Verdant Sun's Avatar

Verdant Sun's Avatar

Creature — Dinosaur

Whenever this or another creature enters the battlefield under your control, you gain life equal to that creature's toughness.

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Legality

Format Legality
1v1 Commander Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Commander / EDH Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Unformat Legal
Vintage Legal
Casual Legal
Custom Legal
Quest Magic Legal

Latest Decks as Commander

Verdant Sun's Avatar Discussion

Thebestnoob on The Dawn of Dinosaurs...again.

5 days ago

Cool deck dude I see how this deck works without mana ramp rather it makes the spells in it cheaper my this deck can also gain life pretty fast if you get a Verdant Sun's Avatar out and your dinos become almost indestructible if you get a single Temple Altisaur and your Thundering Spineback passively give your other dinos +1/+1 and can make other dino tokens. Nice deck. clap clap clap

libraryjoy on Overperforming Cards?

1 month ago

Skyblinder Staff - it's a cheap way to make flyers pretty much unblockable, as not too many decks are heavy on reach creatures.

Archetype of Imagination is a bomb that makes your whole field pretty much unblockable.

Sephara, Sky's Blade is easy and cheap to get on the field early and a bit of indestructible for her, and she's a cheaper Avacyn, Angel of Hope for a field of flying creatures.

Verdant Sun's Avatar has found its way into many of my decks. I'm surprised by how much the lifegain helps, especially in any deck that wants to play big creatures (and mine usually do).

TheVectornaut on Death Touch Green Boi

3 months ago

It is true that the deathtouch package will be worse in multiplayer games since you have more threats to deal with. I think siding into a bigger ramp package would be a good idea. I would caution though that it's important to add in more mana dorks or ramp spells to keep pace with any new bombs you include or you'll find yourself mana screwed a lot of the time.

I went ahead and added my creature-based commander deck so I could link it for reference. It was built from a casual 60-card skeleton that's quite similar to your deck, so some of the ramp cards I've had success with over the years might do well here too.
deck: Predator's Toolkit

Prowling Serpopard or Destiny Spinner could be useful tech if counters are flying around left and right. Vigor is definitely strong against board stalls, and I like Archetype of Endurance against a lot of common removal. Somberwald Sage and Elvish Piper would probably be my first picks for dropping haymakers early without much other support. Yeva, Nature's Herald and Seedborn Muse are particularly disgusting in multiplayer since you essentially play on every turn. Some final bombs I love are Whiptongue Hydra for flyers, Polukranos, World Eater for other creatures, and Sylvan Primordial for most anything else.

For your existing ideas, I think Worldspine Wurm is good if your games go long enough to cast it while Tempt with Discovery is good if you don't have opponents who greatly benefit from the mana. I'm still iffy on Lumberknot in a deck not based around token sacrifice, and I'd probably just run Dungrove Elder if you need a midrange hexproof creature. Hydra's Growth is very good with additional +1/+1 synergy, Kazandu Tuskcaller needs more token synergy, and Strixhaven Stadium feels optimistic in multiplayer. For the bigger cards, I think Vigor , Soul of New Phyrexia , Toski, Bearer of Secrets , Verdant Sun's Avatar , and Vivien Reid are all playable. Myojin of Life's Web needs some way to refill the hand or its ability will never do anything that impactful. Impervious Greatwurm is the weakest option since it gets completely stuffed by chump blockers. I used Connive / Concoct to reanimate it in standard and still found it to be too slow. If you had a Warstorm Surge or something, maybe it'd be a different story...

TheVectornaut on Death Touch Green Boi

3 months ago

I'll just go through the mainboard cards I would personally cut first. Ancient Ooze : very big but requires trample or the like to actually do anything at 7 mana. Copper Myr : almost objectively worse here than most green mana dorks. Ezuri's Archers : not impactful enough in the main without a devotion or elf theme. Ghoultree : your creatures are too big to be dying that often and you want them alive anyway. Lumberknot : similar story to Ghoultree. Spawnwrithe : needs to be built around. Wall of Tanglecord : wastes the benefits of any Overrun effects. Predator's Rapport : more of a sideboard card unless burn is really popular. Reclaim : very slow and lacking enough good targets. Serpent's Gift : redundant and inefficient if you just run enough deathtouch creatures. Tower Defense : are there really enough flyers going around to have this in the main? Windstorm : see above. Spider Spawning : if this is what you're running Transguild Promenade for, it's not worth it without more GY synergy. Accorder's Shield : vigilance isn't impactful enough with no exert, tap abilities, or much else to abuse it. Brawler's Plate : very costly for the buff. Golden Urn : much worse than even the Rapport. Staff of the Wild Magus : staffs aren't even strong enough to do well in dedicated lifegain decks, unfortunately.

