Second Sunrise

Second Sunrise


Each player returns to play all artifact, creature, enchantment, and land cards that were put into his or her graveyard from play this turn.

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Format Legality
1v1 Commander Legal
Block Constructed Legal
Canadian Highlander Legal
Commander / EDH Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Tiny Leaders Legal
Unformat Legal
Vintage Legal
Casual Legal
Custom Legal
Quest Magic Legal

Latest Decks as Commander

Second Sunrise Discussion

SaintHipster on Lathril Blade of the Elves

3 weeks ago

Second Sunrise is my preferred Board wipe answer when I'm running aggro

Masterful on Necronomicon | Teysa Karlov | Primer

1 month ago

cfost827 I played Kokusho, the Evening Star for a while, and he was strong when he hit the board, just slow. I ended up taking him out cause I wanted a faster curve. Yosei, the Morning Star was always too stax-ey for my liking. He would slow down games a lot, and it didn't seem fun, but he's definitely powerful. For power level, I'd add Yosei, but for fun, I'd add Kokusho. However, I find that the deck runs much smoother when we don't have 6 mana creatures.

I like Carrion Feeder mostly because its a creature. It can be tutored for with Ranger of Eos and Recruiter of the Guard and can be recurred. Spawning Pit is a good sac oulet though. It's only 2 mana and can provide tokens as we sac things. Victimize is probably what I'd replace since its not a great sac outlet, and I recently put in more recursion in the form of Brought Back and Second Sunrise .

Masterful on Necronomicon | Teysa Karlov | Primer

1 month ago

cfost827 Archaeomancer's Map has been strong so far. It's good against green ramp, smooths out early turns, and can turn iffy hands into good ones. I haven't had a turn or game where I was unhappy to see it in my hand yet. As for Second Sunrise and Brought Back , they're not as inconsistent as they may seem. I ran the numbers in a card probability calculator, and we have about a 60% chance of drawing a fetchland by turn 2. At that rate, we can play BB as a stronger Rampant Growth on curve. However, if we get a bit luckier, we could double Rampant Growth on turn 2 for untapped dual lands at instant speed. Since they both also double as recursion, they're super strong with aristocrats. So yes, they aren't as consistent as 2 mana rocks, but they provide a much higher ceiling combined with versatility. We're also not hurting in terms of the amount of ramp we have. Some of our ramp might be a bit conditional, like BB, SS, Knight of the White Orchid , etc. but we have access to 13 pieces plus additional sources of mana in the form of Pawn of Ulamog , Ashnod's Altar , Nykthos, Shrine to Nyx , etc. I'd play Coldsteel Heart , Marble Diamond , and/or Charcoal Diamond if I felt we needed more consistent or more early ramp. In testing though, SS, BB, and the ramp package as a whole proved consistent enough.

Dawn Charm is a good card. I could see it being good against certain decks or strategies. If any of the modes are something you frequently find yourself needing, I'd play it. I haven't found myself needing a fog or that type of counterspell very often myself, but if you play in a combat heavy meta or against a player who loves to target you for graveyard hate, it could be useful. Another similar card which you might want to consider is Orim's Chant . It's also good against players who like to target you with spells or in combat. I play it in some lists and find it to be a great political tool by saying, "Hey, you better agree not to screw with me this turn, or I'll skip your whole turn basically."

cfost827 on Necronomicon | Teysa Karlov | Primer

1 month ago

Hi Masterful,

Just wanted to see how the play testing has been going with some of your new additions such as Archaeomancer's Map , Second Sunrise , Brought Back , etc.

I'm a bit skeptical about Second Sunrise and Brought Back but think they could both still work. I mean it's a lot of setup and even with running a lot of fetches, I wouldn't consider them to be "ramp" spells. Things usually don't always seem to work out perfectly in EDH. However, I would like to see if you have success with using them. Also, has Archaeomancer's Map seen any success? I'll keep an eye out for your feedback.

Additionally, for ramp, while it sucks sometimes to rely on mana's sometimes the sacrifice one must make for playing 2 colors haha. But i was thinking about Marble Diamond and Charcoal Diamond , etc. Those could also be used as ramp instead.

Lastly, any thoughts on Dawn Charm ? It's actually a crazy versatile card to add into any deck with white.

But anyways, thanks again for all your knowledge and I'll keep an eye out for your feedback :)

Masterful on Necronomicon | Teysa Karlov | Primer

1 month ago

Khyheauts I've found Solemn Simulacrum to be too slow combined with having a low ceiling. His advantage is his consistency, but only generating 1 land plus up to 2 cards drawn is too little for 4 mana. The other ramp cards I included with this update are more versatile while also having higher ceilings. Brought Back and Second Sunrise both can give us up to 2 lands and double as creature recursion, Keeper of the Accord can generate a ton of tokens and lands, etc. Sure, Keeper doesn't draw cards if he's instantly killed, but it's not too common that people spend their removal on a ramp creature. While I don't play solemn in the list anymore, I do still think its a good card for the strategy. I just no longer have a place for him in this deck in particular. If you find a lot of success with him in your list, keep playing him.

As for Monologue Tax , I'm still testing it out. It hasn't amazed me so far, but I've been trying to include it in other decks to get a feel for how good it is. Thanks for dropping a comment. Your list looks really fun. I like how your curve tops off at 2.62. That must make for a smooth early game.

cfost827 Sometimes tappedout shows an outdated version of the page. I'm not sure why, but that may have been why you didn't see the update initially. If Valentin, Dean of the Vein  Flip was in our colors, it would be interesting. He wouldn't double-trigger off of Teysa since you can't exile their creature twice, but as a single creature, he could make a lot of tokens. Cheers!

cfost827 on Necronomicon | Teysa Karlov | Primer

1 month ago

Hey Masterful! Hope all is well. Just wanted to check in here to see if there are any Strixhaven cards you think would go well in Teysa? I saw there are some new cards added into your list. I imagine you are still working on making your update post, but figured i'd see what are some of the cards you cut and what cards you added in. I'm seeing Brought Back , Second Sunrise , Keeper of the Accord and a few others in your list now - which I was thinking of adding as well! Would love to hear what cards you cut as well.

Also, any thoughts on Valentin, Dean of the Vein  Flip??

kpres on I just wanna gain life, dude

4 months ago

I built a Trostani deck that focused on making big tokens that I wanted to Populate. This deck instead focuses on his first ability, and you have lots of big creatures that will gain you lots of life. OK, I like that. It makes me want to rethink how I built my deck.

Maybe a few flicker-type cards would help. Stuff like Second Sunrise that protects your big creatures from wraths, but maybe not because it doesn't protect your tokens. I know there's a white spell for 3 mana that gives everything indestructible and has populate.

Trostani can go nuts if you are able to untap him, or if you are able to duplicate the number of tokens you make. Illusionist's Bracers and Doubling Season , etc.

One of the problems with my version, and I think yours might suffer from it too, is that you need about 10-ish low CMC cards that provide decent ramp at the beginning of the game. Consider replacing Mirari's Wake despite how good it is, and Zendikar Resurgent with a little creature that provides mana, or even just lands since you only have 34 lands. Something like Command Tower and Temple of the False God . I count 7 mana rocks and ramp spells with CMC <= 3

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