Green Sun's Zenith

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Green Sun's Zenith

Sorcery

Search your library for a green creature card with converted mana cost/mana value X or less, put it onto the battlefield, then shuffle your library. Shuffle Green Sun's Zenith into its owner's library.

SufferFromEDHD on Time for Dessert

2 days ago

Green Sun's Zenith + Dryad Arbor + Natural Order is crucial to land strategies. You have a swiss army knife of quality targets.

Dust Bowl the flavor AND utility.

I say cut Sol Ring and add Collector Ouphe and Null Rod. Force your opponents to play on your terms.

Seismic Assault might have potential in this list.

AThiccNacho on Zaxara, the (Hopefully) Awesome

1 month ago

Seedborn Muse is a very off choice in this deck since you don't have many interaction cards during opponents turn. Maybe for counter spells? but even then, it's not going to give you insane value unless you can flash out or use instants. If it's for Kruphix, I would not recommend it. Getting faster synergistic combos is way better.

Parallel Lives feels like a HUGE waste in this deck both card wise and cost wise ($40+!). Getting double hydras from your comm is great... but it doesn't have much use other than Gelatinous Genesis, which also isn't really that great tbh.

Wildwood Scourge should be cut. Garbage, no combat abilities and doesn't offer ANY utility. It's just an X. All it does it get 1 +1/+1 counter when you put ANY amount of +1/+1 counters on something else. If you drop a 10/10 hydra, it just gets 1 counter. Not good.

Kodama of the West Tree is pretty darn great and gives your modified creatures trample, which is essential for big dumb hydras as a 10/10 means nothing if there are 5 1/1 soldiers on the other side of the field.

Rampant Growth is pretty iffy because the land comes in tapped, use Nature's Lore to search for shock land and just pay 2 to have it come in untapped or you can just leave it tapped if you can't play anything else but you'll get the mana choice which is infinitely better than a basic land.

Boundless Realms - Any reason why this is in here? Does not benefit hydras nor X spells and is not either. They come in tapped, so it's mostly a completely wasted turn.

Cards like Voracious Hydra, Hydroid Krasis and Kalonian Hydra are pretty damn good in this archetype, especially kalonian.

Green Sun's Zenith can get any green creature out and is an X spell as well. I often search for Nyxbloom Ancient, Kalonian or Selvala, Heart of the Wilds.

Overall, pretty decent deck. There's some fine tuning for the dead weight, but I think it still looks pretty good!

I based my recommendations off my deck Hydra Rampage boi

Hi_diddly_ho_neighbor on Sekki, Ghost Piñata

1 month ago

The deck is looking pretty tight, but I have some more thoughts on how to address your "pre-Sekki" concerns.

Farhaven Elf is a worse Wood Elves, but it's still ramp and an effective speed bump against and early attack.

Woodland Bellower isn't a bad inclusion since it can come down before Sekki and tutor up creatures like Tempting Licid, Ulvenwald Tracker, and Champion of Lambholt before Sekki comes down a turn or two later. You could also consider other creature tutors like Worldly Tutor and Green Sun's Zenith.

Thaumatic Compass  Flip isn't a ramp spell per-say, but it does guarantee your land drop for the turn and can turn into a better Maze of Ith to keep you alive until Sekki drops.

You could consider some of the cycling green lands like Tranquil Thicket as additional sources of card draw in the land slot. Play them as lands when you need them or just aggressively cycle them to dig deeper.

I also like Bushwhack as a fight spell/land grab.

As always, awesome deck!

Arrzarrina on Roon Shenanigans

2 months ago

Planned Land Changes

Planned Flicker Changes

Profet93 on Azusa, Lost but Seeking Cthulu [Primer]

2 months ago

Gaea's Cradle or for more casual metas, Itlimoc, Cradle of the Sun as it is similar but more tame, albeit, untutorable.

Tooth and Nail > Shared Summons, as Spells stated. It's a MUCH higher ceiling and a slightly worse floor. The potential is just too high to ignore.

Ancient Greenwarden > Perennial Behemoth - Costs 1 more, can't be unearthed, but doubling land triggers is huge. I would much rather pay 1 more mana, have it tutorable by a Fierce Empath. Also note, Empath and Woodland Bellower tutor for each other. Woodland --> Fierce --> Eldrazi.

  • Harrow/Kodama's Reach/Springbloom Druid - Bad for Azusa given that Azusa herself allows for multiple land drops per turn, so rather than bringing them to field, it's better to put them to hand, unless you're specifically tutoring for mass lands (boundless realms, scapeshift) or specific lands (hour of promise, crop rotation)
  • Time of Need - Not bad, not good. I would much rather run a Green Sun's Zenith or a Finale of Devastation as a tutor, albeit, not for Eldrazi. The goal of Azusa typically is to ramp and draw into everything you need, making tutors less important. Not a strong cut, but worth considering IMO.
  • Planar Bridge - Way too much to cast and activate, doesn't give you eldrazi cast triggers. At least tooth and nail is only 9 instead of 16 mana.
  • Eldrazi Monument - Works best in token swarm decks, you don't go nearly wide enough for this to be effective. Imagine having to sac an eldrazi because they cleared your field with a wipe.
  • Desolation Twin - 2x 10/10's for 10 mana. No abilities, just big bodies. I get it's an Eldrazi but why not add more ramp and draw (or even tutors for that matter) to maximize the use of your more efficient eldrazi rather than adding in a card simply because it's eldrazi.

Profet93 on Kura Tron Beatdown

3 months ago
High Market - Land, tutorable sac outlet. Also helps prevent theft.

Ancient Tomb/Castle Garenbrig/Eldrazi Temple/Nykthos, Shrine to Nyx - Ramp

Boseiju, Who Endures - Removal

Cavern of Souls - Anti blue for commander or Eldrazi

Yavimaya, Cradle of Growth - Utility, make eye of ugin + nonbasics tap for green

Yavimaya Hollow - Protection

Fetchlands - For recursion effects

Emrakul, the Promised End - Best Eldrazi, won me too many games to count.

Kozilek, the Great Distortion - Draw, interaction. Overall solid card with built in evasion to boot.

Scapeshift - Land tutor, finds field and make all the zombie tokens simultaneously. Even better with ancient greenwarden to double triggers

Harmonize - Decent draw spell, worth looking into

Finale of Devastation - Tutor, recursion and wincon all in 1

Green Sun's Zenith - Similar to above

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