I'd say all of your maybeboard picks are better than the aforementioned cards. I'll list some other alternatives that come to my mind though. Primordial Hydra and Kalonian Hydra are some budget-unfriendly but highly dangerous beaters that you can get out relatively early. Joraga Treespeaker (or maybe Elvish Archdruid ) would make your archers much better by letting them double as mana dorks. Otherwise, I like Arbor Elf with Utopia Sprawl type auras on your forests to help ramp. If you prefer the vigilance idea, Champion of Rhonas is a budget Elvish Piper that likes not tapping in combat. If you like walls, Overgrown Battlement and Axebane Guardian can get ridiculous mana going. They also benefit from Assault Formation which synergizes with Tower Defense. In terms of small creatures with reach, Traproot Kami is my clear pick for mono-green, especially in multiplayer. If you need to add trample, Rancor is excellent value. If you need recursion, Eternal Witness should be near the top of the list. If you're struggling with flyers, maybe try Gravity Well . If you need more life, Engulfing Slagwurm likes forced blocks while Verdant Sun's Avatar likes playing beefy guys.

Given what you have already, I think shifting to include more deathtouch creatures and Lure s would be the most optimal plan. Viridian Longbow and Thornbite Staff are some other equipment that benefit from that strategy. For the creatures, Ohran Frostfang is a casual-only option that's completely busted in commander, and I'm always a sucker for Wasteland Viper 's versatility at only 1 mana.

seshiro_of_the_orochi on

4 months ago

Looks pretty good. How about Verdant Sun's Avatar and Pelakka Wurm as additional lifegain option? Wilderness Reclamation is awesome in any deck that plays fogs.

multimedia on Flora & Fauna

9 months ago

Hey, you're welcome. Do you own all the cards in the sideboard? There's several cards in the sideboard that are better than cards in the main deck.

If you choose to add the two card infinite green mana combo these are some changes to consider:

Sabertooth is a very good green creature with or without the combo. It's ability is repeatable and it gives you lots of value from creatures who have an enter the battlefield (ETB) ability by bouncing the creature and then casting it again. Genesis Hydra is a unique creature in green since it can cheat any nonland permanent with CMC X or less you reveal from X cards onto the battlefield which includes not just a creature, but also an enchantment, artifact or Planeswalker. Being able to repeat this effect with Sabertooth can give you a lot of value in mono green.

aholder7 on Temur midrange ramp

11 months ago

A few things to start off with. you have a lot of 1 ofs. you want to maximize your consistency, which means 4 ofs for your important cards. you can have a bunch of 1 ofs, but only if you have some way of searching for them. Fierce Empath does that, but you only have 1 of those.

next lets talk about a game plan. a deck usually wants 1 main plan to focus on, with some decks going for a back up plan if they have a strategy that tends to get some frequent hate. now the plan can be fairly broad and you can have multiple types of cards that help your plan but there should be a very clear plan. I think there is a plan in your deck, but you have lots of cards in it that do not fit the plan very well.

so lets talk about what things we see in the deck and where you can go from here. I see a lot of big creatures and ways to get them out quicker. this is generally called 'stompy' and tends to fit in GR/GRx lists as it allows for ramp and aggressive beaters. cards like Goreclaw, Terror of Qal Sisma are great for this. blue is sometimes added to stall opponents out until you unleash your monsters.

when looking at your cards, you'll want to think "how does this help my plan?". for example, what does Elvish Reclaimer do for the deck? it doesn't ramp the deck unless you're grabbing bounce lands like Izzet Boilerworks but is vulnerable to your opponents removal unlike cards like Farseek. it can become a 3/4 but your goal isn't to play a few 3/4s and win via value cards, it's to get big scary things into play that end the game.

