Sunset Pyramid

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Custom Legal
Leviathan Legal
Legacy Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Hour of Devastation (HOU) Uncommon

Combos Browse all

Sunset Pyramid

Artifact

Sunset Pyramid enters the battlefield with three brick counters on it.

, , Remove a brick counter from Sunset Pyramid: Draw a card.

, : Scry 1.

Sunset Pyramid Discussion

theshadow2250 on gods

2 months ago

Sorceries: If you need some good board wipes for a reasonable cost (money wise, sadly not mana wise), I would look at something like Heaven//Earth (It couldnt find this card for some reason), You can take out flyers one turn and then save mana and let everyone forget that you have a nice boardwipe to cast right from your graveyard! In that vain of mana sinks Cut//Ribbons (It couldnt find this card for some reason) can also just end games if you can get enough mana for the second half of the spell, and as long as your graveyard isnt exiled you can get everyone at anytime. If you plan on having a good chunk of creatures tapped Harvest Season can be excellent ramp, as long as you are running a decent amount of basics. Never/Return is a good spot removal spell in your set as well, as you can take out any creature or planeswalker if needed. Beneath the Sands is a good ramp spell, that has cycling in case you don't need it. Hour of Revelation is also a great board wipe if needed.

Instants: If you want some counter spells, Cancel and Countervailing Winds are some of the better options available to you. Sadly there isn't a lot in the set to specifically target down artifacts and enchantments, but I do like Forsake the Worldly , Dissenter's Deliverance and Commit//Memory (It couldnt find this card for some reason). Hour of Glory seems like a good option for some creature removal as well, but there seems to be a lot of that from this block in particular

Artifacts/Enchantments: Seems good in these category might want to consider a mana rock like Pyramid of the Pantheon , it starts out slow, but can become a great mana source afterwards, as well as something like Sunset Pyramid for a bit of card advantage then some selection. Same goes for Riddleform , but instead of advantage it gives you a creature for a turn. and Cast Out can help take a permanent out for a bit if needed.

Planeswalkers: This one is a weird category for me to make remarks on. I know that not everyone likes Planeswalkers, but I love them. That being said though, this set has a few interesting ones, that might not be able to help you particularly much on one hand, Nicol Bolas, God-Pharaoh is an insane game closer, but is a bit expensive(both mana and money wise). Samut, the Tested can provide huge versatility, isn't too bad price wise, and is probably one of the better options for you. Gideon of the Trials is a pretty good flavor win, and has some good versatility but you have to pick between him being an attacker or protecting you from something big on board. and the only other one I'd even consider would probably be Nissa, Steward of Elements , not because shes that great, but because she can give you some card selection and even some good value with her [0] ability if used with her [+2]. I would only pick one or two of these though depending on the slots you have left from other stuff, as they give you some good value, but don't always progress your game plan with the deck by themselves.

Creatures: For the most part your creatures are fine. I'll just be putting in some suggestions for other options/utility. That being said Angel of Condemnation can be slow but ultimately help create mana ramp by flickering golos, then taking out some important creatures your opponents might lay down. Dreamstealer can offer some pretty good disruption against your opponents and make them have to keep a couple of creatures back as blockers. Majestic Myriarch might be a good finisher, but you might be good on those. Temmet, Vizier of Naktamun is also great for token decks.

Last but not least: Lands: These seem to be good, but watch out as too many utility lands can hurt your deck, and just make sure you add enough basics in for searches to actually grab the color you need. There are the cycling lands for this set, but they can be pricey :(

gossipmeng on Crank that hog mfer

8 months ago

I've spent years playing colourless (Karn combo deck) and card draw is one of our biggest challenges. I would recommend:The Immortal Sun, Mind's Eye, Scroll Rack, Sunset Pyramid, Sword of Fire and Ice

  • Immortal Sun: Card draw, shuts down planes walkers and reduces cost of your spells. I don't use it personally as my meta is too fast, but your deck seems more casual then mine so it would work great. (price will drop soon when it rotates out of standard)
  • Mind's Eye: Probably the best colourless card draw available in multiplayer format.
  • Scroll Rack: Not necessarily card draw, but if you don't like your hand it allows your to basically swap your hand for the top of your library.
  • Sunset Pyramid: 4 mana to draw 1 card when you play it, then 2 mana to draw a card for the next 2 turns, followed by a cheap scry if the game goes on longer - great card and very inexpensive.
  • Sword of Fire and Ice: Perfect for your theme and can consistently draw you a card each turn + kills small utility creatures (my combo deck runs it for the card draw alone).

