Sphere of the Suns

Sphere of the Suns

Artifact

Sphere of the Suns enters the battlefield tapped and with three charge counters on it.

{{T}}, Remove a charge counter from Sphere of the Suns: Add one mana of any color to your mana pool.

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Legality

Format Legality
Leviathan Legal
Commander / EDH Legal
Legacy Legal
Pauper Legal
1v1 Commander Legal
Vintage Legal
Canadian Highlander Legal
2019-10-04 Legal
Casual Legal
Unformat Legal
Block Constructed Legal
Limited Legal
Tiny Leaders Legal
Oathbreaker Legal
Modern Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Pauper EDH Legal

Sphere of the Suns occurrence in decks from the last year

Latest Decks as Commander

Sphere of the Suns Discussion

DemMeowsephs on Power nap

1 month ago

I most certainly can! Archelos is super cool and can really warp a landbase, as now you can include so many tap lands that normally aren't too powerful, not only giving you that sort of ability but also making the land base WAY cheaper! You also have to think about the lands BEFORE you put our Archelos though, and so I'd say a balance between better lands and tap lands are what you probably want to head towards. What you have so far looks wonderful, and certainly efficient, though again, you may want to include one cycle of a certain land, maybe Breeding Pool, Overgrown Tomb, and Watery Grave? These guys can help get Archelos out, but after he's out you won't necessarily have to take the shock damage from them which I'd say deserves them a good spot in the deck. Other ones that aren't necessary but could be worth considering are Hinterland Harbor, Woodland Cemetery, and Drowned Catacomb, since again they can come in untapped with Archelos and still be relatively good without him, and of course the bounce lands Simic Growth Chamber, Golgari Rot Farm, and Dimir Aqueduct, since they can get pretty powerful when they come in untapped. Since you have Fabled Passage, Evolving Wilds, and Terramorphic Expanse I'd say it's worth it to slot in a Ramunap Excavator or Crucible of Worlds, since you'd then get two landfall triggers per turn guaranteed, since you can continuously play the sac lands again and again. If this trick proves to be very helpful, you may want to consider slotting in more fetch lands like Prismatic Vista, Misty Rainforest, Verdant Catacombs, Polluted Delta, etc. Speaking of landfall triggers, I think Myriad Landscape would work AMAZING with Archelos, as not only would the Myriad come in untapped, but so would what it searches for, giving you three landfall triggers just off of that one card if you have two mana to spare. So honestly, I don't have too much to say about the lands, I think it's pretty solid at the moment though you may need to playtest a lot to know for sure, however, I did find a bunch of great cards that could work well with Archelos!

  • Amulet of Vigor: If Archelos isn't out yet and you have a ton of tap lands, this guy could be of great use, especially for just a single mana.
  • Root Maze: SUPER amazing card, this guy can tax everyone but you! On your upkeep untap archelos, have everything come in untapped, then tap him before your next turn and boom now everyone's artiafcts and lands come into played tapped for one mana besides yours.
  • Coldsteel Heart: Basically a 2 mana, untapped mana rock with Archelos
  • Cryptolith Fragment  Flip: This guy can perform your goal of whittling away peoples health, as well as coming in untapped with Archelos. The flip side can also perform that whittling quite efficiently.
  • Manascape Refractor: Comes in untapped- could be pretty fun to see how that works out!
  • Arcane Signet: You should run this no matter what
  • Orb of Dreams: Similar power and ability to root maze mentioned above, this can tax everyone else except you with Archelos
  • Renegade Map: Basically 1 mana get a basic land if you have Archelos out
  • Sphere of the Suns: Great with Archelos out and coming in untapped
  • Terrarion: Seems pretty solid if it doesn't come in untapped
  • Worn Powerstone: Like the rest, pretty sweet if it doesn't come in tapped and can be immediately used.
  • Moss Diamond/Charcoal Diamond/Sky Diamond: Untapped ability again
  • Honor-Worn Shaku: Allows you to tap archelos and get something out of it
  • Urborg, Tomb of Yawgmoth: It's amazing why not run it
  • Retreat to Hagra: Can be a great way of slowly ruining your opponent's health, especially with the extra land triggers I mentioned before
  • Stasis: If you already have the things you need to slowly remove your opponents health, this can pretty much ensure victory.
  • Verity Circle: SUPER amazing if I'm understanding it correctly, basically whenever your opponents play a creature since it comes in tapped with Archelos you draw a card, and has the second ability if you are ever in need of it
  • A great way to slowly get rid of your opponents health is with recurring triggers that happen every turn, such as curses. Here are some that I found: Trespasser's Curse, Torment of Scarabs, Cruel Reality, Curse of Thirst, and Curse of Fool's Wisdom
  • ANY COMBO WITH RETREAT TO CORALHELM. Edhrec names 1000+ combos with this card, so I'd recommend looking through it and seeing if you find anything that would work if you haven't already!