Since this is a deck revolving around winning with some big scary things, lets talk about big scary things. you have a lot of options. but you don't need that many. what you need is 1 or two very good ones and multiples of them to make sure that you get them when you need them. right now i'm not a huge fan of top end of your deck. mainly they are cards that are very expensive and either don't do much, or do it too slowly. Verdant Sun's Avatar is 7 mana 5/5 that gains a little bit of life. Roil Elemental requires triple blue which isn't always as easy, only has 3 power which is abysmal for a 6 mana card and you still need to play more land in order to get use out of it. Simic Sky Swallower at least can't be removed easily by an opponent where as most everything else in your deck loses to Terminate. you might want to consider cards like Carnage Tyrant, Terror of the Peaks, or Inferno Titan. these cards are harder/painful to remove or get some value when they come in so it's not a total loss if they are removed.

you have ramp in your deck which is good. that's something you want. the problem is that most of the ramp in your deck is too slow/expensive. Frontier Guide wont be able to ramp you unless you already have 4 mana. and if you have 4 mana Explosive Vegetation or goreclaw are better bets. the point of ramp is that you do it early, so that your big things come out faster than they normally would. so you want cheaper ramp cards. Sakura-Tribe Elder is a great card for this as it can be used as early as turn 2 and can provide a blocker if your opponent is being really aggressive against you in the early game.

counter spells can also help the plan. the reason people want to get big things out fast is mostly to get them out before your opponent has a chance to do something. so in a way, counter spells are almost like a form of ramp. so long as you play a land and counter your opponents spell for the turn, you've essentially just said that both players play a land. the problem with the counterspells you picked is that they are expensive. you need to be able to stop your opponents plays early on in order for the previous statement to work. and ideally you want to be able to do stuff on your turn besides just hold up mana to counterspells. for both these reasons you want less 4 mana counterspells and more 2 mana counterspells such as Mana Leak, or Remand.

you mention that you are playing burn. burn generally means using cards that deal damage directly to your opponent in order to get their life to 0. you play pretty much zero of those cards. i do see several cards that deal damage to creatures which is what i believe you were getting at.

theres a lot of work this deck needs in order to be ok. the ideas are there, but most of these cards would need to be switched out. i can try to put together a sample list of what i think you'd want this deck to look like but i'll have to do that tomorrow as it's 1:30AM here and i need sleep.

TCK_Green on TempesT's Smash face dinos

1 year ago

"Gishath Strong! Gishath Quick! Gishath gonna stomp your face!" :D

Of course WTTempesT, happy to offer what little wisdom I have :) had I known you were all part of the same playgroup I would have told you to scrap your plans, all build creature-based Mathas, Fiend Seeker decks, and watch the carnage unfold! :D (that actually sounds quite fun now that I think of it...)

Be warned, I've never built a Dinosour tribal deck so my advice might not be amazing, but I'll advise the best I can :) the first thing that strikes me about Gishath is that his ability triggers on combat damage dealt to players. That means you're incentivised to make Gishath (A) super-stronk and (B) 'quick' (i.e. unblockable) so that you flip more cards and get the biggest dinosaurs. It's also important the Gishath is (C) evasive so that he doesn't just disappear to removal when you try to attack.

Quick caveat before you start the essay below - don't see the huge wall of text as meaning there's lots to fix with your deck! It's more the case that I think as I write, and seeing as you're asking me about a deck type I've never thought about before, I've got lots more to think through than I've had for either of your friends! :) and with that...

Gishath Strong!

There's a few options here - you could buff Gishath specifically, put out some anthems to make all your dinosaurs stronger, or make his attacks do more damage. Personally, since he's already got Trample I'd go in a double-strike direction, and add cards like Duelist's Heritage, Blood Mist or Berserkers' Onslaught to go alongside your Goring Ceratops. Alternatively, since you've already got Odric, Lunarch Marshal you could just go 'keyword soup' and chuck in cards like Momentum Rumbler and Ridgetop Raptor, but that's quite clunky and doesn't really fit the theme. (Oh, Silverblade Paladin is another decent way of giving double-strike, but again, it doesn't really fit your theme.)

If we're looking at giving Gishath double strike, then it might be worth thinking of ways to buff his power by 4. 11 power is the sweet spot for a One-Hit KO by a double strike commander. For example, if you've already got Citadel Siege and Sight of the Scalelords then you could cast Gishath and kill someone on the same turn. Alternatively, Xenagos, God of Revels does this 'better', but is a little more expensive. (Theoretically this is already possible with how your deck is set up with Bellowing Aegisaur and some of your 'deal 1 damage' creatures, but it's convoluted!)

