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@Mode: Use blue/red dual lands to splash blue for Treasure Mage and Fabricate, and then run Seething Song and Geosurge to get Platinum Angel out early. Combined with burn spells, 12 "Time Walks" and the occasional counterspell, the angel should be capable of acting as a win condition on her own. If not, you can always run a Darksteel Colossus or two on the side, since you're running Geosurges and Seething Songs anyway.
Posted By: GrimjawxRULES (12/10/2011 4:23:26 PM)
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0.51.01.52.02.53.03.54.04.55.0

 


As others have mentioned, sundial of the infinite makes this baby unbeatable... unless your opponent has artifact destruction. Then your game ends rather humiliatingly. It's happened.

Oh, and to Mr.Rubiks.no, this doesn't target anyone, it just gives you the turn.
Posted By: Enelysios (4/12/2012 11:27:46 PM)
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0.51.01.52.02.53.03.54.04.55.0

 


*Ahem* sundial of the infinite TROLOLOLOLHUEHUEHUE
Posted By: andoroth (5/13/2012 10:20:40 AM)
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0.51.01.52.02.53.03.54.04.55.0

 


Infinite turns by turn 4 (T2 if you're running black). Isochron Scepter T2 (Exile Final Fortune), Sundial of the Infinite T3, T4 Start the fireworks. Then lose the game because you've just created an infinite loop :)
Posted By: funnynuts (10/11/2012 4:23:41 PM)
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I don't know why anyone wouldn't think taking extra turns makes sense in red. They are equally reasonable, and personally I feel it makes even more sense in red than it does in blue.

Sure, Blue likes to manipulate space and time, but Red can go fast enough to break the time barrier, let alone the sound barrier.

When your existence is all about speed, you probably aren't gonna be patient enough to want to wait for your opponent to take another turn before you kill 'em, right?
Posted By: Blackworm_Bloodworm (10/19/2012 6:19:24 AM)
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0.51.01.52.02.53.03.54.04.55.0

 


I love the hilariously terrible art. It's so Wild Wild Western Paladin.
Posted By: Kryptnyt (1/6/2013 5:50:05 PM)
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"Take an extra turn after this one. At the beginning of that turn's end step, you lose the game."

If you use Sundial of the Infinite to end the turn before the end step, will you still lose the game?
Posted By: Arachnos (1/12/2013 8:03:48 PM)
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Fantastic target for discarding so you can activate an ability or pay a casting cost a la Wild Guess. I would love to have this sitting in a graveyard until I'm ready to finally drop my Past in Flames.
Posted By: RavenousRecoil (1/30/2013 6:29:33 PM)
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0.51.01.52.02.53.03.54.04.55.0

 


@Arachnos: Using Sundial of the Infinite means you will not lose the game with this (thanks to the oddly specific Oracle wording, which isn't how most cards that work this way or worded.)

It says "at the end step of that turn." Sundial of the Infinite skips the end step, which means that the end step of that turn never comes and you never lose the game.

(Note that the Sundial does not work with anything that just says "at the end of the turn", while stuff that just says "the next end step" or "the end step" is just delayed for a turn. But this specifies "the end step of that turn", which means the lose condition can only go off on the end step of that specific turn and will never trigger if that turn's end step is skipped.)
Posted By: Aquillion (4/18/2013 3:10:22 PM)
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DAWN OF THE FINAL DAY

---24 HOURS REMAIN---
Posted By: LordRandomness (4/28/2013 4:54:32 PM)
Rating: 
0.51.01.52.02.53.03.54.04.55.0

 




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