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Author Topic: Sundial of the Infinite  (Read 5905 times)
jtwilkins
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« on: June 30, 2011, 10:12:25 am »

Sundial of the Infinite 2
Artifact (rare)
1, T: End the turn. Activate this ability only during your turn. (Exile all spells or abilities on the stack. Discard down to your maximum hand size. Damage wears off, and "this turn" and "until the end of turn" effects end.)


If it's true that wizard does not test new cards against old formats this card may cause some crazy stuff to happen.
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DubDub
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« Reply #1 on: June 30, 2011, 10:46:17 am »

I'm having a hard time thinking of a way to abuse this that isn't better served by using Torpor Orb or Stifle instead.

I guess this + undercosted beaters like Ball Lightning that sac themselves works, but Torpor Orb and Dreadnought/Hunted Horror etc is just better.

I think we'd need to see positive triggers when something is exiled from the stack (along with a new Dissipate?), and even then I'm not sure if those triggers would happen if the turn has ended.

Using this to fight instant speed tricks from your opponent seems like cutting off your nose to spite your face, as the instant/flash-permanent can just be played in response to anything you do on your turn for value.

If Smokestack were big in the meta this could potentially break parity, but currently if you use this to dodge upkeep triggers from Stax you're just going to get hit in the face again by Golems and Hellkites.  Not to mention that if there were a Smokestack set too high and both players were using this to end their own turns the game would just be stupid.
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MaximumCDawg
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« Reply #2 on: June 30, 2011, 12:09:24 pm »

If you have this in play, you can essentially pay for stasis with colorless mana.  So... I guess we have: Statis+Rasputin Dreamweaver+Sundail = Perma-stasis?

It interacts well with stuff orb and stifle do, yes, but it can handle multiple triggered effects per turn for one card.  That's not too shabby, but youd want it in a deck that goes nuts if it stifles its own abilities repeatedly.

So, for example, you could run an Unearth deck that deploys cheap fatties and ends the turn before they all exile themselves.  Makes Dredgescape Zombie, Shambling Remains, and Sedraxis Specter really good, actually.  Also works great with False Memories for this purpose.  Ideas Unbound gets really good either to fill the yard OR interacting with the Sundail.  Rainbow Vale doesn't change sides.  

So, maybe something wacky like this as a non-baazar dredge option, or legacy?

      
Sundail Dredge (non-bazaar)

Enablers (8)
------------------
4 Stifle
4 Sundail of the Infinite

Draw / Filter (8)
------------------
4 False Memories
4 Ideas Unbound
2 Intuition

Recursion (5)   
------------------
3 Dread Return
4 Cabal Therapy

Beataz (16)
-------------------
4 Bloodghast
4 Sedraxis Specter
4 Viscera Dragger
3 Phyrexian Dreadnought
1 Inkwell Levithan

Mana (23)
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The Atog Lord
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« Reply #3 on: June 30, 2011, 12:42:19 pm »

You can use this with all of those RR Time Walks to take a whole bunch of turns. If you put Final Fortune on Isochron Scepter with this, you take infinite turns.
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AmbivalentDuck
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« Reply #4 on: June 30, 2011, 12:45:23 pm »

Seems pretty nuts in EDH with Scion of the Ur-Dragon.

On a Vintage note, doesn't it turn every Final Fortune variant into a Time Walk?  My first thought was Angel's Grace, but the wording prevents that from being a 2-card "can't lose" combo.  Similar annoyances for Orim's Chant, Abeyance, et al.

Got scooped by Rich, doh.
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Troy_Costisick
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« Reply #5 on: June 30, 2011, 01:00:18 pm »


I guess this + undercosted beaters like Ball Lightning that sac themselves works,

They'd just die at the end of your opponent's next end step.  Sad
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DubDub
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« Reply #6 on: June 30, 2011, 01:19:14 pm »


I guess this + undercosted beaters like Ball Lightning that sac themselves works,

They'd just die at the end of your opponent's next end step.  Sad

Dang, if only there were a repeatable way to end your opponent's turn for  {1} {Tap}.

/broken
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Chess really changed when they decided to stop making Queens and Bishops.  I'm just glad I got my copies before the prices went crazy.
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« Reply #7 on: June 30, 2011, 01:42:47 pm »

Oh man, who's going to be the one to build a pact deck and break this shit?
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« Reply #8 on: June 30, 2011, 02:50:04 pm »

Or Smokestack Mud on 2 counter...
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« Reply #9 on: June 30, 2011, 02:55:27 pm »

Or Smokestack Mud on 2 counter...

That's pretty brutal actually. You could ramp up counters every turn and never sac anything.
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« Reply #10 on: June 30, 2011, 06:48:38 pm »

So theres Red Time Walk deck, which I think this card could make viable if you want to be mean and play all those Time Walks and win somewhere. Pact, which I think would be very good but I have no idea what else you back pact up with. Then the MUD interation that makes Smokestack seem very unfairer. I think the MUD way is the one to go with.

This makes Tanglewire waaaay better if you have smokestack out, since you ramp Stack and end the turn. Most of the time Tanglewire gets deramped and sac'd to smokestack, not this time.

This card also stops you from dieing to Mana Vault, Mana Crypt, Dark Confidant.

Would you really want to pass the turn repeatedly to let them sac their board? Not drawing seems to make this card a concern for the Shop deck since if they happen to get alot of Artifact Mana they play hurkl's or chain and then have a shot in the dark.
« Last Edit: June 30, 2011, 07:02:07 pm by Shax » Logged

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« Reply #11 on: June 30, 2011, 08:30:59 pm »

This card also stops you from dieing to Mana Vault, Mana Crypt, Dark Confidant.

Confidant and Crypt damage occur on the resolution of the ability. You wouldn't be able to find out you were dead and avoid it with Sundial.
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« Reply #12 on: June 30, 2011, 08:35:26 pm »

This stops everything cast eot for 1 mana.  That's a thorn in blue's side.
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« Reply #13 on: June 30, 2011, 09:20:00 pm »

This stops everything cast eot for 1 mana.  That's a thorn in blue's side.
my thoughts exactly.

I see this maybe paired alongside welder? or in a green heavy beats deck that lacks ways to deal with instant plays...idk.
seems good but that whole deal about it being on your turn limits it, IMHO.


I guess this + undercosted beaters like Ball Lightning that sac themselves works,

They'd just die at the end of your opponent's next end step.  Sad

Dang, if only there were a repeatable way to end your opponent's turn for  {1} {Tap}.

/broken

the sundial only ends your turn not your opponents.
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« Reply #14 on: July 01, 2011, 07:38:23 am »

When you have Smoke and/or Tangle out doesn't Time Vault act in a similar way?  Skip turn, opponent has to sack to Smokestack then taps for Tangle.  If you tap your Time Vault on their turn I believe you still have the option to untap it by skipping your next turn again.  If that's the case, it's cheaper than Sundial and can win you the game with Voltaic Key.......and no one plays with it.

Also note that Sundial doesn't have split second;  they can cast an instant, wait for you to activate Sundial, then respond with another instant.  Yeah, thats clunky but still might work.  An enemy activating Top eot might be bait....or it might not.

Spheres, Thorns are Golems are already a pain in blue's side.  If this wasn't the case we would be playing with Defense Grid.

I'm not totally dismissing this card, I'm sure it can find a home somewhere.  Just be cautious of 2 card combos where at least one of the cards is weak on it's own.
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