You'll note that I didn't mention Overwhelming Stampede above. In my mind this is more of a 'win-more' card - great if you've already got a board established and untap with Gishath already out - but if you're in that position then chances are you're already won :) it's worth thinking how you're going to catch up if others are ahead, but I'll leave you to think about that.

The other way to get the damage through (and a way of getting super-synergy value if you have a way of giving your creatures haste) is to have ways of giving extra combat steps. Can't kill someone with combat damage in one swing? That's fine, just swing twice! I'd say the best combat-'doubler' with haste is Breath of Fury since you can move the enchantment onto some of the new dinosaurs that you're hitting, and the best without haste would be Aggravated Assault. Alternatively, if you have creatures with vigilance (e.g. Gishath), then you could go funky and use something like Godo, Bandit Warlord as your combat doubler :)

Gishath Quick!

Unblockable Gishath is good. I like the Rogue's Passage in the deck - I'd also be tempted to chuck a Key to the City in there as well :) some other great cards to consider are Glaring Spotlight which can make your whole board unblockable for 3 mana and Whispersilk Cloak, especially since it gives the bonus of 'thick skin' shroud protection. (It would mean that you couldn't target him with your own abilities and spells, so that might be something to think about.) Other things to consider are ways of giving Gishath evasion - Sky Terror works well with the keyword soup route, though it's a jump through a hoop which the Majestic Heliopterus you already have in the deck doesn't require. Another alternative I'd suggest is Skyshaper - I quite like this as a one-time way to give your board flying, not to mention that it's free to sacrifice and can therefore be used the turn Gishath is played!

One question to ask is 'how many sources of unblockable or other evasion do I need in my deck'. Let's say that you're preparing to play Gishath on T8 and want to have your unblockable ready to go by T7. Assuming that you've not drawn any extra cards, then during T7 you'll have seen 15/99 of the cards in your deck - more if you have any card draw. At that rate you only need 7 sources of something for it to be fairly likely to have on in hand by then. If you're optimising this then you might put more in, if you're not hugely bothered then you might have less. Personally I think Rogue's Passage, Key to the City, Glaring Spotlight and Whispersilk Cloak are enough ways to reliably get Gishath unblockable on T8-9 without needing flying/etc, but that depends on how much you want to rely on Gishath. Remember that the more non-dinosaurs you put in the deck, the less likely you are to not hit useful things with Gishath's triggers!

Gishath is king over aaaall land!

Speaking of 'how many sources to have in a deck', let's talk about your lands and ramp. The best way to be 'quicker' than your opponents is to make sure that you've got enough lands down and have ramped to your key point before they have. The standard method for number of lands in an EDH deck is to start ~40 lands and cut 1 land for every 3 other sources of mana. You have ~10 pieces of accelleration, so I'd estimate ~37 lands, especially since you're trying to get up to 8 mana to cast your commander. 34 lands is definitely too low when your average CMC is ~4!

Further, 15 of your lands enter tapped. I said this to one of your friends, but as much as you want to ensure having the right coloured mana available at the right time you should be careful of adding too many tap-lands. Think of it this way - if all of your lands were tap-lands, then every turn you'd have one less mana than everyone else and would be 1 turn behind with every spell. The stats show that thep layer who goes first is most likely to win since they get to certain amounts of mana before the others - playing all tap-lands is like willingly cutting off a foot. 15/34 lands isn't quite the same, but it's like cutting off a couple of toes; how would you feel finally drawing a land on T10 when you've been waiting to play Gishath, only for that to be a tap-land and for someone else to win on T11 before you get a chance to untap? Yeah - don't run too many tap-lands :P

One of the great things Gishath has going for him is that his identity includes green, meaning that you have access to the best land ramp spells in the game! Well done for putting some ramp in the deck. I'd be tempted to swap out one of them for Skyshroud Claim (since it can fetch your Shock lands), and I'd also be 'tempted' to add Tempt with Discovery (always fun in multiplayer games). Also, the Ikoria Migration Path is a direct upgrade to some of the ramp spells. Either way, I'd really add some more basic lands into the deck; you barely have enough of them to ramp with, let alone play, and you could easily get blown out by an overloaded Winds of Abandon and not have any lands to actually fetch.

