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Sweltering Suns deals 3 damage to each creature.
Cycling 3 (3, Discard this card: Draw a card.)
Sweltering Suns Discussion
15 hours ago
more mana artifacts
also you should run atleast 9 counterspells
Should try to get tutors
more draw spells
3 days ago
Consider replacing your big beefer stuff with more small utility stuff and upping the wipes. Small red creature blasts like Pyroclasm Whipflare and Sweltering Suns will massively slow down any decks relying on dorks to supply mana and kill weak commanders. I'd also recommend peeking Open the Armory for some nice early tutors, and Sigarda's Aid + Hammer of Nazahn for free equips. Additional pieces to slow other decks will help you leverage more swings, so consider slowdown pieces like Smoke Tangle Wire Eidolon of Rhetoric Oppression Trinisphere .
I'd cut almost all your creatures 5 CMC or above except possibly Avacyn and Massacre wurm and Aurelia.
2 weeks ago
I don't know how on-board I am with the Fae of Wishes plan. Your curve of Dragons starts at 4, so do you really want to be taking turn 4 off to tutor for a 3-drop out of the sideboard? I think I would go a little more brute force. Go up a Crux of Fate or two. It's a 5-mana Plague Wind in your deck.
I like Spit Flame in the build, since it's a little grindier than most dragon decks, so it slows down the game a little and provides card advantage that pairs well with Bolas and your discard. I also HIGHLY recommend a couple copies of Hypersonic Dragon . Go up to the full 8 Thought Erasure and Thought Seize, and you can snag cards out of hands during the opponent's draw phase, locking them out of topdecking anything sorcery speed.
I would lose Necromaster Dragon. The mill backup plan just doesn't have the density of action to really be effective, and it doesn't even hit your own graveyard to fuel Delve.
The sideboard definitely needs more Stormbreath. That thing wrecks decks leaning on white removal. If the deck were to trim some of the blue, allowing the deck to rely more on Sarkhan and a redder manabase, I would suggest Sweltering Suns . Otherwise, Flame Sweep would be good early removal, and Cut / Ribbons would be good, too
1 month ago
@chrclgry: You're right that I initially included Sweltering Suns because it could be cycled, but after playing it a few times I've only cycled the card once. Anger of the Gods is likely the better option.
@the__odysseus: I initially had Collective Brutality in the list, but I found that the card's discard mode was too limited in practice. Somebody else might find that they prefer how it plays over some of the other cards I've included, but my personal preference is to not play it.
Small deck update: I've been playing against a lot of planeswalker-heavy decks recently, so I'm replacing the two copies of Lay Bare the Heart in the main deck with Transgress the Mind . This also helps in matchups against green decks packing Veil of Summer .
Thanks for the feedback!
1 month ago
Anger of the Gods over Sweltering Suns ? I know suns has that cycling if it's not necessary however, if your opponent is an aggro deck and you don't need to cast Anger of the Gods then you are either winning or you can slow roll things more. The exile clause on ager also means that it shreds "dredge" decks or anything else that wants to use Kolaghan's Command or similar effects to recur creatures from the yard ie. Arclight Phoenix . I just thinks it's worth considering.
1 month ago
4 months ago
5 months ago
Overall, I really like the deck. It's a solid concept that has some great synergies. There are, however, a few changes I would make. First, you probably want to add some Thoughtseize . Sieze can take more than Inquisition, especially things like Cryptic Command or Jace, the Mind Sculptor , and this change makes your disruption stronger. Not sure how many is correct though. Ball Lightning and Spark Elemental are both cute, but I'm not sure how much work they really do here. Some number of Ball Lightning could be good to pressure your opponent, but I don't think the Spark Elemental s are worth it. I would replace them with Fulminator Mage s. Fulminator seems so good to run in the main here. It works great with both Unearth and Thunderkin Awakener , giving this deck a land disruption dimension that also improves game one against tron. Then, I would add Kolaghan's Command . KCommand gives us another way to rebuy our elementals and also serves a variety of other roles at the same time. It's perfect here. I would also remove the Dragonskull Summit s and throw in one or two more fetchlands that can get swamps (this also pairs well with Fatal Push ), as well as more basic swamps (cut a mountain if you need to). This is where the sideboard comes in. With the Fulminators removed, You have a bit more space. Add a fourth Leyline of the Void to maximize your chances of starting with one. Some of the Claim / Fame s, if not all, should go too, as they can't get a Ball, Skelemental, or Fulminator back- basically all your best reanimation targets. Then, add in 3-4 Blood Moon , depending on the meta. Your two-color manabase, with the basic swamps, gives you yet another way of disrupting your opponent's mana. I also think that this means you can take the Damping Sphere s out, as your tron match-up is looking excellent with the blood moons and Fulminators. Add in a pair of Surgical Extraction if you can for even more graveyard hate. The Anger of the Gods is not a great interaction with your recursion, so I would swap them with Sweltering Suns , which doesn't exile and also can be cycled, and perhaps a Terminate or two to deal with larger threats. The other thing I worry about with this deck is that there aren't enough good ways to discard elementals to be brought back. Faithless Looting is excellent, of course, but swapping two of the Lightning Bolt s for Lightning Axe gives you another route to discard as well as a way to deal with larger threats mainboard. Put this all together and I think you have a very strong deck, with the ability to dish out large amounts of damage quickly, as well as use your hand-attack, KCommand, Skelemental, Fulminator (recurring every turn to blow up lands), and Moon to lock your opponent out of the game completely. Flamekin Harbinger serves as the glue to this disruptive machine. One interesting card I found as I was looking for other options was Bloodpyre Elemental . You can't hardcast it, so you'll have to get it back with Awakener, but it can be tutored for with Harbinger. One copy in the sideboard seems interesting.
Anyway, those are just my thoughts. The deck seems sweet and potentially very powerful, and I'm excited to see what it can do.
Sweltering Suns occurrence in decks from the last year
All decks: 0.04%
Commander / EDH:
All decks: 0.0%