How Good is the Immortal Sun?
General forum
Posted on March 6, 2024, 9:55 p.m. by DemonDragonJ
I have copies of The Immortal Sun in the majority of my EDH decks, because it is such an all-around useful card, but other users here have commented that it is not as useful as it may initially seem to be, so I would like to ask everyone else here about it.
How good is The Immortal Sun? Should I have it in the majority of my EDH decks, or should I replace it with another card? What does everyone else say about this matter?
wallisface says... #3
I agree with everything Caerwyn has illustrated. All the effects of this card just feel super “meh”, which is not the kindof feeling you want to have from a card at any cost, let-alone a whopping .
I feel like even in the casual-world of commander, i’d be struggling to justify running this if it only cost . I’d only seriously consider this card at the 3-mana mark, and even then only if my deck cared about most of its effects (yes at 3-mana it would just be a better Phyrexian Arena, but that card is hardly an auto-include as-is).
March 6, 2024 11:46 p.m.
I've seen The Immortal Sun work well in a stax artifact Commander deck that could cheat this sort of thing out, but even then there were concessions made--in particular, there were no Tezzerets or Teferis in a deck that otherwise would have used them.
I'm going to generally agree with Caerwyn and wallisface. It's a decent card in theory, but six mana is a lot and it's tough to completely build around it. Good for filling out limited decks, not that useful anywhere else.
March 7, 2024 12:34 a.m.
DemonDragonJ says... #5
I see that everyone here is of the opinion that The Immortal Sun is a mediocre card at best, so I may need to re-evaluate my decision to include it in the majority of my decks, although I do believe that I should at least see how well it performs in actual games, before I finalize that decision.
March 7, 2024 8:27 p.m.
I wouldn't call it a truly bad card. The abilities are generally useful, and it's actually pretty fairly costed for what it does. It's just less than the sum of its parts. Mediocre is a good word.
March 7, 2024 8:40 p.m.
I guess I look at The Immortal Sun as a more beefy Solemn Simulacrum It will probably generate more mana value, more card value, more damage value, and has the incidental ability to hose planeswalkers. But, immortal sun is also way more of a bang and bust. When you cast it turn 4 with ramp, it's amazing. Just making your 2 mana rocks break even is so good. But when you draw it turn 8, it's a bummer.
Maybe it just comes down to whether you consider 6 mana for value worth it, which I kinda do, but I get that it might not be the most efficient.
Side note maybe too, but I have seen someone play it in the side deck of a 60 card tron deck and would side it in against decks that used a lot of planeswalkers, and it was really great to stacks them out and then build advantage all in one card.
March 8, 2024 9:14 p.m.
TypicalTimmy says... #9
Cards like this are designed for Draft. You open a pack and get excited by a mythic so you slot it in because it is colorless. You know your opponent may be running Planeswalkers thanks to the draft and standard meta at that time.
In Draft, you may end up getting to T6 and it may prove a useful tool, especially if you have "literally nothing else to play" at that time
Unfortunately it doesn't translate well beyond that fringe and small format. I say fringe and small because unless you are at pre release, you're likely never going to draft it again.
March 9, 2024 3:18 p.m.
DemonDragonJ says... #10
TypicalTimmy, thank you for that advice, so I definitely shall be re-evaluating my decision to put that card into the majority of my EDH decks.
Caerwyn says... #2
I gave my basic thoughts on your other thread, but I will expand upon them here.
Everything The Immortal Sun does is pretty mediocre.
The planeswalker stax ability? Nifty if your opponents are running enough planeswalkers that a general response is useful, but it is not overly great otherwise (and might be completely meaningless in some games.
The Phyrexian Arena effect? Not a great effect given how slow it is; even worse at six mana. After all, that means this will often drop later, which means fewer turns left in the game to take advantage of those extra draws.
The spell cost reduction? Again, not bad, but reducing by one untyped mana when you already have the ability to generate six mana is less impactful.
The Anthem effect? In the modern game, even a two-mana Anthem without an additional upside is not great; six mana is a big ask.
At six mana, I want something that is going to redefine the game and drastically advance my victory; I do not want a bunch of mediocre abilities with little synergy between them.
March 6, 2024 10:58 p.m.