upgrades, I'd start with removal. I'm sure you've heard a million times Path to Exile is hands down the best removal in modern, but you're in a decent place with Sunlance. Condemn is another, similar card, but that's a judgement call only you can make based on what you play against.

if you want to look into creature upgrades, i'd recommend starting here: Oh Captain, My Captain. I've used that deck to test against some of my own, and trust me, it's a force to be reckoned with; easily taking games in 5 turns or less if left unchecked.

anyway, happy Tinkering

Sargeras on How To Play Fair: The GW Hatebears Primer

1 month ago

d.reynolds

Cards like Qasali Pridemage, Stony Silence, and Creeping Corrosion are great against Lantern Control and Affinity.

Cards like Ghost Quarter and Leonin Arbiter are good against decks like Jund and Infect so you can deal with cards like Raging Ravine and Inkmoth Nexus without having to use Path to Exile.

You can also use cards like Blessed Alliance to get around infect's quick kills, or just use Sunlance as an extra removal spell.

Against tron, Aven Mindcensor and Gaddock Teeg work well at disrupting an opponent's game plan.

Against abzan company cards like Rest in Peace can be steller at disrupting their combo (also works against dredge too).

Cards like Kitchen Finks and Rest for the Weary are great against burn.

Merfolk is a tougher matchup for this deck since it's a mono colored deck.

mr_funk on Green/White

2 months ago

okay i'm not totally sure what you're going for here. it looks like partially a human tribal deck. if you're trying to play this in modern i would do the following:

take out:

-Grazing Gladehart - isnt a human (fun casual card though. may have potential in the right modern build. not this one)

-Netcaster Spider - nope

-like all of your auras. none of your creatures have hexproof so playing one of these just allows the opportunity to get 2-for-1'd in modern. removal is cheap and instant speed, so the likelihood of resolving even 1 of these before turn 6 is pretty unlikely.

Cultist's Staff - this is not a good card. strictly worse than Vulshok Morningstar and even that card is not worth playing unless you are doing an equipment build. even still, its probably just outclassed by other stuff.

Strength of Arms - youre not using an equipment based build, so this will fall flat as a nearly strictly worse Giant Growth.

Naturalize - its a great card, but should be in the sideboard

Sunlance - ive seen worse, but you should consider Path to Exile as a better option.

Time to Feed - probably better options for removal. i think Prey Upon would be better. the mana cost in a deck where you only have 20 lands makes it difficult to play this and progress your board in the same turn.

put in:

some options here for you include (but not limited to): Champion of the Parish, Thalia's Lieutenant, Mayor of Avabruck  Flip, Path to Exile, Doomed Traveler, Duskwatch Recruiter  Flip, Thalia, Guardian of Thraben, Thalia, Heretic Cathar, Tireless Tracker, Eternal Witness

you definitely need more creatures, just flat out. you're not going to be able to voltron up a non-hexproof creature in modern.

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