Second Sunrise

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Legality

Format Legality
1v1 Commander 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
Modern Legal
Oathbreaker Legal
Tiny Leaders Legal
Vintage Legal

Second Sunrise

Instant

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

Triton on Tameshi´s Lagging Server

7 months ago

Sun Titan, Faith's Reward, and Second Sunrise would be great for recursion.

The Seals in your commander’s colors, Wayfarer's Bauble, Soul-Guide Lantern, Inspiring Vantage, and Raff Capashen, Ship's Mage are also some cards to consider.

Hope this helps!

LeonSpires on cEDH Teshar

7 months ago

@ McToters Thank you for checking out my list and taking the time to comment! Most of the time the goal of my list is to find a loop utilizing Teshar that goes infinite as soon as possible. Example (1) Teshar + Myr Retriever + Ashnod's Altar + Memnite. Example (2) Teshar + Lion's Eye Diamond + Salvage Scout. These are only a few examples of many as the deck gets its consistency by running numerous redundant effects.

The only time this is not the plan is when a silver bullet like Grafdigger's Cage, Rule of Law, or Null Rod is in play. In these cases the goal is to dig for removal for the silver bullet.

I don't often sac my entire board. But I have sometimes sacrificed most of the artifacts I control in response to another player casting Dockside Extortionist.

Roar of Reclamation: Not only is it's CMC too high but in cEDH I would be worried about returning opponents silver bullets or cards like Lotus Petal, Jeweled Lotus or Lion's Eye Diamond.

I do think Second Sunrise is a fantastic card in a casual Teshar list where the goal isn't to combo out as soon as possible but to create value engine and win in the long run.

McToters on cEDH Teshar

7 months ago

LeonSpires wonderful brew! Not sure how often you find yourself sacrificing the whole board in response to something but Thoughts on Second Sunrise?

Roar of Reclamation also seems good as a finisher, but expensive CMC so i get why it wouldn't be in a competitive build.

I run the former in my Mageta deck and the latter in my more artifact heavy boros deck. With that said, i can see why you may not run either and you seem to have more knowledge on Teshar than I do.

McToters on No Man's Land (Mageta) [[Primer]]

8 months ago

Spell_Slam Sorry I'm late to reply! THANKS for the very thoughtful comment. I appreciate all your recommendations and I think I will add some reanimation spells. In your opinion what would you take out first?

I have never seen Containment Construct before so that's cool, even if it is a creature.

I also agree about the Planeswalkers--the three in already are the best three white ones I own (I think). I would have to see if there are more hiding in some boxes.

Currently, I really love the "plains matter" theme of the deck I've got going on. White has a ton of these ramp spells that bring lands to my hand, so I figure I can discard these for Mageta's ability and bring them back with cards like Scaretiller, Brought Back, Sun Titan, and Second Sunrise. Maybe I should put in Reveillark and/or Vesperlark for some of that creature recursion? Plus a few of your suggestions... hmmm... Definitely willing to hear more feedback.

TheNinjaPhoenix on Zabaz, Zabam!

8 months ago

king-saproling Cauldron of Souls is an amazing idea, thanks! I also love Treasure Nabber and Grateful Apparition. Teshar is already on my list of cards to grab for the deck, absolutely fantastic card for this deck.

I'm tentative about Faith's Reward and Second Sunrise only because they're single-use bursts, but I'll consider them for sure. Shifting Shadow is also an incredibly fun-looking card for this deck.

Thanks for your suggestions!

king-saproling on Zabaz, Zabam!

8 months ago

Cauldron of Souls is a neat way to recur Modular creatures. You might like these too: Treasure Nabber (he takes opps' mana rocks, then you can use them and smash them with Zabaz), Teshar, Ancestor's Apostle, Wake the Past, Grateful Apparition, Faith's Reward, Second Sunrise, Tome of Legends, Shifting Shadow

Beebles on Mono White Ramp/Draw

8 months ago

While white can use a bit more help in the carddraw department I don't understand why people consider white to be bad at ramping. Especially nowadays. In addition to running mana rocks and ramp equipment like Sword of the Animist and Sword of Hearth and Home, white has access to 2 strategies that ramp through lands.

The first one is through a less lands matter ramp package. You can now have ramp cards such as Archaeomancer's Map and Keeper of the Accord and complement those with lands that set you back on land count while not setting you back on mana, like Lotus Field, Guildless Commons and Urza's Saga. Add Weathered Wayfarer to get those lands more often, and include lands that synergize with them, like Flagstones of Trokair and Thespian's Stage. It also makes Path to Exile a little bit better ;).

Another land ramp route you can take is through land recursion cards, such as Brought Back, Sevinne's Reclamation and Second Sunrise to rebuy fetches, although you need to run quite al lot of fetches for that to work.

Both those strategies are white ramping through lands. To my knowledge, black, blue and red cannot do that (apart from some exceptions maybe like Orvar, the All-Form).

RambIe on

9 months ago

o if were not stuck to theme i am going to recommend

1. cast Eerie Ultimatum
2. cast Naru Meha, Master Wizard
3. ETB copy target Eerie Ultimatum
4. sacrifice Naru and your dragons toAshnod's Altar
5. let copy of Eerie Ultimatum resolve
6. Naru and your dragons return to the battle field
7. goto step 3.

this will also work with
Dualcaster Mage(lower cmc)
any return all spell like Second Sunrise (lower cmc)
other sac outlets like Altar of Dementia (milling yourself to increase the board state)
that's enough redundancy to build 2x3 combo 6 card total which puts consistency about turn 10+ depending on your draw power
so definitely not over powered but very flavorful win con

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