Sweltering Suns

Legality

Format Legality
1v1 Commander Legal
Vintage Legal
Modern Legal
Standard Legal
Legacy Legal
Duel Commander Legal
Casual Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

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Set Rarity
Amonkhet Rare

Combos Browse all

Sweltering Suns

Sorcery

Sweltering Suns deals 3 damage to each creature.

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

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Sweltering Suns Discussion

MrBoombastic on Jund Negative Counters

1 day ago

Several suggestions -

Mana base:

  • First off you need to include more lands, at least 24.

  • I'd play 4x Attune with Aether on top of your 21 lands. This fixes your mana and gives you access to both Aether Hub and Harnessed Lightning, which seems better than Cut / Ribbons. Attune does demand more basics, but that is fine, since we want to play on curve and therefore not have too many lands that ETB tapped. Having a lot of lands to cycle away lategame generally isn't worth the loss of tempo.

Creatures:

  • Ammit Eternal is a strong creature, which synergizes well with our deck. I'd definitely play the full playset. Same thing with Hapatra, Vizier of Poisons. I know she's legendary, but she will eat loads of removal. You should be quite happy about the games where you get to keep a spare in hand. Channeler Initiate should also be a playset due to great synergy.

  • People expected a lot of Harsh Mentor, but he proved to be less than worthwhile. We're not an aggro deck and he synergizes in no way. Out. Same with Hazoret the Fervent and Samut, Voice of Dissent. Great cards, just not so much here. All three should go. Crocodile of the Crossing is a great alternative to Hazoret, given that it can attack the turn it enters and it has -1/-1 counter synergy.

  • I personally do not care much for Obelisk Spider. It looks grindy and doesn't seem to do much by itself except for leeching a bit. I haven't tried it out though, so I might be all wrong on that one.

The rest:

I really like the idea of Soul-Scar Mage in a deck that revolves around negative counters. Hopefully this will help you improve it.

Variux on

1 day ago

Checking in from Reddit!

So, first thing, I like the deck. U/B Control seems super underplayed and I love U/B control. You are, however, missing a few vital pieces of control that fall under these colors.

Firstly, Fatal Push is the bomb. Such a fantastic card. There are so many <2CMC creatures that can be taken out with Fatal Push. Winding Constrictor, Scrapheap Scrounger, Earthshaker Khenra, the list goes on. A play set of Fatal Push is almost mandatory in U/B control decks.

Censor is missing as well. Not only can it be a great card early game when your opponent taps out to get a creature on board, but you can cycle it late game if they keep leaving mana open. Censor also kind of makes your opponent play around it because they know you could have one in your hand. There's nothing worse than tapping out and getting Censor'd because you assumed your opponent didn't have one in hand.

Essence Scatter could be good here as well to counter creature spells. I see you have plenty of creature removal, but Essence Scatter on a high CMC creature such as Glorybringer or Verdurous Gearhulk.

In terms of stuff you don't need but COULD add in, As Foretold isn't played very often but I always like throwing it in my control decks because in grindy match ups, it allows you to cast more than an extra spell from your hand without paying the mana from it. Not necessary, but it could be fun to tinker around with.

The Scarab God could be fun to play with as well. You can exile a creature from any graveyard to create a 4/4 zombie, but that's just a suggestion that can be used for fun.

Yahenni's Expertise acts as a black version of Sweltering Suns, and you get to cast another <=4CMC card for free. Yahenni into a Glimmer of Genius would be a great combination.

Lost Legacy and Dispossess can be great sideboard cards for you. Playing against God-Pharaoh's Gift decks? No problem, Dispossess it. Oh, you have a deck that revolves around Chandra, Torch of Defiance? Lost Legacy takes care of that.

There are a slew of cheap hand disruption cards you can also mess around with such as Harsh Scrutiny, Lay Bare the Heart, and until rotation you can play Transgress the Mind.

That's all I can think of so far, hopefully this could be of some help to you! Ixalan is coming out soon and doesn't seem to have a ton of control, but there are some neat tricks you can add in there as well.

I'll copy this to Reddit as well so people can hopefully respond there as well.

Charley007 on Burn 'em Out

4 days ago

Hi, I like that deck it is almost the same deck list as mine.