As for land choices themselves - as above, fewer tap-lands and more basics. You'd be surprised In most decks I'm not a huge fan of Temple of the False God, but in your deck I can see it working. I don't really like Rupture Spire either, would much prefer Path of Ancestry. You could quite easily add Spinerock Knoll in for the free hideaway spell. Oh, and Krosan Verge is a pretty good card for multicoloured decks that include white and green - it allows you to fetch the shocklands/bicycle lands to have all of your colours in one go :)

Gishath Thick-Skinned!

If we're going to make Gishath big, then we need to make sure that he doesn't just get removed straightaway. Cards like Swiftfoot Boots and Lightning Greaves are really useful here - as well as Whispersilk Cloak above - but my top pick for this category is Favor of the Mighty. It's a fairly innocuous enchantment, but it's very unlikely that anyone else will have a CMC 8+ creature when you're casting gishath, and 'protection from all colours' is a really strong ability. Another great way of protecting Gishath the turn he comes in is by casting Shielded by Faith on another creature the turn before, then moving this onto Gishath. (It doesn't protect you from targeted exile, but it would stop Gishath dieing to destructive/damaging board wipes.) A card that's a little slower but could be interesting is Shield of the Oversoul - gives indestructible, but also gives flying - which is a keyword that Gishath doesn't have naturally.

It's a little pricey (~$10?), but I highly value Asceticism as a way of protecting creatures. Not only does it stop your opponents from targeting them, it also gives you a way of getting them back if your enemies destory them with spells or in combat. Other instant options to give Gishath hexproof include Blossoming Defense and Woodcutter's Grit (which both have the benefit of buffing Gishath at the same time), or the pricier Heroic Intervention which gives hexproof and indestructible at the same time.

Gishath have many Friends!

Since Gishath basically gives you free dinosaurs, you definitely want to be putting in the biggest and best dinosaurs you can to swing for the win the turn after. However, if you're sat there with a giant board then it's quite likely that some sort of Star of Extinction will wipe out your dinosaurs before your next turn. Choosing the right dinos for your super-squad who are going to stick around is key.

Some thoughts on dinosaurs you could add:

  • Apex Altisaur - repetive great creature removal. Would highly recommend!
  • Quartzwood Crasher - new from Ikoria, this guy is really good in any decks that do lots of trampling. Add it!
  • Titanoth Rex - big tramply dinosaur, can cycle to give trample to something else
  • Rampaging Brontodon - gets big if you get to swing with it
  • Verdant Sun's Avatar - a great way of stacking a huge amount of life. Great to have if you decide to cut all of your small stuff and just go late-game instead.
  • Regal Behemoth - errata'd in 2018 to be a dinosaur instead of a lizard. A very good way of setting up the turn before casting Gishath to have extra mana left over.
  • Sun-Crowned Hunters - it's not got quite the value I'd like, but if you're going heavy into the 'damage to my own creatures' theme then this might be a good card to add
  • Snapping Sailback - as above, if you're leaning heavy into the 'damage my own creatures' theme then this could be decent to add
  • Ranging Raptors - as above, great in the 'damage my own creatures' deck
  • Atla Palani, Nest Tender - alternatively, if you decide to go heavy in the 'big dinos' direction, then Atla from C19 could be fun to have in the 99 as another way of getting big dinos out

Some thoughts on dinosaurs you could remove:

  • Cacophodon - what's it doing in the deck, other than occasionally untapping a land?
  • Draconic Disciple - I think a mana rock or ramp would be better here, the other ability is expensive enough that you have many other options to use first
  • Imperial Ceratops - depending on how agressive your playgroup is, you might find that the life gain from this doesn't really help your gameplan
  • Kinjalli's Sunwing - a great card if you're going aggro-heavy, but EDH games tend to go long and one round of creatures being tapped won't change much. How would you feel if this was the only dinosaur you find in one of Gishath's attack triggers?
  • Kinjalli's Caller - unless you're regularly playing multiple dinosaurs per turn, this is effectively a mana-rock on a creature which is easily killed (including by some of your own creatures). It also means you have to have extra white lands in your deck to try and get it out. I'd just cut this and put some land ramp or a mana rock in instead.
  • Zetalpa, Primal Dawn - if it wasn't for the keyword-soup then I'd remove Zetalpa. Most of the other elder dinosaurs are just better, but if you can reliably get Odric out then Zetalpa could work in this deck.
  • Ulvenwald Tracker - whilst I like the ability to fight your dinos against others, the fact it's a 1/1 means it dies too easily to everything (including your own stuff!). I'd much prefer something like Domri, Anarch of Bolas instead, especially since it also 'pumps' your creatures and can act as a mana rock. (Okay, it can't fight multiple creatures in a turn, but it's rare that you'll be needing to do lots of fighting at once.)

