Sunscorch Regent

Legality

Format Legality
Vintage Legal
Commander / EDH Legal
Legacy Legal
Modern Legal
Frontier Legal

Printings View all

Set Rarity
Dragons of Tarkir Rare

Combos Browse all

Sunscorch Regent

Creature — Dragon

Flying

Whenever an opponent casts a spell, put a +1/+1 counter on Sunscorch Regent and you gain 1 life.

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Sunscorch Regent Discussion

bobbyboo on The Destruction Will Be Vast

6 days ago

Karmic Guide is an angel you don't want to overlook. Also Key to the City has a nice synergy as I could imagine this deck's Achilles is the draw. To also help is Decree of Annihilation, especially because when cycled it's a darn hard thing to stop (can't counter a cycle in most instances).Patriarch's Bidding is great if you get wiped as not all decks you play against are tribal. Also Thundermaw Hellkite can mess your opponents up.

I say get rid of the Sunscorch Regent as its too slow to be a powerhouse in the deck, as well as the Baneslayer Angel as she is only ever key words.

Tropicalkings on Dromoka of Incremental Growth

2 weeks ago

Low impact cards:

Abzan Advantage Giving an opponent the choice is always bad

Ainok Guide 2 Mana does nothing

Shields of Velis Vel If you play more dragons then you don't have to turn everything into dragons

Dromoka Captain 3 Mana for a 1/1 that doesn't help the board

Joraga Auxiliary Bad mana sink is bad

Longshot Squad Should have enough fliers


Mana acceleration:

Sol Ring Should have put a ring on it

Talisman of Unity Painland knockoff

Selesnya Signet Getting the fix

Mind Stone Draw never hurt anyone(except black)

Hedron Archive Go bigger

Everflowing Chalice Sometimes big isn't enough

Fellwar Stone Someone should have what you need

Dromoka Monument At least it can dragon

Llanowar Elves The Classic

Fyndhorn Elves The Sequel

Elvish Mystic The Remake

Avacyn's Pilgrim The easy fix

Rishkar, Peema Renegade Everything is a mana dork

Gyre Sage Lots of mana


Possible upgrades:

Hardened Scales Add ASAP

Sunscorch Regent Value town counters

Destructor Dragon Bad Acidic Slime

Eternal Dragon Good early and late game

Jugan, the Rising Star More counters

Steel Hellkite Removal on a stick

Gavony Township Pump the team

Frontier Siege Free mana or fights

Encroaching Wastes Bad wasteland is better than no wasteland

Mosswort Bridge Building bridges

Command Tower The EDH land

Sea Gate Wreckage Comeback king

Llanowar Reborn Some value

Oran-Rief, the Vastwood Lots of value

AllhydeNoJekyll on Brian

1 month ago

Consider removing Warstorm Surge, Wing Shards, Traveler's Amulet, Wanderer's Twig, Flameshadow Conjuring, Emeria Shepherd, Taurean Mauler, Sunscorch Regent, Serene Steward, and Faith's Reward. There are better options for the same price, or don't really have a lot to do with the deck. Instead, maybe put in more ramp and card draw.

KingofDragonz on The Storm's Fury

1 month ago

Howdy, I like what your going for, heck I even have my own deck based on it. Though if you want to focus on Kolaghan, the Storm's Fury I suggest adding either more dragons, support for your dragons, or mana rocks to get your dragons out faster. Here are some suggestions for each category in case you want to choose one over the other.

For Dragons, Dragonlord Kolaghan is a great one, it can attack as soon as it enters, it gives everything else haste, it has a neat ability that can work well against certain decks, and it works well with Kolaghan, the Storm's Fury. There's also Sunscorch Regent, a dragon that gets bigger over time and gets you life as well.

For support, Crucible of Fire makes everything huge though it isn't really worth it unless everything you run is a Dragon as well. Dragon Tempest also is great as it gives all your dragons haste and it's second ability can stack quickly especially with Dragonmaster Outcast, though like I said it's specific though I think you could have a better chance with it then the former. There's also Sarkhan's Triumph for Dragon search though it costs a bit much and is specific.

