Approach of the Second Sun

Combos Browse all Suggest

Legality

Format Legality
1v1 Commander Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Vintage Legal

Approach of the Second Sun

Sorcery

If this spell was cast from your hand and you've cast another spell named Approach of the Second Sun this game, you win the game. Otherwise, put Approach of the Second Sun into its owner's library seventh from the top and you gain 7 life.

UnleashedHavok on Are You Sure You Want to Do That? V2

1 month ago

Thanks for taking a look Optimator! I appreciate the compliment on my deck. It's pretty heavily inspired by precociousapprentice's list and primer.

I totally get not being able to keep up with WotC's release schedule, that was one of the big reasons why I stepped away from Magic for a bit. That, and the birth of my son a little over 2 years ago lol. Don't know if you know, but the adorable little buggers are time consuming, in the best way.

Now for your suggestions. I really like all of the cards, but not sure whether or not they fit in to the mentality behind this deck and I'll tell you why.

I really like Cut / Ribbons and had not seen it before, but if you look at my card choices, almost everything is at instant speed. I'm already thinking I'm going to cut (hehe) Dusk / Dawn. The reason for this is that I want all of my responses to being attacked to be decisive, and fatal for the aggressor. I do not want to actively agitate the table until I am ready to take control of the game, or win outright. Blowing up people's stuff agitates them, and makes them want retribution. It might be a great card to discard to Key to the City to encourage attacks toward other people at the table, or for a surprise assassination.... hmmmmm. My next question on that would be, what would your suggested cut be to ad in Cut / Ribbons and why, now knowing a bit of the rationale behind the deck.

I have been going back and forth on Exsanguinate, and also Debt to the Deathless. I really like both cards for flavor and use. But I will say that two of the big, swing-y win cons in this deck are Acidic Soil, and Price of Progress. And that is what gives me pause. I will generally get 5-6 lands and then start pitching land cards to Key to the City, assuming I have mana rocks out to supplement the rest of my pool. Pitching lands to Key to the City to allow attacks of my opponents. Encouraging strife, and making it seem as though I am growing weaker. The curve of this deck is low since so many of the answers are 2-3 mana. I've been debating whether or not Exsanguinate would just be a dead draw.

Finally Approach of the Second Sun. This card has absolutely fascinated me since it came out. I love the flavor of the card, the artwork I think is great. Really lovely. It also puts a time-clock on the table, an intense sense of urgency. And I've always thought it would paint a great big target on it's player's forehead. I haven't experienced playing it myself, and haven't been at a table where it has been played so don't know the response to it. To steal from precociousapprentice yet again, the removal in this deck is meant to be surgical, to allow the rest of the table to cultivate their own board states freely as long as I am able to handle them, to appear weak until it is time to take the reins. I'm not sure whether or not Approach of the Second Sun fits in to that.

Again, I am open to discussion. That's what I want from this. I do like the card suggestions, I think they are all solid cards. But I'm not convinced they fit with the mentality of the deck.

Optimator on Are You Sure You Want to Do That? V2

1 month ago

Decks like this I always consider Cut / Ribbons and Exsanguinate since they can be a bit durdle-y. Easy do draw out the game and get that land count up. Maybe Approach of the Second Sun as well.

Max_Hammer on A Wizened Wizard’s Clerical Error

1 month ago

Set fire to the universe, brother! Blood for the Blood God! is a must-add, just because you'll get that extra draw. Y'know, on October 2nd when it comes out.

World at War and Savage Beating could also be good, since you'll also be attacking with other creatures (especially if you end up adding Efreet Flamepainter).

Approach of the Second Sun is kind of cheeky, if you wanted to add more draw to get back down to it a second time. Although, this wincon feels a little lame in comparison to your current one. Second Sun is a good card, but it's less fun if you win that way, y'know?

As far as hubs, Burn is one for sure. maybe Jank, Unblockable, or Theme/Gimmick if you wanna push it.

Anyway, this is sick, so I decided to make a budget version! Here it is: Budget for the Jank God!

