Sweltering Suns

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Standard Legal
Leviathan Legal
Legacy Legal
Arena [BETA] Legal
Brawl Legal
Frontier Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Amonkhet (AKH) Rare

Combos Browse all

Sweltering Suns

Sorcery

Sweltering Suns deals 3 damage to each creature.

Cycling 3 (3, Discard this card: Draw a card.)

Price & Acquistion Set Price Alerts

AKH

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Recent Decks

Sweltering Suns Discussion

geoffw on Minority Report -- $11 Precognition Field

15 hours ago

Very interesting approach!

I ran some simulated games with it last night and verified that it can work (though the particular decks I ran it against are hopeless before sideboarding in River's Rebuke and Sweltering Suns). After the first couple trials I subbed out Evolving Wilds and Highland Lake for the Izzet duals, since I personally already have them for my main Standard deck. As you might expect, it helps a lot.

Did you go creatureless just because it's awesome, or did you not think there was room? I tried throwing in a one-of Squee, the Immortal for infinite chump blocks and as an alternate wincon once the board is under control. I also wondered how Cold-Water Snapper or Soul of the Rapids might do as a one-of for late game. If you know you can resolve it, then you don't have to worry about using the 4th Fight with Fire as a board wipe and ending up decking out without a way to finish the opponent off. I haven't tried it out yet. Maybe The Mirari Conjecture to land a 5th copy for 20??

Maybe I'm not doing it right, but Syncopate never seemed to work before or after turn 2. With no blockers, every threat has to be answered quickly, and if opponent has more lands than us (or is on the play) there's no way to answer low-mana threats. Late-game, you need to exile lands with Precognition Field to draw into more spells, and opponent naturally pulls ahead on land count. I'm used to playing Condescend in U Tron, so I thought I'd understand the play pattern, but it definitely could be user error on my part.

The biggest problem I ran into was indestructible threats. The best I could do was bounce them, but since this is not a quick-finish deck (and I wasn't successfully countering them on the replay) that didn't work. I guess Essence Scatter could be a solution, but you'll get 2-for-1'ed a lot. Maybe Deep Freeze could be a good budget removal piece for those threats?

multimedia on Jeskai Control

4 days ago

Hey, it's going to be hard to splash red for a double red card Sweltering Suns with only 11 sources of red in the manabase. I think the red splash is good for Abrade. It kills Vehicles, the things that UW Control have trouble with especially Heart of Kiran.

Abrade also gives you more early game removal spells that you can use on aggro creatures and save Seal Away for bigger mid and late game creatures. I like the one/two punch removal of Abrade and Seal main deck with Teferi. Consider 3x Abrade and 3x Seal?

I think Harnessed Lightning is too hit or miss because it's possible that you don't have four energy so you can't use it to kill Heart of Kiran early game. I could see playing it a 1 of because in the mid and late game you will most likely have energy to use with Harnessed and it's good with a lot of energy.

A alternative to Sweltering is Fiery Cannonade as it only has one red in the casting cost. If you're wanting a sweeper to combat 2/2 Knight tokens in the mirror then this does that at instant speed good with Teferi.


razelfark on Enigma Fling (MtgArena)

1 week ago

Like the unique deck idea. Would probably change out Dual Shot in favor of Shock so you can use it to go for face damage. If you are looking for a spell that hits more then 1 creature for damage then more Sweltering Suns or Blazing Volley.

A newer card you may want to consider is Fight with Fire. The card can kill some of the larger creature threats and if played late in the game might be able to end with 10 damage that can go to the face.

Best of luck with the deck.

Legendary_penguin_of_death on Jhoira's Paradox Playground

1 week ago

Sweltering Suns and Hour of Devastation are your best way to slow down aggro.

MurderForBrunch on Mono White Tokens (Budget)

1 week ago

Hi erkmehoff!

First of all, your deck looks cool! I like it quite a lot. And on the other hand, you're wright when you say that this deck is weak to stuff like Sweltering Suns. A card that could do some good work in that case (probably a sideboard card) is Shield of the Realm, which prevents 2 damage of each source! Also, a really good card for token strategies is Anointer Priest. Specially against Mono-Red, the life gain is a huge deal.

Finally, I have a suggestion that is not a budget card at all, but it's super good! The card is Anointed Procession. I have a mate that had two of those in play, and eight Anointer Priest tokens (he embalmed twice), and he was making two cats tokens every other turn with Pride Sovereign. So basically, he was making 8 tokens instead, and gaining 64 life every other turn!!! :D

As I was saying, Anointed Procession is not a budget card, but it's stupidly good if you build arround it! I wouldn't go and buy a playset, specially because they're rotating out in 4 or 5 months, but if you can trade for them in your LGS, good on you! :D

Well, I hope this comment was of some help! Have fun brewing!

maxon on Rakdos or Erebos?

2 weeks ago

LordBlackblade made several good points, but I would like to add that there is one other thing red would give you is burn. In a Lord of Riots build, you're gonna have mostly big bodies, so spells like Sweltering Suns, Anger of the Gods, and many other red burn-the-field spells would do well in a deck where most of your creature are big beaters and would not die in the inferno. Those are especially useful when going against value town creatures like you might see in a Simic build.

Herald_of_Eldrazi on Torment of Affliction

2 weeks ago

I have been testing out the current deck breakdown and it seems to be working. The early game red-control spells have really made a big difference, with Sweltering Suns doing really well to clear the board if I get in trouble. Using Hour of Devastation I get some great board clears in which forces my opponent to take the damage from Torment of Hailfire. I can often get at least 21 damage through this method. The Torment of Scarabs I just added to help slow down my opponent and I really like the mechanics so far. Any advice on how to streamline the deck is always really appreciated.

EDedan on Firesong and sunspeaker in Boros ...

2 weeks ago

Nowadays there is a lot of aggro deck running around in standard and why not, it's fast, efficient and it limits your opponents choices on what to do on a turn such as play a removal spell on a useless token but the token is a 4/3 knight which just needs to die... hope ya'll catch my drift.

Saffron olive from MTGGoldfish posted a video clip which he played the card Firesong and Sunspeaker and played a Star of Extinction from which his life total went from 17 to 137...

sure he had all the mana in the world with a flipped Azor's Gateway  Flip and this was on Magic arena but that got me thinking, casting Star of Extinction is a lot of mana but what if you played a Sweltering Suns for and gained a bunch of life, almost like you take Lightning Strike and turn it into a Lightning Helix?

what do you think? Firesong and Sunspeaker still dies to Vraska's Contempt and Fumigate but can it work in a control shell to gain life?

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