LordTsukune on Shaman Learner Budget-Price

9 months ago

Vanquisher's Banner, Zendikar Resurgent, Vitalize, Tribal Unity, Worldly Tutor, Skyshroud Claim, Explosive Vegetation, Sol Ring, Emerald Medallion, Orochi Hatchery, Door of Destinies, Caged Sun, Throne of the God-Pharaoh, Slate of Ancestry, Planar Bridge, Sunset Pyramid, Akroma's Memorial, Quest for Renewal, Descendants' Path, Asceticism, Mana Reflection, Concordant Crossroads, Vernal Bloom, Helix Pinnacle, Sandwurm Convergence, Song of the Dryads, Sylvan Library, Lurking Predators, Garruk, Caller of Beasts for after your getting a good feel for how you want to play the deck. Any of these cards will drastically help for your first time i'd sugest zendikar resurgent and throne of the god-pharaoh both these cards together will give you a better advantage casually without being a clear threat. Once your past that stage going with sylvan library and sandwurm convergence will give quicker wins and once your at that stage its time to increase ramp for quicker creature drops. So cards like sol ring which comes in ever pre-con is useful and explosive vegatation also helps and is budget friendly.

DespairFaction on Budget Aurelia, the Warleader

10 months ago

Hey the deck looks pretty solid. Ramp count and land count both look good. Creature vs spell count also looks good. Theres a few small changes I would make. I'm not a big fan of Winds of Change since it actually loses you a card. I'm not saying its necessarily the best, but it certainly has a lot of abilities is Chandra, Flamecaller since you don't lose the card when you wheel. But if the main goal is card draw, I am going to be exploring Treasure Map  Flip, and Sunset Pyramid as options in some of my decks. Have you had a chance to test Bonfire of the Damned? The ability is certainly useful, but I tend to prefer Blasphemous Act. Boros Locket may be another option to explore, and will be really good if you have sun titan out. Keep an eye on Gilded Lotus, it tends to be a little clunky sometimes but it also depends on the speed of your meta. If its a bit slower it will be better, but if you find it too slow take a look at Dowsing Dagger  Flip or the locket.

DespairFaction on Super Smash Boros | Firesong & Sunspeaker EDH

10 months ago

So I had played your list a few times prior to GRN and it didn't go as expected. I noticed a terrible lack of card advantage being an issue. Dawn of hope is the obvious addition for the deck, but I think also adding Treasure Map  Flip and Sunset Pyramid will help a lot. Idyllic Tutor also seems like a good idea to get dawn of hope more consistently. Somethings ive been meaning to test out. I think I also want to see more big red board wipes. I personally am a fan of Inferno cause its both solid, and no one ever sees it coming.

stensiagamekeeper on Super Budget Standard Combo (Rotation Proof)

1 year ago

Not so sure about Fumigate. The trouble is you can't have played Famished Paladin before it so you'd be casting paladin turn 6 and hoping to combo off turn 7. This gives your opponent way too much time to find removal seeing as the combo is pretty fragile and you don't have ways to protect it. In addition Fumigate is especially good against green creature based decks which are already your best matchups.

In combination with card advantage spells such as Treasure Map  Flip, Sunset Pyramid, Karn, Scion of Urza or Ajani, Adversary of Tyrants it could work but I think with this build you are more on the "assemble fast and hope they don't have it" plan than "grind into the long game and assemble so many times they run out of removal" plan.

Cippo on Stax On, Fuck It, Stax Off

1 year ago

Stax on top of stax, that's intense. I'm a fan of the Mana Web + Urborg, Tomb of Yawgmoth salt in the wound synergy.

Temple of the False God probably deserves a spot somewhere.

Candles of Leng could probably get swapped with Arcane Encyclopedia for cheaper draw. Sunset Pyramid is cool too but I imagine things slow down pretty quick and 3 turns may be a deal breaker for this much stax.

electromancer on 1st ever EDH plz help

1 year ago

I agree with the manafixing and card draw comments above.
Anyhow, I like the perfect mana-curve. This is a very solid start.
So 1st I want to say Renegade Krasis just to put that out there, and here's some card draw I think you might find interesting:
Steady Progress, Tezzeret's Gambit, Private Research, and Sunset Pyramid
You might also like these storage lands for proliferate->ramp shenanigans:
Dreadship Reef, Calciform Pools, and Saltcrusted Steppe

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