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Sunbird's Invocation Ramp

Standard*

Eries


Sideboard


Sunbird's Invocation's ability can get out of hand when you have the mana to cast multiple spells. So to reach that point, we are going to run ramp cards like Thunderherd's Migration, Llanowar Elves, Grow from the Ashes, Drover of the Mighty, and Marwyn, the Nurturer. When we reach the mana to be able to cast Sunbird's Invocation, it's when things start getting fun. When we come across another Sunbird's Invocation through its trigger, we almost always want to play it. While we may miss out on a possible creature or ramp, being able to trigger more Sunbird's Invocations will make it easier to cycle through the deck.

While by itself, Angrath's Marauders is kind of a bad card, in this deck, it allows us to be able to cast nearly all the cards in our deck through Sunbird's Invocation and allowing all of our creatures to deal double damage. Verdant Sun's Avatar is another mediocre card, but with how many creatures we can cast in a turn, it can give us a huge lead, or allow us to match the opponent's life total. Apex of Power is a pretty expensive card that has a small niche in this deck, allowing us to play every spell in the deck, other than Ghalta, Primal Hunger, through Sunbird's Invocation. It then exiles ten cards from our library, allowing us to cast them until end of turn, then giving us even more mana to use. Sadly, those cards are not in hand, so they will not trigger Sunbird's Invocation, but we can still use that mana to cast cards from our hand. Brass's Bounty is really close to being one of the best cards in this deck since it allows us to trigger Sunbird's Invocation and cast almost every card in the deck, while giving us treasure to cast even more high cost spells. Vivien's Invocation acts as a two for one, allowing us to get potentially two big creatures out on the board and removing one of our opponent's, or casting a utility spell, alongside one big creature.

Sarkhan's Unsealing acts as one of our main "removal" spells. At 4 mana, it fits nicely into our curve towards Sunbird's Invocation. Since Sunbird's Invocation counts as casting spells, we can cast creature spells that also act as a burn spell. Our other forms of removal are through Burning Sun's Avatar and Demanding Dragon. They both have the ability to deal direct damage to face, making them decent finishers if we need them, but work well as a form damage to any creatures that stand in the way.

Ghalta, Primal Hunger and Grunn, the Lonely King are our main win conditions, allowing us to deal a ton of damage, while being able to dodge some forms of removal. While these two are our main big hitters, our goal is to fill the board with creatures, but beware of Settle the Wreckage and Fumigate, which renders this deck almost useless if you decide to swing with the team. While this deck can be a bit slow, if your opponent allows you with at a couple turns alone with Sunbird's Invocation, they might as well leave the table since all you'll be doing is playing cards by yourself for 15 minutes.

Some key weaknesses I'm seeing currently are:

-Can be quite slow to play

-Lacks card draw, even with Colossal Majesty

-Few cards can completely wipe the chance of this deck from winning (Board Wipes)

But aside from that, this deck is quite fun to play, allowing you to play big creatures into even more big creatures and just playing your entire deck until it is filled with only lands.

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