
Wheel of Sun and Moon
Enchantment — Aura$2.98
Enchant player If a card would be put into enchanted player's graveyard from anywhere, instead that card is revealed and put on the bottom of that player's library.
Legal in Commander
Is
Combos 23
Wheel of Sun and Moon + Jace, Architect of Thought + Doubling Season
- Cast any number of spells from opponents' libraries
Commander Spellbook ↗How it works
Before you start
Wheel of Sun and Moon attached to you.
Steps
Cast Jace, Architect of Thought for {2}{U}{U} which enters with 8 loyalty counters due to Doubling Season. Activate Jace's -8, putting it on the bottom of your library. Search you library for Jace and exile it, and exile a nonland card of your choice. Cast Jace along with any of the nonland cards you wish to cast. Repeat from step 2.
Wheel of Sun and Moon + Rootpath Purifier + Fabled Passage
- Infinite landfall triggers
Commander Spellbook ↗How it works
Before you start
Wheel of Sun and Moon attached to you. You control at least four lands.
Steps
Activate Fabled Passage by tapping and sacrificing it. Fabled Passage is put on the bottom of your library instead of in your graveyard due to Wheel of Sun and Moon. Resolve the Fabled Passage ability, searching your library for Fabled Passage and putting it onto the battlefield. Repeat.
Wheel of Sun and Moon + Helm of Obedience
- Draw the game
Commander Spellbook ↗How it works
Before you start
Wheel of Sun and Moon attached to any opponent.
Steps
Activate Helm of Obedience by paying {1} and tapping, causing target player enchanted with Wheel of Sun and Moon to mill a card until a creature card is put into their graveyard this way. Any cards put into the graveyard by Helm of Obedience is put onto the bottom of that player's library.
Wheel of Sun and Moon + Captain Sisay + Mindslaver
- You control one opponent on their turn each turn cycle
Commander Spellbook ↗How it works
Before you start
Wheel of Sun and Moon attached to you.
Steps
Activate Mindslaver by paying {4}, tapping and sacrificing it. Mindslaver is put onto the bottom of your library instead of into your graveyard due to Wheel of Sun and Moon. Resolve the Mindslaver ability, causing you to gain control of target opponent during their next turn. During your next turn, activate Captain Sisay by tapping it, searching your library for Mindslaver and putting it into your hand. Cast Mindslaver by paying {6}. Repeat.
Wheel of Sun and Moon + Sunforger + Tenacity
- Infinitely large creatures you control until end of turn
- Infinite mana creatures you control can produce
Commander Spellbook ↗How it works
Before you start
Wheel of Sun and Moon attached to you. Sunforger attached to any creature you control. Creatures you control can tap to produce at least {4}{R}{W}.
Steps
Activate all mana-producing creatures you control by tapping them, adding at least {4}{R}{W}. Activate Sunforger by paying {R}{W} and unattaching it, searching your library for Tenacity and casting it without paying its mana cost. Resolve Tenacity, giving creatures you control +1/+1 and lifelink until end of turn, untapping all creatures you control and putting it on the bottom of your library due to Wheel of Sun and Moon. Activate Sunforger's equip ability by paying {3}, attaching it to a creature you control. Repeat.
Wheel of Sun and Moon + Sunforger + To Arms!
- Infinite card draw
- Near-infinite mana creatures you control can produce
- Near-infinite untap of creatures you control
Commander Spellbook ↗How it works
Before you start
Wheel of Sun and Moon attached to you. Sunforger attached to any creature you control. Creatures you control can tap to produce at least {4}{R}{W}.
Steps
Activate all mana-producing creatures you control by tapping them, adding at least {4}{R}{W}. Activate Sunforger by paying {R}{W} and unattaching it, searching your library for To Arms! and casting it without paying its mana cost. Resolve To Arms!, untapping all creatures you control, drawing a card and putting it on the bottom of your library due to Wheel of Sun and Moon. Activate Sunforger's equip ability by paying {3}, attaching it to a creature you control. Repeat.
