As Caged Sun enters the battlefield, choose a colour.
Creatures you control of the chosen colour have +1/+1.
Whenever a land's ability gains you one or more mana of the chosen colour, gain one additional mana of that colour.
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|Commander / EDH||Legal|
Caged Sun occurrence in decks from the last year
Latest Decks as Commander
Caged Sun Discussion
Rossa on Drana mtgo
2 weeks ago
I have checked the entire deck and it is really diverse and I have no doubts it probably works well. It seems very well prepared for various challenges. But independently from my first impressions I have to ask you what was your purpose with this deck? I am asking this, because from my point of view, it is a versatile vampire tribal, with most of the black staples - however I can not see the direction where it wants to go. This commander is clearly a volton general, but the deck is full of with non-voltron style cards, however it lacks some other typical voltron cards like Blackblade Reforged , Fireshrieker , Whispersilk Cloak . If you play against only one opponent you may find Hatred , Unspeakable Symbol useful. Have not you experienced speed issues with it? You play on few mana stones, and your main mana sources are bit expensive ( Nirkana Revenant , Caged Sun ) and Doubling Cube starts to provide real advantage if you reached 8+ mana. Nevertheless my ultimate opinion is that it is a good deck, and I would try it out gladly. :-)
2 weeks ago
Door of Destinies really helpful in tribal decks, you obviously have a lot of draw power in this deck so why not run Sphinx's Tutelage as another potential win con, id also consider running something like Doubling Cube or Caged Sun maybe add Sleep and Clone Legion this combo alone has won me games and is really effective vs token decks but I really like it and would not like to play against it haha
3 weeks ago
Here's a few that came intuitively:
1 month ago
KevinB Hey man! Thanks for coming and giving some insights! So, first of all, I must say I have thought about almost every card you've recommended (althought I didn't consider Conqueror's Galleon Flip and Trading Post ).
Here comes the long post:
For the dwarves, I have all those "useless" 1 CMC dudes just to make sure I can start generating treasures as fast as possible (Still hoping the D&D set will bring a few more red dwarves for that) and right now, I dont think I can take away any of those for the 2 CMC you've mentioned. On other hand, the flex spot I have available would be the 7x spots for the Seven Dwarves , and I cant take out just 1 or 2... Either I play with 7 of'em or with none, right? So basically these dudes dont make the cut simply because they have the wrong CMC or a worst abillity from what I have right now, but if we get 4-5 decent dwarves on 1 and 2 CMC on the near future, I can see myself switching the seven dwarves for those guys.
As for Brass Herald , I think Obelisk of Urd does a better job being a possible combat trick (if I pull it with Magda's abillity after attacking the +2/+2 could make a difference), as well as being a little harder to remove, not being a creature. Considering all the other anthem effects I have available, they all seem to give me a better deal than a 6 mana 2/2 that maybe draws cards. But who knows, there're a few golems in this deck, and Coat of Arms could make it interesting should I start using more golems in the future.
The thing with Nevinyrral's Disk and Perilous Vault is that both of'em ALSO removes my own artifacts with the removal. Normally, what I'm sensing is that if I have my board cleared or even if I find myself needing to clear the board, if I still have my artifacts on board (things like The Immortal Sun or Caged Sun ), there's still a chance to come back to the game. But sure, a board wipe that can be instantly tutored could prove to be useful. Maybe I'll test switching a disk for Star of Extinction , although maybe the vault could be better.
Lastly, Conqueror's Galleon Flip and Trading Post are quite interesting suggestions. I can see myself switching the galleon for Solemn Simulacrum (not exactly good news for Brass Herald 's case, lol) since it also ramps and draws, as well as being a tap-enabler for my dwarves (the high crew cost sucks a little bit, though). But I'm Not sure what to take away for the post... It's value, for sure, but I'm not sure if it's more eficient than what I have right now in this deck (mana cost and resource-wise). What do you think on this matter?
1 month ago
I'm personally a big fan of Steel Hellkite . Solid removal in EDH. Sure you run into it dying to removal or being countered or whatever, but honestly the threat of removal is real for all permanents. I don't play a game with the mindset of fear; I play the game to have fun. And besides, not every single opponent runs plenty of removal, and not every single opponent immediately has said removal at their disposal.
Argentum Armor is super based, if you can get it out. Works wonders in ramp decks.
Caged Sun is great for ramp, especially in mono-white.
Contagion Engine , but it requires a lot of setup to get true value out of.
Eternity Vessel is super based in mono-white. Run the full gambit of fetch lands and crack them when you're life total is too low. Use in response to it's inevitable removal for some last-second value.
God-Pharaoh's Statue will shut down combo and tempo players in their tracks.
Gonti's Aether Heart can land you infinite turns if you set it up right. You need to Ensoul it, then you want to clone it. You can use Spork Double (misspelled on purpose lol), Sakashima of a Thousand Faces , Mirror Gallery , Sakashima the Impostor or some other spells to do so. Once you're online, do something such as Followed Footsteps , Progenitor Mimic , Rite of Replication . If you're using Progenitor Mimic , you're already in green. So use token-doubling effects such as Doubling Season . You can even bypass all of this for Mechanized Production and Mirror Gallery . Regardless, once you're online you'll be able to exile one and take an extra turn, make another at the beginning of your upkeep and kick off another one. Boom, infinite extra turns. But again, lots of setup.
But I think, of everything, my pick is Mindslaver .
Hold up the mana and use it as the nuclear option. Nobody wants to mess with the man (or woman) who has their finger on the detonator.
1 month ago
Appreciate you stopping by and leaving your thoughts!
While you make a fair point about being stuck pounding on the ground, I do have a few ways to clear the road in the deck. Several of the big fish carry strong ETB effects that can sweep away opposing creatures, and it's surprisingly easy to get Wonder into the bin. I've never felt like the deck was wanting for additional ways to punch through.
I can see mana doublers being powerful, but they tend to draw a lot of table hate. It's been my experience that things like Gauntlet of Power and Caged Sun are just lategame rituals a lot of the time, and while that's not necessarily bad, I don't feel like this deck is well-tuned to make the most of that.
I would absolutely play a Training Grounds in this deck, but I have had a bear of a time tracking one down, and always seem to forget about it when I'm shopping for Commander upgrades online. If I got one, I would definitely revisit some of my small utility creatures, and try to work in a couple more with activated abilities.
1 month ago
Cool deck!! I love the theme.
Seems like if your deck works then you might end up with a bunch of large creatures without evasion or trample.
This makes me think of Akroma's Memorial , which i probably wouldnt run bc of the cmc. But Turnabout is another useful card to tap down your opponents blockers so you can swing in for the finish, or untap your lands for more mana.
Also i would consider Caged Sun , having a mana doubler can be massively impactful.
Finally Training Grounds would be great. This card used to be way cheaper, now its pretty pricy.
Anyway just some thoughts, cheers and have fun!!!