The Immortal Sun


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
Rivals of Ixalan (RIX) Mythic Rare

Combos Browse all

The Immortal Sun

Legendary Artifact

Players can't activate planeswalkers' loyalty abilities.

At the beginning of your draw step, draw an additional card.

Spells you cast cost less to cast.

Creatures you control get +1/+1.

Price & Acquistion Set Price Alerts



The Immortal Sun Discussion

KaladeshKat on White Are You Doing?

13 minutes ago

Yes, I would like to avoid just being a white weenie deck, and i am fine with the price.

I dropped all of the Conclave Tribunals and 2 Seal Aways in favor of 3x adanto vangaurd and 2 healers hawk. Then i dropped Shalai, Voice of Plenty to the sideboard and dropped a copy of Azor's Gateway  Flip in favor of a noramal (24) land count and 2 The Immortal Suns.

I tested it to see how it would work, pre-sideboarding i was 8-2. (losses to dimir control and boros aggro.) i managed to eek out a win vs. jesaki control and crushed 2 mono-green lists.

after sideboarding, i contained boros aggro, but this list is still terrible versus dimir (struggles vs. control in general). Finished overall 7-3

blazestudios23 on Mono red card advantage

19 hours ago

I'm not sure why no one is mentioning this but the best way to get draw in Red or White for that matter other than wheel cards, which you should run, are artifacts.

There are many artifact cards that let you draw an extra card each turn, even the ones that make everyone draw a card each turn seem to give Red more advantage than other colors as your burn and copy spells are very strong.

Mind's Eye is 100% worth it. Howling Mine and Font of Mythos are both actually very good in mono red. I run all of the above plus these: Coercive Portal, Coveted Jewel, Endless Atlas, Temple Bell, and The Immortal Sun

Lands can help you draw too: Arch of Orazca, Geier Reach Sanitarium, Mikokoro, Center of the Sea, Sea Gate Wreckage, and Treasure Cove

If you run out of cards before you opponent Ghirapur Orrery, would be a great card. Red is all about taking huge risks/gambles which pay off in the end. And you should run Gamble too by the way.

If you run Wheel effects or effects that make everyone discard and draw, Geth's Grimoire, can give you huge advantage.

If you are having trouble with lands I also recommend running more mana rocks.

Cards that make Red spells cost 1 mana less to cast are very helpfull as well as anything that will double your mana.

I also highly recommend Mizzix's Mastery, very powerful when combined with wheels and copied. You can recast the wheel cards on the first go and then use the cards you discarded from the wheel for the second go. I've cast over 20 spells in one turn doing this and managed to cast 3 cards that made me empty my hand end redraw that many cards or 7 cards using Mizzix's Mastery.

I have two Red & White decks, one uses Wheel type cards heavily, the other uses Mana Rocks and Artifacts to make you or everyone draw cards.

Loizo on Nezahal Mill

1 day ago

Hello, good idea but I think a more artifact-centered deck would mill more regularly in monoU... Just look at how defensive and drawy Tezzeret, Artifice Master is. Plus you could kinda combo with One with the Machine and Psychic Corrosion with The Immortal Sun in play or something... Dunno but I would dig hat way. And of course have nezahal in there to replace the big slow Fleet Swallower

Anyway here is my bant deck Bantchantrexus of fate (suggest name pls)

hydrothermia on White Are You Doing?

1 day ago

Welcome to Tapped Out!

  • I'm assuming you're trying to avoid the white weenie style of play here?
  • Are you fine with it price wise?
  • Do you want to make it more affordable?

You need more lands, you're sitting at 21 with a 3+ converted mana cost meaning you'd need 5 more lands to have a more consistent land draw. Or you could invest in some smaller spells to bring down your average to so don't need as many lands. I'd suggest adding a few other creatures at least, to have some sort of board presence outside of just Demotions and Seal Aways. Adanto Vanguard, Dauntless Bodyguard, Hunted Witness and Healer's Hawk are some options to think about, especially the Adanto Vanguard and Dauntless Bodyguard can keep some creatures on the battlefield when you drop a Cleansing Nova. The Immortal Sun or Sorcerous Spyglass will give you better protection against planeswalkers if you don't have a Conclave Tribunal or Ixalan's Binding in hand.

Stazeeee on Elves of Ravnica

2 days ago

If you're splashing red, I'd suggest Experimental Frenzy as a way to bounce back against control and board wipes. Also if you have copies The Immortal Sun is pretty strong against Teferri decks and G/B. They went up a lot in price unfortunately. Those should solve any resilience issues elves have.

ownagefactory on Sai, Thopter Guy

5 days ago

have you thought about The Immortal Sun or Obelisk of Urd? I know immortal is nonbo with your tezzeret, but I feel it deserves a look. I personally like the idea of finding more ways to buff the thopters. Metallic Mimic, Gravitational Shift, Favorable Winds are all nice thopter buffers.

WhichKing on Pillar of Justice

6 days ago

Very solid deck. I see some non-optimal choices but I presume its due to budget or flavour, like Fortress Cyclops. I do think that Skullclamp does not pull its weight in this kind of deck as you only have one token producer as far as I can see (that being Assemble the Legion). Maybe swap it out for Scroll Rack since you already have Land Tax? Or maybe even Sensei's Divining Top.

I don't think Loreseeker's Stone is worth it tbh. I'd rather have The Immortal Sun or even Staff of Nin.

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