Sunhome, Fortress of the Legion

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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
Modern Legal
Oathbreaker Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Sunhome, Fortress of the Legion


: Gain .

, : Target creature gains double strike until end of turn.

nbarry223 on Viga-BOOM! (Turn 2)

3 weeks ago

I don't know, 3 Azusa's is a bit much, you'd be surprised how often that legendary rule comes up. Even with 2, I saw the second copy more often than I wanted to. Dead / Gone also seems a bit strange instead of Dismember. Relying on an early red so much seems odd, especially since the 3 CMC of the split isn't even permanent removal. You're weakening your position against a multitude of decks to have a slightly better edge against things like Elesh Norn, Mother of Machines that are unable to be removed otherwise. If you are going for an off-color answer anyway, there's definitely better options. Sure you can still answer Magus of the Moon with it's front, but almost any form of creature removal kills that.

Anyway, Altered Ego sees play in quite a few top 8 decks already, just in their sideboards. It is a fetchable answer to Archon of Cruelty and an uncounterable threat you can dump excess mana into (you can also copy an opponent's hexproof/shroud creature if that ever comes up). However, I like it mainly because you can copy your own Primeval Titan to chain into 2 titans with a singular amulet (can still usually only haste 1) or pretty often 3+ titans with double amulet. Being able to make a second titan so easily is really nice, and it happens to help with 2 of the deck's weaknesses. In fact, it is so powerful, that it devalues Sunhome, Fortress of the Legion quite a bit, essentially making it unnecessary in a lot of situations you would lean on it otherwise - to the point where I cut the win-more card.

It is possible to play into removal with the clone, but you shouldn't be playing that aggressive against an unknown deck, decks where you suspect Solitude or an opponent with open mana for removal. Always play for an actual second Primeval Titan first before trying to copy against those types of decks. Playing into something you shouldn't is what I would call a misplay, not a bad card.

Atraxa, Grand Unifier is a bit situational, but it is similar to Cultivator Colossus in what it does for the deck. It's recently seen top 8 play (which is what inspired the recent changes), albeit alongside Dramatic Entrance to cheat it into play. Instead of that, I am playing Timeless Lotus which I feel has arguably more synergy with the deck and the way I want to play it (as more of a midrange deck). It is capable of fixing our mana to cast Atraxa, Grand Unifier, and we also have Eldritch Evolution or Scapeshift to bring it or the land dependant Cultivator Colossus into play, depending on which is best.

Elvish Reclaimer is admittedly a bit slow, but it does almost everything you could possibly want (albeit slightly worse than other options). If you are capable of paying an extra mana at some point in the game, it is worth it as turns go on, being a psuedo-extra land card, mana fixing, better Expedition Map which puts the target into play, or a decent sized body (can even threaten pumping it and never actually investing mana into it to deter attacks). Hell, you can even pact for it when missing a bounce and unable to pay for pact, using its ability in response, returning that bounce to hand) provided you can actually pay for the pact AFTER the ability resolves).

The inclusions make the deck far less linear and complicate the lines a lot more (because amulet titan isn't complicated enough already...) I'm not saying they are a strictly better upgrade, as I am trading a little bit of consistency for resilience/explosiveness.

That being said, I think just dismissing all of the changes as "bad" because it "isn't what the pros are doing" is a little laughable. Am I stretching the limits of the deck a little right now? Absolutely. Is every new card you've never seen in an amulet shell automatically bad? Absolutely not. We'd still be playing with Hive Mind if that was the case (never liked the concept of combo pieces which do nothing on their own - so glad people moved away from that archetype).

DemonDragonJ on Commander Masters Previews and Speculation

1 month ago

Seizan, Perverter of Truth and Powerstone Minefield have never been reprinted, so I would like to see them, in this set.

The utility lands from Innistrad, especially Alchemist's Refuge, should all be reprinted, as should be the ten utility lands from the original Ravnica block, such as Sunhome, Fortress of the Legion or Orzhova, the Church of Deals.

nbarry223 on Viga-BOOM! (Turn 2)

3 months ago

Yeah, I am still playing around with a few slots, but these numbers are getting closer to what I envision as the "ideal" 75.

For example, I ended up cutting a Valakut, the Molten Pinnacle because we aren't naturally getting to 6 lands consistently anymore, having 7 lands in the deck that blow themselves up. It's still worth playing a copy though, as there's plenty of lines that get us there. Quite happy with just one, as I still get to lethal with it thanks to Mosswort Bridge over Sunhome, Fortress of the Legion.