Wheel of Sun and Moon + Leveler + Time Warp
- Infinite turns
Commander Spellbook ↗How it works
Steps
Cast Leveler by paying {5}. When Leveler enters the battlefield, it triggers, exiling your library. Cast Time Warp by paying {3}{U}{U}, causing you to take an extra turn after this one, and put Time Warp on the bottom of your library due to Wheel of Sun and Moon. Move to your next turn, drawing Time Warp from your library. Repeat from step 3.
Wheel of Sun and Moon + Leveler + Temporal Manipulation
- Infinite turns
Commander Spellbook ↗How it works
Steps
Cast Leveler by paying {5}. When Leveler enters the battlefield, it triggers, exiling your library. Cast Temporal Manipulation by paying {3}{U}{U}, causing you to take an extra turn after this one, and put Temporal Manipulation on the bottom of your library due to Wheel of Sun and Moon. Move to your next turn, drawing Temporal Manipulation from your library. Repeat from step 3.
Wheel of Sun and Moon + Grist, the Hunger Tide + Doomsday
- Draw the game
Commander Spellbook ↗How it works
Before you start
You have at least five Insects in library and/or graveyard.
Steps
Cast Doomsday by paying {B}{B}{B}, choosing any five Insects in your graveyard and/or library, exiling the rest of your library and graveyard, then putting the Insects into your library in any order. Cast Wheel of Sun and Moon by paying {G/W}{G/W}, attaching it to yourself. Activate Grist's first loyalty ability by putting a loyalty counter on it, causing you to create a 1/1 Insect creature token, put a loyalty counter on Grist and mill a card. The card is instead revealed and put on the bottom of your library due to Wheel of Sun and Moon. Repeat the process, causing you to create a 1/1 Insect creature token, put a loyalty counter on Grist and mill a card. Because this process will repeat infinitely, the game ends in a draw.
Wheel of Sun and Moon + Leveler + Walk the Aeons
- Infinite turns
Commander Spellbook ↗How it works
Steps
Cast Leveler by paying {5}. When Leveler enters the battlefield, it triggers, exiling your library. Cast Walk the Aeons by paying {4}{U}{U}, causing you to take an extra turn after this one, and put Walk the Aeons on the bottom of your library due to Wheel of Sun and Moon. Move to your next turn, drawing Walk the Aeons from your library. Repeat from step 3.
Combo data from Commander Spellbook. Only combos of 2 or 3 named cards are listed.
Best commanders
Commanders whose abilities work with this card and share its colors, from what the cards do.
- Calix, Guided by FateWheel of Sun and Moon is an Aura, which Calix, Guided by Fate can use because it suits up one creature.
- Ellivere of the Wild CourtWheel of Sun and Moon is an Aura, which Ellivere of the Wild Court can use because it suits up one creature.
- Dogmeat, Ever LoyalWheel of Sun and Moon is an Aura, which Dogmeat, Ever Loyal can use because it suits up one creature.
- Syr Armont, the RedeemerWheel of Sun and Moon is an Aura, which Syr Armont, the Redeemer can use because it suits up one creature.
- Uril, the MiststalkerWheel of Sun and Moon is an Aura, which Uril, the Miststalker can use because it suits up one creature.
- Estrid, the MaskedWheel of Sun and Moon is an Aura, which Estrid, the Masked can use.
- Nazahn, Revered BladesmithWheel of Sun and Moon is an Aura, which Nazahn, Revered Bladesmith can use because it suits up one creature.
- Danitha, New Benalia's LightWheel of Sun and Moon is an Aura, which Danitha, New Benalia's Light can use.
- Siona, Captain of the PyleasWheel of Sun and Moon is an Aura, which Siona, Captain of the Pyleas can use.
- Galea, Kindler of HopeWheel of Sun and Moon is an Aura, which Galea, Kindler of Hope can use.