Other thoughts

As I looked through your deck I noticed lots of 'do damage when enters the battlefield' synergy and combos. I really like the look of it, and it almost feels like that's your main win-con with giant dinosaurs led by Gishath as your backup. Either way, it's a fun theme and game plan, and I'd be interested in how it turns out. A few things to think about:

  • Marauding Raptor and Polyraptor is infinite in a bad way. Since it's not a 'may', triggering this goes uncontrollably infinite unless someone has a way of breaking the chain, and according to MtG rules uncontrollable infinites results in a draw - which is a bit of a naff way to end the game if you've all been playing for an hour!
  • You don't have much white in your early game. I'd be tempted to take out some of your white lands and most of your white 1-3 CMC cards - if you can cut your early game down to 2 colours and mostly fetch to get your white, then you can also remove your need for so many tap lands. This will make your games much more consistent and faster.
  • On a related note, pay attention to the colour wheels in the corner. You currently have ~equal sources of white/red/green, even though over half of the coloured mana requirements in your deck are for green. At the moment you could quite easily end up with green spells in hand but not enough green mana to play them. Further, because green is the colour of fixing, you want more green mana so you can more easily guarantee fetching the other lands that you need when you need them later. Balance your lands for (A) when you need specific colours and (B) how much you need in total to cast the spells that are important to you (e.g. Gishath).

Lastly, some cards to consider adding:

  • Furious Rise - it's an extra Colossal Majesty, and extra card draw is always good
  • Helm of the Host - why have one Gishath when you could have two?!? You'd want to make sure to play and equip this when Gishath is already on the board otherwise it would be too big a threat for people to leave on the table. (Also, this combos as an insta-win with Godo, Bandit Warlord - though I don't know if that's a negative or a positive for you!)
  • The Great Henge - this is especially good with Gishath since all the dinos Gishath puts into play trigger the 'add a +1/+1 and draw a card', meaning that Gishath ends up drawing you a couple of cards as well as cheating out some dinos. Extra gas is always good!
  • Finale of Devastation - slightly pricey, but this could be a decent upgrade to Overwhelming Stampede down the line, allowing you to both fetch a creature and pump your board at the same time.

And some cards to perhaps remove:

  • Herald's Horn - you've only got 29/100 cards which are dinosaurs. Okay, this gets your commander out one turn earlier, but so does every mana rock. Okay, this card gives you ~0.3 extra card draw each turn, but in the turns between getting this out (~T3) and when you think the game might end (~T10) this would only 'draw' you ~2.1 extra cards. I'd take a simple mana-rock over this since it gives you the flexibility to cast any of your 30 non-creature spells, which Herald's Horn wouldn't help you with at all.
  • Lurking Predators is fun, but as with Herald's Horn - you won't hit things often, so this is mostly a 6-mana 'do nothing' or 6-mana 'get a ~4CMC creature'. The biggest benefit is that it deters people from swinging at you - especially with multiple creatures - but it doesn't feel like it helps your strategy in the same way.
  • Gaea's Blessing - what does this do for you?
  • Primal Rage - I don't think you need this in the deck. Enough of your creatures already have trample, and the rest will anyway if you had Odric out.

Final thought - this would be the ultimate flex, but if you somehow find some way to get Colossification onto Gishath during the combat step... Currently the only methods I can think of are (1) playing it on another creature then using Flicker of Fate during combat to move it to Gishath, (2) sacrificing Academy Rector during combat, (3) having it on another creature that you kill then casting Second Sunrise during combat... That's about all of the ways I can think of, let me know if you think of any more! (I guess an easier way would be to just cast it in main phase 1 and find a way to untap him. Hey ho!)

I should have gone to bed a few hours ago, but I thought I'd finish writing this before I went to bed... Little did I know how deep the rabbit hole went!

Stay safe! ^_^

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