Wheel of Sun and Moon

Wheel of Sun and Moon

Enchantment — Aura

Enchant player

If a card would be put into enchanted player's graveyard from anywhere, instead that card is revealed and put on the bottom of that player's library.

Browse Alters View at Gatherer

Trade

Have (1) Forkbeard
Want (1) zogwart

Printings View all

Set Rarity
Shadowmoor (SHM) Rare

Combos Browse all

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Highlander Legal
2019-10-04 Legal
Block Constructed Legal
Leviathan Legal
Legacy Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Wheel of Sun and Moon occurrence in decks from the last year

Commander / EDH:

All decks: 0.0%

Wheel of Sun and Moon Discussion

Sjorpha on Chivalry is Dead!

2 months ago

Chivalry is Dead!

"Don't ask my name, it's long since I forgot

if once I had a name, a home, a wife?

No words of fame or valor is my lot,

and yet my quest continues past this life."

There are 4 defining cards that embodies the gameplan of this deck

Doran, the Siege Tower: The basic idea of all Doran decks is the ability to turn very cheap defensive creatures like Nyx-Fleece Ram into big offensive threats, based on the idea that 3/3s for 1 and 5/5s for 2 etc is great value and hard to race for most decks. Doran also has a strong defensive quality since his ability applies to all creatures, effectively neutering strategies based on high power creatures or pumping up the power of creatures, like for example Kiln Fiend or Goblin Piledriver. A third advantage of Doran is that he and the other 16 zero power creatures in the deck can attack through Ensnaring Bridge, making this decks matchup against Lantern control and other bridge prison decks a lot better. Assault Formation acts like a backup copy of Doran that can be fetched with Zur and dodges more removal if needed, this redundancy is important since the deck is much weaker if it can't put this effect on the field.

Zur the Enchanter: Solving problems and gaining card advantage by tutoring up additional creatures and enchantments as he attacks. Also a "4/4" flying beatstick in this deck making the 4cmc much more reasonable.

Chord of Calling: Allowing us to get our creatures reactively or in opponents end step rather than tapping out, making the deck much more resilient and flexible when playing around removal, counterspells and board wipes.

Behind the Scenes: Adds a whole new synergy to the toughness strategy. Since all of our creatures have zero or very low power this card makes them unblockable by most things that could trade with them. This fundamentally changes the dynamic of going up against opposing creatures, since we can block their creatures but they often can't block ours it shifts the initiative in our favor and enables much easier lethal swings. While only a single copy, it can be fetched onto the battlefield with Zur, conveniently before blockers are declared.

This all comes together in the signature finishing move of this deck: Casting Chord of Calling on opponents end step putting Zur the Enchanter or Doran, the Siege Tower on the battlefield (assuming the other one is already in play), and then on our turn swing with everything tutoring up Behind the Scenes for an unblockable lethal blow out of nowhere.

Doran decks (and treefolk tribals) have a great leg up in this department because of Treefolk Harbinger, a fantastic 1-drop that functions as a 3/3 with Doran, fetches Doran himself if needed and last but not least fetches the best land in the deck Murmuring Bosk or any of the other forests. This improves consistency in the ability to play a turn 3 Doran because you can fix either Doran or mana. Much like with Serum Visions in other decks you also need to mulligan much fever hands since a harbinger + a green land is usually enough to be playable. Without this card I think the deck simply wouldn't be that good.

Green fetchlands play into this as well as they can fetch Murmuring Bosk untapped with a treefolk in hand, typical turn 1 is fetch>Murmuring Bosk revealing Harbinger>play harbinger putting Doran or missing land on top.

Another strong turn 1 play is Birds of Paradise, also synergising well with Doran making it a 1/1 and ramping/fixing, and making our somewhat demanding color pie much smoother to play.

Finally Chord of Calling for 1 can be employed as a consistency engine in a pinch, fetching harbinger to put a needed card on top or fetching a bird to ramp and fix. It is however much more powerful to use the chord for more impactful creatures and should only be used in this way when no other option exists.

An unanswered Zur the Enchanter also leads to consistency all by himself since he can fetch creatures and Assault Formation as a stand in for Doran, but given the preparation needed to cast him this is more of a late game type consistency/inevitability.

In order of converted mana cost:

Dryad Arbor: Forest doubling as a creature, can be put on the field with with fetch lands. Emergency blocker, sac fodder for edict effects, can be fetched with a Chord of Calling for 0 to get a 4th land, played from the top with Courser, fetched to the top with harbinger and so on.

Dragon's Eye Savants: A rarely played card, but he's actually the only modern legal 6+ toughness 2 drop option for this deck! All of the others (only 5 total) either have defender or needs decks built around them. It's great for this deck to have a way to survive a block/trade with Gurmag Angler, a 4/5 Tarmogoyf, Tasigur, the Golden Fang and other 5 toughness threats. The flip ability can come in handy if you have surplus mana, note that flipping morphs is a special action that can't be responded, so there is no window to bolt him, but usually this guy's job is just to be a "6/6" for 2.

