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Question here, I can see from the comments that 'At the Beginning of the Next End Step,' works, which is wonderful, but what about cards that say at the end of the turn, like Galepowder Mage? Or Flickerwisp?
Posted By: Kamishini (5/11/2012 10:29:44 PM)
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I couldn't believe my eyes when seeing this card. It makes Flickerwisp, Otherworldly Journey, Vanish into Memory, Glimmerpoint Stag, Planar Guide, Reins of Power, Turn to Mist, Galepowder Mage, etc. all of a sudden completely over-powered.

Unbelievable!!! And even knowing that I'm overlooking millions of possible combos at the moment...
Posted By: Lord_Sauron (5/21/2012 3:16:26 PM)
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In addition to all of this other stuff, since you can activate abilities in your upkeep (before you draw), you can get out of drawing from a zero card deck. Set it up with some ability to damage your opponent each turn, and you just have to wait.
Posted By: Infraclear (6/30/2012 9:37:48 AM)
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I'm calling this one Sundial of the Infinite Combos.

EDIT: @ Kamishini: It works the same way. Check out the oracle text on both of those cards. It says "the next end step", so it not only works the same way, but it means the same thing.

@ Mohia: I thought so too, at first, but it actually doesn't work like that. Once the trigger of Mimic Vat goes on the stack to exile the token, you can activate Sundial of the Infinite's ability so the triggered ability gets exiled (because the turn ends) and actually won't trigger again after that.

Anyway, for people suggesting this with Venser, the Sojourner and Glimmerpoint Stag or Flickerwisp, just remember that it probably doesn't work the way you think it does. Once you've already exiled something permanently once, if you Flicker something until the next end step with Venser, the trigger for the enters-the-battlefield ability resolve... (see all)
Posted By: j_mindfingerpainter (7/4/2012 4:07:32 PM)
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It's called Sundial of the Infinite because it allows infinite combos.
Posted By: azure_drake222222 (2/2/2013 2:05:27 PM)
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Just bought a playset to use with Mana Vortex. (Soft-lock on turn 3, mostly if you went first. Would work well with Boomerang to ensure land advantage)

Other notable things:

Demonic Hordes (and other upkeep issues)
Evoke creatures
Kill spells/removal/etc..
Gravepacts (the guy sacs a bunch to make you sac in your turn, you just end it instead.)
Botched combats (like one-sided fogs your opponent used)
Parallax cards (remove the counters, exile the trigger on the stack.)
Etc... etc..etc..


Too many cool things you can do.
Posted By: blurrymadness (3/6/2013 9:41:50 AM)
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So many uses for this card. One that I'm not sure has been mentioned is using it as a one-card replacement for the Stasis/Chronoatog combo. With this and Frozen Aether/Kismet, you can set up a pretty good game-ending lock, and it has the advantage of letting you keep some lands untapped.
Posted By: JL2736 (3/17/2013 3:58:15 PM)
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With your side of the board empty, cast Reins of Power then swing with your traitor legion and activate the sundial.

- The Devil
Posted By: heavyterror (3/29/2013 5:48:05 PM)
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Most of the combos people are suggesting for this don't work.

1. "Until end of turn" effects still expire as usual.

2. "Until next end step" effects are only delayed until your opponent's end step. Yes, it's a one-time trigger, but it's guaranteed to go off eventually -- if you skip one end step, it'll wait until the next, and go off then. If you use this with eg. Sudden Disappearance, your opponent gets everything back at the end step of their turn (or the endstep of whoever goes after you, if you're playing with more than two players; or, in any case, the next endstep that actually happens.) Skipping one endstep only delays it by one turn. Likewise, an Ball Lightning won't die the turn you activate it, but it'll die as soon as the next end step happens, whenever that is (usually the end of the next turn.)

The oracle text only says that the end step doesn't happen the turn you activate it; but "next end step" effects will trigger, as ... (see all)
Posted By: Aquillion (4/18/2013 3:23:07 PM)
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Technically, can this not die to artifact removal, excluding Krosan Grip?

I mean, if they were to cast Disenchant, couldn't you just tap this to end your turn?

I understand that you have to use logical reasoning. You have to rationalize whether to end your turn and everything you were going to do later or sacrifice the sundial. Depending on when their spell was cast and how many spells you have that you are able to cast on your opponents turn, it may be an easy decision.

Regardless, I believe this is one of those sleeper limited spells. It's essentially a "save your creatures from death" and "counter target Titanic Growth/combat trick". Again, you do lose the rest of your turn, but again, use logical reasoning: Play your spells on your first main phase; Only use this when you're going to lose a necessary creature (brownie points for saving a creature with Vigilance like Serra Angel). Not only that, ... (see all)
Posted By: Ferlord (6/3/2013 5:40:46 AM)
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