Sundial (Standard)

by knelled on 02 May 2012

Main Deck (59 cards)


Sorceries (7)


Instants (4)

Planeswalkers (3)


Artifacts (4)


Enchantments (4)


Sideboard (15 cards)

Sorceries (2)


Instants (4)

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Deck Description

A varient of my favorite deck type, UW control, with new cards from avacyn restored.

DECK PLAY
The win conditions are Traft and Sun Titan. Using Sundial of the Infinite to small combo with Traft in the beginning of the game by allowing the Angel Token's sacrifice ability to hit the stack at end of combat and then exiling it. Restoration Angel is in there for combat trick with Traft if there is no Sundial and to make extra use of Blade Splicer and Sun Titan CIP ability when opponent ends their turn. Sun Titan can also bring any permanent back from the grave aside from itself and Restoration Angel.

To move into end game, optimally the Sundial + Venser + Oblivion Ring combo could move if they haven't succumbed to Sundial + Traft or just Traft + X Sword.

Venser is really only in the deck for this play-ability with the sundial and to get an unlockable effect in with Sun Titan/Traft of anything holding a sword. Along with Sudden Disappearance as a final field clear with Sundial; drop Sun Titan after and swing.


SIDE BOARD
In my meta there is a lot of Delver and Spirit Token, so I side Ratchet Bomb for it's ability to field clear out both and have re-usability with Sun Titan and side out the soft block of Sundial. With that I usually side out Venser if they are moving too fast and put in Gut Shot/Surgical Extraction pending of what their creature base looks like. If I'm opting to move faster I'd want to take out Restoration Angel and roll a sword. Moving swords with Sundial + Traft's Angel tokens can be fun.

Deck Tags

  • Combo

Deck at a Glance

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Mana Curve

Mana Symbol Occurrence

3115000

Card Legality

  • Not Legal in Standard
  • Not Legal in Modern
  • Not Legal in Vintage
  • Not Legal in Legacy

Deck discussion for Sundial (Standard)

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