Mannlicher on Psycho Bunny Wonderland

3 months ago

Preface:

This deck was an idea to use some of my old cards, and also see just how nuts I could go with Kwain, Itinerant Meddler. This deck is a spider-web of synergy and combos, multiple infinite combos, and complete bonkers level shenanigans lurking behind a friendly-looking magic rabbit. This is not a budget deck, but in a gracious nod to Lewis Carroll, it is incredibly fun to go "down the rabbit-hole".

=====================

At it's core, the deck is group hug with card-draw, card based mana-ramp, and multiple options for life-gain. I use a few card-draw creatures as well, such as Shabraz, the Skyshark for their synergy with Kwain. Alternate win conditions include Approach of the Second Sun, Jace's Archivist, Windfall, Jace, Wielder of Mysteries, Triskaidekaphile, and Test of Endurance; but the deck is also perfectly capable of beating someone to death with a giant fish - or a giant anything thanks to numerous life-gain options paired with an Archangel of Thune.

The deck has several prison elements with Moat, Silent Arbiter, and Archon of Emeria, as well as Propaganda, Ghostly Prison, and Sphere of Safety. Silent Arbiter and Crawlspace help directly reduce the deck's exposure to attack, along with Gwafa Hazid, Profiteer for any specific threats or "when attacks" triggers. Finally, since this deck does not rely on creatures or doing damage to win, and generates lots of cards in hand, Meishin, the Mind Cage is an easy way to reduce all opponents' creatures to 0 power. For direct damage and targeted attacks outside of combat, the deck includes The Wanderer and Greater Auramancy.

Card draw, treasure tokens, and unlimited hand-size combine with four different Tutors, an Urza's Saga, and a Teferi's Puzzle Box help you keep multiple options in hand, and hopefully keep Kwain hopping one or two steps ahead of your opponents (Remember to use the tutors before your Teferi's Puzzle Box hits the board). Tidal Barracuda, and Vedalken Orrery let you cast anything on anyone's turn. Walking Atlas helps get rid of lands anytime it's not tapped (another combo with Mind Over Matter), and Drumbellower and Teferi, Who Slows the Sunset make sure you're able to untap on every turn, so you can play cards anytime - including win-cons like Laboratory Maniac or Jace's Archivist on an opponent's end-step, then draw for the win.

Circling back to Sphere of Safety - the deck runs 18 enchantments natively, but also features Enchanted Evening to turn everyone's permanents into enchantments. (The deck also conveniently includes Cleansing Nova to destroy all enchantments, which is an absolutely devastating total board wipe when paired with Enchanted Evening, especially if you have Avacyn, Angel of Hope in play on your side). With Enchanted Evening on the board and Sphere of Safety, every permanent you control also counts toward your opponents' cost to attack you for each creature they target you with. Comboing Enchanted Evening, Avacyn, Angel of Hope, and Greater Auramancy means every permanent has both indestructible and shroud, and prevents your planeswalkers from being targeted (or targeted for attacks) directly.

I am only running two counterspells, Mana Drain and Force of Negation, so the deck uses Dovescape to lock down any stray non-creature spells, as well as Tidal Barracuda and ultimately Forced Fruition to further reduce any errant spellcasting. And in this deck, Dovescape not only helps creates magnitudes of tokens, but each of those tokens is potentially an enchantment when it hits the board. With Enchanted Evening in play, those tokens, or ... literally ... any ... other card you play, combos off Archon of Sun's Grace to instantly create infinite (enchantment) pegasus tokens, and become effectively a 1 card infinite combo of 2/2 flying (avoiding Moat) lifelink pegasus. Every. Single. Time. any permanent hits the board under your control after you have both in play.

The Deck includes a The Tabernacle at Pendrell Vale to help keep down on the riff-raff, (plus kill off a few billion pegasus every turn), and helps tie up opponent's mana; meshing with the prison cards we already use. For its own mana, there are some basic mana-rocks and a Smothering Tithe to help offset some of the higher casting cost spells if Braids, Conjurer Adept is not on the board.

The Smothering Tithe pairs well with sheer card-draw provided through Forced Fruition, Temple Bell, Kami of the Crescent Moon, and Kwain, Itinerant Meddler to almost guarantee several dozen treasure tokens each turn and help the deck rapidly ramp to maintain both card and board advantage towards casting an Omniscience.