That's all I have, sorry it probably wasn't too much regarding the lands, but I hope I gave you some good stuff to think about! I honestly love the deck it has a super cool theme, and seems like it could work very well! That said though, hope this helps, and have a wonderful day!

RNR_Gaming on No Playing... But Still Magic

1 month ago

Definitely need more rocks with your mana base being so greedy. Fellwar Stone, Sol Ring (it's already been suggested but I'm suggesting it again) Coldsteel Heart, Grim Monolith, Chrome Mox, Lotus Petal, Mind Stone, Sphere of the Suns and Mana Vault.

ellie-is on Lathliss, Ramp Queen

2 months ago

Mortlocke: Hahaha. Going in debt over Magic cards sure is fun, lol.

I'm going to prioritize cheaper cards for now, since getting 10 good cards for $20 will improve the deck a lot more than getting one great card for the same amount of money. A big thing about improving a deck on a budget is doing the math of Benefit/Price, and a $60 card like Cavern of Souls is so expensive that even though it's an amazing card, the benefit ends up being very small with the price in mind.

So for the next update I'm going to get more good 4-mana dragons to lower my curve, some better mana rocks, plus some other cards like ETB damage triggers. I feel like that's going to have the biggest impact per dollar spent and I'm already very excited just thinking about it, haha.

But once cheaper cards are out of the way and the deck has no more horrible cards left in it (like Hellkite Whelp and Sphere of the Suns), I can start thinking about big pricey cards like Terror of the Peaks and Herald's Horn. And once those pricey cards are out of the way, then I can think about the REALLY pricey ones like Cavern of Souls and so on.

Sadly I'm out of Santa beings right now, but I'm sure I'll get to those cards one day in the future, haha.

multimedia on Sliver Commander

4 months ago

Hey, good budget version of Slivers. Nice Morophon and Overlord :)

Command Tower and Exotic Orchard are two less than $1 each Rainbow lands that are staples for five color decks. Path of Ancestry is a fine tribal Rainbow land and it's been reprinted in Commander Legends. Sol Ring, Arcane Signet and Commander's Sphere are three budget staple mana rocks and all are reprinted in Commander Legends which will make Sol/Arcane close or even less than $2 each.

Quick Sliver lets you cast Slivers at instant speed and cascading at instant speed is powerful because timing restrictions for the card you get with cascade don't matter. Flash with Slivers is also good with Harmonic Sliver able to destroy an artifact or enchantment at instant speed. Crystalline Sliver maybe out of budget range at $7, but giving Shroud to all your Slivers protects them from targeted removal. Combine Crystalline with Sliver Hivelord to make your Slivers very difficult for your opponents to deal with. Shifting Sliver makes your Slivers unblockable in combat unless an opponent controls a Sliver.

Amoeboid Changeling is a Sliver since Changelings are all creature types, even if they're in your library or graveyard. Amoeboid combos with Sliver Overlord to gain permanent control of any creature an opponent controls since you change that creature before you gain control of it into a Sliver with Amoeboid. Mirror Entity is another Changeling and it's ability can change all Slivers power/toughness to any number equal to the amount of mana you pay. This can result in attacks with large powered Slivers and Entity has good interaction with Gemhide Sliver + Sentinel Sliver which lets you attack and then tap all your Slivers to make mana to activate Entity. Any anthem effects such as Muscle Sliver or +1/+1 counters that are on Slivers are also applied to the Sliver after you change the power/toughness with Entity.


Cards to consider cutting:

Good luck with your deck.

Tomagotchi on Draw Draw And Draw Some More (Budget)

7 months ago

Like what you've got going on here! Atemsis is a great commander! I definitely recommend adding some mana rocks for ramp, so you can get him out a little faster, though. Having your commander out as early as possible is always a huge advantage, along with playing higher mana costed spells early.

Mind Stone, Hedron Archive, Dreamstone Hedron, Commander's Sphere - some standard ramping rocks for budget decks. They accelerate you and you can sacrifice them for cards later in the game if you need to.

Sol Ring - The obligatory Commander mana rock

Everflowing Chalice - Very flexible mana rock that can ramp you early game, or ramp hard late game.

Spell Swindle - This is just a little pricey for a budget deck at almost $3, but its such a cheeky counterspell that can completely turn a game in your favor.

Sphere of the Suns, Star Compass, Prismatic Lens - 2 Drop rocks that can get you a little further ahead early, but might be dead or useless later

Some additional cards that might be worth looking at:

AEtherspouts - This card is brutal against the aggro player in your playgroup. If they swing in with 5 creatures, then they will likely only be drawing those creatures back for the next 5 turns instead of new cards.

Empyrial Plate - This card can make for a nice backup strategy. If you can suit up your Commander with this deal commander damage, it doesn't matter if your Commander's effect whiffs.

Sphinx's Tutelage - Not necesarily an amazing card. But its a cheeky way to deal with other mono color decks sometimes.

I can definitely think of more later, but these might be a nice start to add. I'd say definitely focus on building up by adding ramp artifacts so you can guarantee your commander coming down earlier than turn 6.

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