Nyx-Fleece Ram: "5/5" for 2 mana that gains you life and can be tutored up with Zur, a given staple of Doran decks.

Spellskite: Already a fantastic card in many decks for protecting yourself and your permanents from all sorts of things, or to steal your opponents auras and buff spells etc. Here where it's also a "4/4" beatstick for 2 mana it's just amazing.

Selfless Spirit: Sligtly nonbo with Doran unfortunately, but the option to secure yourself against sweepers like Supreme Verdict and also protect more imprtant creatures against spot removal is very useful. Also works really well with Chord of Calling.

Courser of Kruphix: Great value and consistency engine, can be tutored with Zur, gets buffed by Doran but also able to deal some damage without him. All in all a great fit and I'd run 4 if it wasn't for the lack of 3 drop slots in the curve.

Sapling of Colfenor: Topping our curve as the only 5 drop, this badboy provides a hard to remove creature that can both hit hard and stabilize our life as well as restock the hand with creatures. Plus he can be tutored up with Treefolk Harbinger. Very useful in grindy games.

We have a total of 6 removal spells mainboard, all in sets of 2.

Fatal Pushand Path to Exile: Best 1 mana removal spells in modern, nuff said.

Detention Sphere: Removes just about everything and takes care of multiple copies of cards, tried and true modern staple and here it gains extra utility by being tutorable with Zur.

Zur the Enchanter makes single copies of enchantment SB cards much more useful, so here I have mainly opted for a list of silver bullets that he can fetch. Obviously there are many other possible enchanments to put in there or you could go with a more traditional sideboard.

Aegis of the Gods: Provides protection against burn and hand disruption etc, can be tutored with either Zur or Chord.

Eidolon of Rhetoric: Stops storm and slows down other decks that likes casting a lot of spells at once, we are usually fine casting a spell per turn and can double that up with Zur activations, also a "4/4" beatstick and can be tutored with both Zur and Chord.

Everlasting Torment: Stops life gain decks and fog effects.

Ghostly Prison: Takes the edge off a lot of aggro strategies.

Nevermore: Against decks that rely on a specific card to win, Ad Naseam decks and so on.

Rest in Peace: Graveyard hate

Slaughter the Strong: One sided sweeper against decks with big creatures, since we can easily go under 4 power with all our 0/X dudes.

Spreading Seas: The most obvious land hate option for a Zur deck

Stony Silence: Artifact hate.

Aura of Silence: Artifact/enchantment hate.

Virulent Plague: Tokens.

Wheel of Sun and Moon: 2nd graveyard hate that also counters mill decks.

Boza on Wheel of Life and Death

2 months ago

Moldervine Reclamation exists, making this card incredibly underpowered. I would either reduce the costs of the triggered ability to a single colored mana or reduce the mana cost to match that of Wheel of Sun and Moon.

K1ngMars on "Library.exe has stopped working" | Phenax Primer

2 months ago

Thanks for the comments, ksleazy and Darsul!

I'm going to consider several changes to the deck. As for the creatures with inspired, I'm probably going to include Disciple of Deceit. The other three don't really fit any spot in my deck, so I'd leave them out.

Reagarding Thassa's Oracle, I will get my hands on one copy as soon as possible, in order to make up for an alternative win condition. I don't know if I shoud try to run also some recursion for creatures at this point, since I have some graveyard hate in the deck alraedy with Grafdigger's Cage, but I'll see.

The inclusion of Fetid Pools didn't seem necessary two years ago when I first made the deck, but it definitely would make a good substitution with respect to a Submerged Boneyard.

Tuck effects like Expel from Orazca seem the only way to iteract with pieces like Wheel of Sun and Moon. I'll make a quick search on scryfall to see what I can find there.

I'm very surprised by Vizier of Tumbling Sands. It somehow slipped under my radar when Amonkhet was around. I really like the versatility it brings both through the cycle ability (which is an ability and not a spell, so it can be interacted only with a Stifle or similar), which can moreover be used at instant speed. The added bonus is the combo potential with Lotus Field (which I unfortunately traded away three months ago, screw me) and Pemmin's Aura/Freed from the Real. I'll definitely include it.

As multimedia said, I'll probably have to streamline the deck a bit more, removing janky combos in favor of consistency. It'll take some time, so I don't know when the update will come out.

I've tried the Naru Meha, Master Wizard + Ghostly Flicker shell that can interact with Phenax, God of Deception + Thousand-Year Elixir or with Altar of the Brood, or even to produce infinite mana for a Blue Sun's Zenith on an opponent to kill him or on me to combo out (even with Thassa's Oracle after the update). I however have a hard time in getting all the pieces, and many times I just found myself with one missing piece or no piece at all.

