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Caged Sun

Caged Sun

Artifact$3.88

As this artifact enters, choose a color. Creatures you control of the chosen color get +1/+1. Whenever a land's ability causes you to add one or more mana of the chosen color, add an additional one mana of that color.

colorlessLegal in Commander

Is

Does

Combos 16

  • Caged Sun + Palinchron

    • Infinite mana lands you control can produce

    Mana needed: 877 decks on Commander Spellbook

    How it works

    Before you start

    "Blue" chosen with Caged Sun. You control at least six lands that can produce {U}.

    Steps

    Cast Palinchron for {5}{U}{U}. Palinchron enters the battlefield, untapping at least six lands you control that can produce {U}. Activate six lands you control by tapping them, adding twelve {U}. Activate Palinchron by paying {2}{U}{U}, returning Palinchron to your hand. Repeat.

    Commander Spellbook ↗
  • Caged Sun + Toph, the First Metalbender

    • Draw the game

    760 decks on Commander Spellbook

    How it works

    Before you start

    You control a mana-producing land who can produce mana of the color named by Caged Sun.

    Steps

    Activate a land by tapping it, adding at least one mana of the color named by Caged Sun. Caged Sun triggers, adding one mana of that color. Caged Sun triggers again, as it is a land due to Toph, adding one mana of that color. Step 3 repeats in a mandatory infinite loop, causing the game to end in a draw.

    Commander Spellbook ↗
  • Caged Sun + Ashaya, Soul of the Wild + Magus of the Candelabra

    • Infinite mana lands you control can produce
    • Infinite green mana

    210 decks on Commander Spellbook

    How it works

    Before you start

    You control two mana-producing lands other than Magus of the Candelabra that can tap to produce mana of the color named by Caged Sun.

    Steps

    Activate two lands by tapping them, adding at least {2}. Caged Sun triggers twice, adding {2}. Activate Magus of the Candelabra by paying {3} and tapping it, untapping the two lands and Magus of the Candelabra. Repeat.

    Commander Spellbook ↗
  • Caged Sun + Ashaya, Soul of the Wild + Karn, the Great Creator

    • Draw the game

    60 decks on Commander Spellbook

    How it works

    Before you start

    "Green" chosen with Caged Sun. Caged Sun does not have summoning sickness.

    Steps

    Activate Karn's first loyalty ability by putting a loyalty counter on it, causing Caged Sun to become an artifact creature until end of turn. Activate Caged Sun by tapping it, adding {G}. Caged Sun triggers, adding {G}. Repeat step 3. As Caged Sun's triggered ability is a mana ability, this combo creates a mandatory infinite loop that cannot be interacted with, thus ending the game in a draw.

    Commander Spellbook ↗
  • Caged Sun + Ashaya, Soul of the Wild + Pili-Pala

    • Infinite colored mana

    18 decks on Commander Spellbook

    How it works

    Before you start

    Pili-Pala does not have summoning sickness.

    Steps

    Activate Pili-Pala by tapping it, adding {G}{G}. Activate Pili-Pala by paying {2} and untapping it, adding one mana of any color. Repeat.

    Commander Spellbook ↗
  • Caged Sun + Ashaya, Soul of the Wild + March of the Machines

    • Draw the game

    13 decks on Commander Spellbook

    How it works

    Before you start

    "Green" chosen with Caged Sun. Caged Sun does not have summoning sickness.

    Steps

    Activate Caged Sun by tapping it, adding {G}. Caged Sun triggers, adding {G}. Repeat step 2. As Caged Sun's triggered ability is a mana ability, this combo creates a mandatory infinite loop that cannot be interacted with, thus ending the game in a draw.

    Commander Spellbook ↗
  • Caged Sun + Ashaya, Soul of the Wild + Orochi Leafcaller

    • Infinite colored mana

    Mana needed: 11 decks on Commander Spellbook

    How it works

    Before you start

    "Green" chosen with Caged Sun.

    Steps

    Pay {G} to Orochi Leafcaller to add {G}. Caged Sun triggers, adding {G}. Repeat.

    Commander Spellbook ↗
  • Caged Sun + Earthcraft + Ant Queen

    • Infinite tapped creature tokens

    Mana needed: 10 decks on Commander Spellbook

    How it works

    Before you start

    You control a basic Forest.

    Steps

    Activate Ant Queen by paying {1}{G}, creating a creature token Activate Earthcraft by tapping the creature token, untapping a basic Forest. Activate the Forest by tapping it, adding {G} Caged Sun triggers, adding {G} Repeat

    Commander Spellbook ↗
  • Caged Sun + Ashaya, Soul of the Wild + Toymaker

    • Draw the game

    Mana needed: 8 decks on Commander Spellbook

    How it works

    Before you start

    "Green" chosen with Caged Sun. Caged Sun and Toymaker do not have summoning sickness. You have at least one card in hand.

    Steps

    Activate Toymaker by paying {1}, tapping it and discarding a card, causing Caged Sun to become an artifact creature until end of turn. Activate Caged Sun by tapping it, adding {G}. Caged Sun triggers, adding {G}. Repeat step 3. As Caged Sun's triggered ability is a mana ability, this combo creates a mandatory infinite loop that cannot be interacted with, thus ending the game in a draw.

    Commander Spellbook ↗
  • Caged Sun + Ashaya, Soul of the Wild + Rise and Shine

    • Draw the game

    Mana needed: 7 decks on Commander Spellbook

    How it works

    Before you start

    "Green" chosen with Caged Sun. Caged Sun does not have summoning sickness.

    Steps

    Cast Rise and Shine by paying {1}{U}, causing Caged Sun to become an artifact creature until end of turn. Activate Caged Sun by tapping it, adding {G}. Caged Sun triggers, adding {G}. Repeat step 3. NOTE: As Caged Sun's triggered ability is a mana ability, this combo creates a mandatory infinite loop that cannot be interacted with, thus ending the game in a draw.

    Commander Spellbook ↗

Combo data from Commander Spellbook. Only combos of 2 or 3 named cards are listed.

View Caged Sun on Scryfall