Approach of the Second Sun
If Approach of the Second Sun was cast from your hand and you 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 sevent from the top and you gain 7 life.
Printings View all
|Mystery Booster: Store Edition (MYSTOR)||Rare|
|Mystery Booster: Convention Edition (MYSCON)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Approach of the Second Sun occurrence in decks from the last year
Commander / EDH:
All decks: 0.03%
- What counterspells counter Approach of the Second Sun
- Where does card:Approach of the Second Sun go if it's countered?
- Does Swarm Intelligence automatically Trigger Approach of the Second Sun win condition?
- How Failure/Comply works (Mostly Failure)
- Could I choose to allow a copied spell resolve before original spell with primal wellspring
Approach of the Second Sun Discussion
1 week ago
Yeah Dwarf Tribal! I've been thinking about doing something like this myself.
Dwarven Bloodboiler is pretty good for a dwarf. He can make attacks complicated for the opponent and could in theory help with crewing vehicles...
Rimrock Knight is also a decent trick and a decent dwarf wrapped into one.
I was always pretty disappointed in Dwarven Driller. He could be an easy cut, in my opninion. Same goes for Mine Layer, honestly.
It has no synergy with Dwarves or Vehicles, but Approach of the Second Sun is a great way to end games with Depala, since she can get you through your deck very quickly after the first cast and win you the game out of nowhere.
1 week ago
I wanted to make an EDH deck with Pramikon, Sky Rampart that uses the idea of extra turns, stealing turns from other players, and left/right only combat style. I have the idea for the big part of my deck but cannot seem to fill in the rest...
I will use [Pramikon, Sky Rampart]] as the commander and choose one direction and Mystic Barrier to choose the other so it shuts down combat. I then will use cards with effects like Part the Waterveil, the Ultimate of Ral Zarek, Emrakul, the Promised End, and Mindslaver to take advantage of full on turns. My original endgame move would be Approach of the Second Sun by using draw spells to achieve it through extra turns.
1 week ago
Nice! I can't wait to see it in action. It looks like a lot of fun! There are a couple cards I think you'd really like: Approach of the Second Sun, Commit / Memory, Generous Gift, Beast Within, Crush of Tentacles, Mnemonic Wall and Tetsuko Umezawa, Fugitive
You can never have enough removal.
2 weeks ago
to quote the gatherer rulings for Approach of the Second Sun, 4/18/2017 A card that changes zones is considered a new object, so casting the same Approach of the Second Sun card on a later turn is “another spell” named Approach of the Second Sun. 4/18/2017 If you have fewer than six cards in your library, you’ll put Approach of the Second Sun on the bottom of your library. Otherwise, you’ll lift up the top six cards without looking at them and place Approach of the Second Sun just under them. 4/18/2017 The second Approach of the Second Sun that you cast must be cast from your hand, but first may have been cast from anywhere. 4/18/2017 A copy of a spell isn’t cast, so it won’t count as the first nor as the second Approach of the Second Sun. 4/18/2017 As your second Approach of the Second Sun resolves, it checks only whether the first one was cast, not whether the first one resolved. If your first Approach of the Second Sun was countered, you’ll still win the game as your second one resolves. 7/14/2017 Approach of the Second Sun has no effect until it’s resolving. If the second one you cast is countered, you won’t win the game.
2 weeks ago
I was first impressed what a cool combo, but later i readed it that Approach of the Second Sun must be casted from the Hand to Win.
So its just Noobs playing this Card on this Commander or is there something I'm not seeing?
3 weeks ago
Pramikon, Sky Rampart can really control the flow of combat in your favor and give you extra time to set up to do your thing.
Approach of the Second Sun is a viable alternate win strategy. Zedruu could conceivably just draw into the second cast the next turn if you've passed off enough permanents to opponents. A Mystical Tutor and the like could make this more consistent but that suggestion isn't as budget.
Psychosis Crawler could help get opponents into range for Illusions or finish off opponents on its own if protected.
3 weeks ago
Hey, nice budget version of Estrid.
I see Siona, Captain of the Pyleas. A way to win with her is Shielded by Faith. This makes an infinite combo of creating 1/1 Soldiers. Emergence Zone is helpful with this combo because then you can do it at instant speed and attack with the Soldiers on your turn to win. Open the Armory and Heliod's Pilgrim are budget tutors to get an aura. More tutors to get auras are helpful with land auras.
I see Stasis. Could expand on the pillowfort strategy of making your opponents permanents ETB tapped with Blind Obedience, Kismet, Frozen AEther. Further protect yourself with Ghostly Prison and Sphere of Safety. Wilderness Reclamation is helpful with Stasis.
Once you have a established a pillowfort then cards such as Approach of the Second Sun or Sandwurm Convergence can be win conditions. Kiora, Behemoth Beckoner is good with Convergence and Sigil of the Empty Throne. Kiora helps to make ramp to cast them and then each time a 5/5 Wurm or 4/4 Angel is created you draw.
With all the mana that Estrid can make with enchanted lands then the budget Finales, Finale of Glory and Finale of Revelation are options. Finales are good with Emergence Zone especially Glory since then you can attack with an army on your turn.
The manabase here is not ideal for three colors since there's a lot of basic lands. I realize this is because of such a low budget, but when playing three or more colors you really want to allocate more of the budget for dual lands to make it easier to cast cards. Green is the most important color because of the land auras, mana dorks and Enchantresses. Most of the land auras can make white and blue mana which is very helpful and allows for more green.
Budget lands to consider adding:
- Command Tower
- Yavimaya Coast
- Exotic Orchard
- Seaside Citadel
- Bant Panorama
- Opal Palace
- Ash Barrens
- Prairie Stream
- Evolving Wilds
- Selesnya Sanctuary
- Simic Growth Chamber
- Azorius Chancery
The bounce lands may not seem good, but if they're enchanted then you can untap them with Estrid which can make a lot of mana and make up for the fact they ETB tapped. Consider more low CMC land auras? Even if the aura doesn't create ramp when you tap the enchanted land it's still enchanted so Estrid can untap it that makes it worth adding. Other land auras to consider adding:
Good luck with your deck.