More combo madness, Teferi's Puzzle Box helps spin through the deck looking for lands and combo solutions. Teferi's Puzzle Box also combos really well with Shabraz, the Skyshark and Alhammarret's Archive, effectively doubling the card-draw effect of Teferi's Puzzle Box each draw phase - and Sphinx of the Second Sun provides double the draw-phases per turn, so you're geometrically quadrupling your cards in hand each turn (and possibly playing them for free). And, for every card you draw, the shark is growing, your life is growing, and if you have the Archangel of Thune, everything else is growing too.

If you want to discard cards from your hand, to hit Triskaidekaphile for instance, or just go infinite with your commander, you can use Mind Over Matter, Omniscience, or Peace of Mind to manipulate your hand-size and either play or discard. The deck includes an Ulamog, the Infinite Gyre, Timetwister and Elixir of Immortality to shuffle your graveyard back into your hand, as well as Displacer Kitten and Angel of Finality to exile your opponents' graveyards with a quick bounce.

=======================

Summary Combos:

Forced Fruition + Smothering Tithe == Treasure Tokens

Teferi's Puzzle Box + Shabraz, the Skyshark == Giant Shark and TONS of life-gain every turn

Teferi's Puzzle Box + Shabraz, the Skyshark + Alhammarret's Archive == Sheer madness

Teferi's Puzzle Box + Shabraz, the Skyshark + Alhammarret's Archive + Archangel of Thune == Same as above, but now ALL of your creatures grow exponentially, every turn

Kwain, Itinerant Meddler + (any of the above) == even more nuts

Kwain, Itinerant Meddler + Mind Over Matter == Infinite combo, draw your deck

Kwain, Itinerant Meddler + Mind Over Matter + (any "if you cannot draw you win") = instant win

Enchanted Evening + Sphere of Safety == every card you have counts towards attack cost

Enchanted Evening + Cleansing Nova == total board wipe (lands, creatures, artifacts, all permanents)

Enchanted Evening + Aura Fracture + (any land) == targeted removal of any permanent

Enchanted Evening + Archon of Sun's Grace == infinite flying pegasus whenever ANY card hits the board under your control, even treasure tokens from Forced Fruition.

Enchanted Evening + Greater Auramancy == every card you play has shroud when it comes into play, but will interfere with Mind Over Matter combo with Kwain.

Sheer Card Draw and hand-size + Mind Over Matter == you can tap or untap whatever you want, whenever you want, and you can reshuffle your graveyard with Elixir of Immortality or Timetwister.

=====================

There's more I could write about with additional combos and card interactions, but those are the highlights. The deck is just all-out madness to play and can quietly build and recycle cards until it comes out of nowhere with an 600/600 flying shark. I enjoy it. I hope you will as well.

Thank you.

TheOfficialCreator on Choo-Choo MFer

3 months ago

I run a Toluz deck! Anything with transmute is a great addition (read: Dimir Infiltrator)

Also. Flux is great, as is Behold the Beyond and Approach of the Second Sun.

nbarry223 on Best Fae of Wishes Targets?

3 months ago

I'm looking for a list of what people would think are fun and exciting Fae of Wishes targets. This can be anything from Hidden Strings which uses the creature's evasion to its advantage, to something like Worship which makes you immortal provided you have a creature out. You can even have a convoluted suggestion like Summoner's Pact into Spring-Leaf Avenger to further utilize the card's evasion through ninjutsu.

I'm mainly looking for cards that don't typically see a lot of play, and am particularly interested in alternate win-cons like Approach of the Second Sun or Nexus of Fate. I'm also looking for build around suggestions. For example, I've recently found Power Conduit which can make any saga into something pretty broken, and has great relevance with persist/undying, or even being able to play through Chalice of the Void (yours or your opponents). It also makes things like Wall of Roots into pretty epic advantage generators.

There are no color or mana restrictions here, just looking for some novel ideas. Bonus points if it is something relevant in specific matches, like Worship is against RDW variants, and can actually be sided in, when Fae of Wishes is sided out.

Load more