For mana rocks, Dragonlord's Servant is a top pick as it makes all your dragons one less to cast and believe me, casting Thunderbreak Regent on turn 3 is so sweet. It is specific but it isn't terrible as even then it's another body on the field. For direct mana, there's Kolaghan Monument, it may cost 3, but it gives you an additional mana and can turn into a dragon itself which can be handy in the late game.

Hope this helps

KingofDragonz on The Wrath of Kolaghan

1 month ago

Thanks a bunch, I'm honestly surprised that I didn't consider Terminate, Dreadbore or Crux of Fate before in the first place, though admittedly I do have a sweet spot for Curse of Stalked Prey and other cards like it that I swear should've saw competitive play (Oh Sunscorch Regent). I'll be defiantly be adding them somehow (Or at least the sideboard).

A little more about Crux and Fearsome Awakening, I do agree with you about being overwhelmed, but I really like just having the ability to just instantly get a Dragonlord Kolaghan or another hasty dragon out and just keep pressuring the opponent. I'm probably going to keep the Awakening but that doesn't mean I can have best of both worlds, and yes before anything else, Balefire Dragon 4 life.

As for the sideboard, they're great and I'll be putting them in for now (well when I have time I'll put them in).

Once Again, Thanks a bunch! Very glad you enjoyed my deck. I wish you luck with your Dragon decks as well.

Austin_Smith_of_Cards on Death and Taxes

1 month ago

This list could use another mana rock or two. I definitely suggest Pristine Talisman as a synergistic way to both ramp and trigger your commander.

Sunscorch Regent is incredible in this list since its ability triggers often in a multiplayer setting, and the lifegain will make Karlov explode in size quickly.

Tymna the Weaver turns all that extra life into lots of card draw, and obviously also takes advantage of a multiplayer setting.

Nyx-Fleece Ram is quite a decent blocker in the early game while also buffering your life total and consistently triggering Karlov.

I second the suggestion of adding Drana's Emissary; the more life pings you stack, the more cumulative the bonuses.

Radiant Fountain is a land with the cheap effect of gaining a life when it enters.

Well of Lost Dreams is another card advantage engine that will always keep your hand refilled so long as you keep gaining life.

Wall of Reverence is similar to Nyx-Fleece Ram in that it is a wall that consistently gains you life.

Rogue's Passage should be included in the case that your commander gets so big that he can just kill off someone with straight commander damage.

JaysomeDecks on Kambal's Advisory Board

2 months ago

I'd definitely include a Rhox Faithmender. Doubling any life you gain in a lifegain deck is just about the best thing you could wish for. Especially when you start gaining 4 life for every non-creature spell your opponents cast.

Divinity of Pride is a powerhouse in EDH, since your life both starts at and will, in this deck, likely remain above 25. Just treat him as a flying, lifelink 8/8 for 5cmc.

Serra Ascendant is absolutely amazing in a lifegain deck. One mana for a 6/6 flying lifelink. You get this out turn one and you'll almost always get in at least two hits with it before someone is forced to waste an answer on your one-drop creature. The downside, and literally the only downside, is it'll run you about $15-18. It's a good long-term goal though.

Exquisite Blood. Any life loss is your gain. It doubles the lifegain your commander does for you, (as you now gain life off of the damage he does), but any time one opponent hits another, or loses life for any reason, you gain it. And if you hit someone with a lifelink creature, you gain it twice: once for the lifelink and once for the life they lost.

Ok, the big 3: Sanguine Bond, Defiant Bloodlord, and Vizkopa Guildmage. In a lifegain deck, these can become your ultimate wincon. Say you swing your Divinity of Pride at an opponent for 8 damage. Well, with lifelink, you gain 8 and they take another 8, for a total of 16. If they block, they still take 8 because of the life you gain. Or better, with your commander, they are losing 4 life for every non-creature spell they play, 2 from him, and 2 from the life gain.

The Guildmage may look like the worst of the three, as you have to pay to activate the ability, but keep in mind that you can activate it multiple times. If you're gonna gain 10 life in a turn, pay 6 to activate it twice, and each opponent loses 20 life.

Some other cards that are on theme for your deck are Polluted Bonds and Sunscorch Regent. Ok cards, but fun and really fit the theme.

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