I chose Mosswort Bridge over Sunhome, Fortress of the Legion since it helps us get that land count up pretty consistently, and is pretty much just as deadly with less initial mana investment (fetching Mosswort Bridge and Vesuva copying a bounce, so you can replay it as Mosswort Bridge when you find an extra land creature is a nice line).

I'm still undecided as to the "proper" counts for Elvish Reclaimer, Explore, and Arboreal Grazer, since the influx of colorless lands and more consistent double amulet has changed the deck's dynamics a little. It's also a lot easier to fold to hate, because we are sort of sacrificing our lands for Amulet of Vigors, so if those amulets get removed, we are just behind.

I'm also not sure if I want to add back a second Tolaria West or not, because I am capable of getting away with only one thanks to Tyrranax Rex covering me against interactive decks. It does take away a few lines, but most of those are win-more, so I have been weighing the pros and cons of that second copy and am still undecided currently.

Blobby_Bobby on FIGHT ME COWARD!

5 months ago

I think you should put Sunhome, Fortress of the Legion in. With so much equipment, the loss of the colored mana shouldn't hurt too much and every once in a while that double strike is going to be a real bomb.

rambunctiousOrator on it's a deck alright

1 year ago

Hey, sweet deck. Let's take a look at win conditions and lands. I've identified a problem with your deck: You aggressively want to control the board with your 1-3 drops. While other players are playing 6 mana bombs every turn your are trying to eke out board advantage with 3 or 4 creatures a turn.

  • You don't need board wipes in this deck, they actively go against your game-plan, and in no way help you win.
  • Less removal in general. I counted 18 pieces of removal in your instants and sorceries. Keep Path to Exile, Swords to Plowshares, and Damn and get rid of the rest. You ARE the threat, if your deck is running slowly to the point that you feel like you need removal, you need better creatures.

As for lands, use this mana base.


How would I change your win condition...well you are trying to do knight tribal...

Consider these cards:

Remove these cards:

-15 pieces of removal from instants and sorceries, keep Path to Exile, Swords to Plowshares, and Damn

Good luck, and happy hunting. Let me know if you want to continue the conversation or have questions

nbarry223 on Viga-BOOM! (Turn 2)

1 year ago

I don't like how much mana investment it is for Sunhome, Fortress of the Legion. It is essentially 5 mana for it (sunhome+the activation cost), which means I could just cast another big threat or something. Sejiri Steppe and Sunhome, Fortress of the Legion fight for the same slot in my opinion, because the main use of Sunhome, Fortress of the Legion is to deter blockers, because you can pump so your Primeval Titan survives.

I like Quicksand more so far in playtesting mainly because it is less initial mana investment, and I don't need to keep it in hand to be useful. It can also be copied with Vesuva if I need the 4 "damage" that much. I don't think I am going to include either yet permanently, but it works well enough to be a viable option (they both are relatively fine). It's a useful utility land, but I'm trying to keep my colorless lands down. A lot of the threatening aggro creatures are 3 toughness or more, so it's not the greatest answer.

It's more for when I don't have any type of payoff fast enough and am getting swarmed, at which point setting myself back a land (whether in hand or on the field) is usually not ideal. It's a cute fetch and all, but I just feel there's better options currently. Honestly, if I am relying on fetching them, Arena is a removal option as well, which wouldn't be limited to the combat phase (better to wait to use it until after I've declared attacks obviously, but it doesn't require the target to be declared as a blocker).

Arena + Sejiri Steppe would have some nice synergy as well, so I guess I'll add it to my testing queue, although the fact that it doesn't produce mana on its own is probably a deal breaker, which is why I've never seriously considered it before.

nbarry223 on Viga-BOOM! (Turn 2)

1 year ago

Contemplating Sejiri Steppe vs. Sunhome, Fortress of the Legion as it accomplishes the same basic thing. Since it's triggered, removal can just be cast in response, so it doesn't really help with that. However, it's a single land that I don't have to invest 4 mana into that accomplishes the main goal of Sunhome, Fortress of the Legion, letting my titan live after attacking. It's also a tapped source instead of an untapped so there's that to consider as well. It's almost like the Slayers' Stronghold vs. Hanweir Battlements  Meld comparison, but those actually help me to win, instead of being 'win-more' like Sejiri Steppe vs. Sunhome, Fortress of the Legion. I guess it doesn't really work against colorless like artifact creatures etc. either, so decks like tron and affinity would need to be considerations as well.

Anyone have any thoughts on which is better?

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