Do you think it could be good to kill artefact By Force so you could tap the land you want to tap and not just mountain. Also, I might consider put a 1 or 3 dammage to all creatures, maybe Sweltering Suns so I could cycle (if I really need too but hope not since it is 3 land) but also kill all creature like for exemple elfs deck or goblins deck, sometime if you can't win because of the tons of creatures you just need another turn to kill him. (in sideboard not main, maybe there something better I just don't know most of the card out of standard)

Metamorphic1992 on Grixis Midrange

6 days ago

Hour of devastation kills your other planeswalkers. Better off with Bontu's Last Reckoning or Sweltering Suns.

Argy on Weak in the knees

6 days ago

OK I've played around with this a bit and would suggest something like this:

Creature
2x Drana, Liberator of Malakir
2x Kalitas, Traitor of Ghet
4x Soul-Scar Mage
4x Thermo-Alchemist
2x Voldaren Pariah  Flip

Land
10x Mountain
4x Smoldering Marsh
8x Swamp
(it would make the mana more consistent if you added 4 Canyon Slough instead of 2 Mountains and 2 Swamps)

Instant
2x Abrade
4x Fiery Temper
4x Lightning Axe
4x Magma Spray

Sorcery
2x Diabolic Tutor
2x Incendiary Flow
2x Sweltering Suns

Enchantment
4x Nest of Scarabs

I agree that Outnumber is very situational. Incendiary Flow stops Lord of the Accursed from recurring.

You also need a Sideboard.

I would build something like this:

3x Grasp of Darkness - excellent against gods
4x Lay Bare the Heart - the only way to deal with Enchantments in these colours
4x Never / Return - killls Planeswalkers and big Creatures
2x Sweltering Suns - more board wipes
2x Unlicensed Disintegration - kills big Creatures, and the colours are easier to get than Murder, although you could use that instead

Oloro_Magic on Weak in the knees

1 week ago

The problem with Sweltering Suns is it is likely going to kill your board and having some 1/1's in exchange is not a great deal as most decks well be able to rebuild pretty quickly and zombies (probably the widest target of suns can recur everything from the grave. You also can't rely on having Nest of Scarabs out every time you suns as it is only a four of this means you have about a 39% chance of seeing it in your opening hand, if you played 2 Hapatra, Vizier of Poisons your chances to have a token generator with the -1/-1 counters goes to 54% so the odds are in your favor.

And even if you don't splash green, the Voldaren Pariah  Flip, and Voracious Null have to come out they are by no means good in this deck sadly.

Finally, three colors doesn't have to be slow, if anything three colours is better because it gives you access to more cards that work better with your strategy. I have never had any problem playing 3 or even 4 colors speed wise. To make three colours work you just need to invest in duals like Blooming Marsh, Aether Hub, and maybe even Attune with Aether, when Ixalan comes around the manabase gets even better with the buddy lands. Basically, sorry for coming on strong but I really feel that -1/-1 counters needs green to be worth it. 1/1 deathtouch snakes are a great payoff, 1/1 insects are nice but not a game ender, and green has all the support for -1/-1 counters (you even get Stinging Shot in the side).

Oloro_Magic on Weak in the knees

1 week ago

So the biggest problem I see here is you have conflicting mechanics. Are you trying to create tokens off of Nest of Scarabs or buff your team with Drana, Liberator of Malakir. The two can work together but you sacrifice consistency by doing so.

Regardless I would cut the other creatures are definitely play Ammit Eternal as it would sync well with the enchantment and Drana, Liberator of Malakir. I would also consider adding green for Obelisk Spider (with Drana it isn't just a blocker as it has so much toughness), and Hapatra, Vizier of Poisons (more payoffs to -1/-1 counters).

As for the non-creature spells I would keep Magma Spray and maybe 1 Outnumber though it feels like a win-more card. In their place I would consider Fatal Push (really good removal, Murder is a budget alternative but no where near as good), Abrade, and Blossoming Defense.

Move Sweltering Suns to the side or remove it as it hurts you and use those slots to accommodate more creatures like the ones I mentioned and maybe even a The Scorpion God.

If you need any more help on more specific area of the deck (for example the manabase) let me know.

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