My main problem is that my playgroup doesn't like efficient tutors, so being able to keep a combo deck consistent is more difficult: for example, they may allow Lim-Dul's Vault, but not Scheming Symmetry (don't ask me why). Moreover, they don't like the presence of too many tutors, that's why I only run the vault - and I'll have to convince them to let me run Disciple of Deceit.

As a playgroup we have planned a meet up to talk about power levels and what is considered as taboo in the group. I'll have to convince them about tutors, but the social contract is something that gets hardly modified. Do you have any thoughts on how to improve or argument about it?

In the meantime, I'll try to use cards that can be both used as combo pieces and as value pieces, like the Oracle or the Vizier and to think of a streamlining of the deck.

Darsul on "Library.exe has stopped working" | Phenax Primer

3 months ago

So, with these colors every time people say its weak with enchantment/Artifact removal Nah, nah i say. we have cards like Expel from Orazca and other target permanent an opponent controls on top of its owner's library, then mill them (looking at you Wheel of Sun and Moon)

also, Fetid Pools is a very economical duel land that is strictly better then, Submerged Boneyard

Kaowool on ** Aura and draw **

3 months ago

Ohh great suggestions; I use Wheel of Sun and Moon to control discard, since its an enchantment. But no maximum hand size can be great too.

_BaaL_ on Kenrith ReaniHaters

3 months ago

just watched your youtube video.. have you considered some tutors like Entomb Buried Alive, and maybe taking advantage of a beater or two, like Phyrexian Dreadnought, then there's plenty more similar cards ->found some here then was thinking on taking more advantage of grenzo and remembered this Wheel of Sun and Moon. you can enchant a player you know is playing fish hulk, early game, or you can keep it for yourself in case people kill your bears you can have them at a cheaper cost. and/or think of different paths to take with a different rout with stuff like Ashnod's Altar or Viscera Seer and crazy loops :)

SlappyBob on Glittering Company

3 months ago

Hi, KaraZorEl, thank you for the comment, feedback is always appreciated. However, it seems you have completely misunderstood the intention of this deck. This isn't an abzan midrange deck, this deck is about suddenly winning the game out of nowhere.

For instance:

Hexdrinker just straight up wins the game if left unchecked.

Carrion Feeder + Melira, Sylvok Outcast + Kitchen Finks wins the game.

Carrion Feeder + Melira, Sylvok Outcast + Murderous Redcap wins the game.

Carrion Feeder + Vizier of Remedies + Kitchen Finks wins the game.

Carrion Feeder + Vizier of Remedies + Murderous Redcap wins the game.

I will give you that Murderous Rider is the weakest link mainboard right now, but there's no other creature with converted mana cost 3 or less than can just straight up kill a creature or plainswalker like that.

Walking Ballista + Heliod, Sun-Crowned wins the game.

Walking Ballista + Devoted Druid + Vizier of Remedies wins the game.

Devoted Druid + Vizier of Remedies + Shalai, Voice of Plenty wins the game.

Castle Locthwain is actually turning out amazing. I need all the card advantage I can get, and the Horizon lands are great, but they die when used. I don't care about the loss of life or I wouldn't be playing Modern with shock and fetch lands.

I already have Abrupt Decay, and that can kill everything with converted mana cost 3 or less. Despark gets rid of anything that costs 4 or more, thus covering every mana cost that exists in magic. No need for anything else.

Wheel of Sun and Moon gets played a ton! It is perfect grave hate tech against the usual suspects like Dredge, Phoenix, Jund, and Yawgmoth, but also works wonders against Urza because it doesn't hate just on creatures. It stops the Thopter Sword combo in its tracks.

And lastly, never, ever Gaddock Teeg. The two biggest parts of the deck are Collected Company (a spell with converted mana cost 4 or more) and Chord of Calling (a spell with converted mana cost X in the casting cost). Why would I want to handicap myself like that?

Slimo106 on Tuvasa Enchantress

3 months ago

I have considered both of those cards. Wheel of Sun and Moon is probably not going in since this deck uses more traditional ways of recursion and little tutors, i.e enchantments are more useful in my graveyard than they are in my deck. I could use it as way to shut down decks like Meren of Clan Nel Toth or Chainer, Dementia Master, but that seems a bit narrow. I'll think about it more though.

Archon of Sun's Grace is absolutely going in, as soon as I can get a copy of it.

The problem with planeswalkers in enchantress decks is that the creature count can be low, and enchantments like Propaganda donĀ“t help you protect them. Estrid, the Masked is an exception since her +2 can untap an enchanted Tuvasa to protect herself. Also, since I have an Academy Rector I can cheat Omniscience into play as well.

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