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Magic: The Gathering Card Comments Archive

Sundial of the Infinite

Multiverse ID: 228118

Sundial of the Infinite

Comments (108)

OmegaSerris
★★★☆☆ (3.8/5.0) (4 votes)
FYI, this works as a counter spell if you didn't pick that up from the reminder text. Actually, it's more of Mindbreak Trap but mixed with Stifle. Only problem is it doesn't really help with combat tricks. You can use it as a fog but that's about it. And you KNOW your opponent will try to get you to use it on your upkeep or something.
KikiJikiTiki
★★★★☆ (4.2/5.0) (6 votes)
@Ataogatogatog

This will do what Time Stop does, i.e. it will exile the counterspell as well as your spell, and any other spells or abilities on the stack.

Yet another card that lets you play Phyrexian Dreadnought for cheap.

I think a more unique combo potential is with negative upkeep abilities that affect all players and a handful of instants or flashy cards. Stuff like Reality Twist, but less evil.
alucard311
★★★☆☆ (3.3/5.0) (3 votes)
Seems pretty tricky for a core set. Pacts, Phyrexian Dreadnaught, Eater of Days, Phage the Untouchable. My only wish is that this simply switched it to your opponent's turn instead of going though your end step. Then you could do some really broken things.
If only you could stack up 2 activations of it without clearing the stack, then you could use it to skip an opponent's turn.
Jesseman
★★★☆☆ (3.2/5.0) (3 votes)
The name fits it well, the possibilities are truly..."Infinite."
WateryMind
★★☆☆☆ (2.0/5.0) (3 votes)
I'm sure that many a Johnny will break this so very hard.
jsttu
★★★★☆ (4.5/5.0) (7 votes)
SO many possibilities for this card. Aside from the obvious of countering spells, you can evoke a creature like Mulldrifter or Shriekmaw and then exile the sacrifice clause, or use it to keep various things from being sacrificed at the beginning of the next end step, such as the token from Zektar Shrine expedition or those from Elemental mastery to amass a horde of elementals. Use it with Glimmerpoint stag to permanently exile something, as well as other cards with the same type of wording. If you want to be cruel you can use this with smokestack in order to add counters but skip the sacrifice effect. Brutal.
Deco_y
★★★★☆ (4.1/5.0) (10 votes)
Who likes to exile Mimic Vat's exile trigger and be left with a hasty creature for 3 mana that stays?

I know I do.
TheSwarm
★★★☆☆ (3.0/5.0) (2 votes)
I never realized the implications. I love this card.
PeabodyET
★☆☆☆☆ (1.0/5.0) (1 vote)
@TwoStars: Why would your opponent try to kill your obliterator on your turn if you have this on the field?

This card is good, I'll not take that away from it, but I hate it when people make a card better than it is by assuming God Hands and idiotic opponents. If you're playing in a special olympics tournament, you don't need this card to win.
Hancocky
☆☆☆☆☆ (0.5/5.0) (1 vote)
it fits absolutely not in a core set
otherwise good card so many possibilities!
MyrBattlecube
☆☆☆☆☆ (0.0/5.0)
Holy crap this is such an awesome combo card. It's gonna take a while to figure out all of this thing's shenanigans, if it's even possible to find them all.
kothsapprentice
★★★☆☆ (3.5/5.0) (3 votes)
For those looking to combo this, here's the ultimate combo.

This
Isochron Scepter
Final Fortune
Good game
Multihunter
★☆☆☆☆ (1.0/5.0) (1 vote)
Mimic Vat.

@MockTurtles; Go read the rulings on Mimic Vat

That is all.
Pontiac
☆☆☆☆☆ (0.0/5.0)
Somewhere out there is a Krosan Grip with this things name on it.
Dr.Pingas
★★☆☆☆ (2.0/5.0) (3 votes)
Since you discard down to your maximum hand size, why wouldn't "end of turn" abilities still trigger off of it too?
I swear this card isn't as good or useful as people are trying to break it out to be. I want to see some serious rulings on this.
dreanor
☆☆☆☆☆ (0.0/5.0)
So if you play a creature and your opponent counters it, you tap this... doesn't your creature as well as the counter get exiled ?
Huffytreefolkman
☆☆☆☆☆ (0.0/5.0)
find an instant that forces activated abilities.so you can end an opponents turn.
sonorhC
☆☆☆☆☆ (0.0/5.0)
@Atogatogatog: How would this work with Magosi, the Waterveil? If you counter the "skip your next turn", then you also counter the "put an eon counter on", since they're part of the same effect.

And you could use it to stop counterspells, but it'd be pointless to do so, since it would also stop whatever the counterspell was countering in the first place.

EDIT: Oh, and to use this with things that go away at the end of turn (like Splinter Twin or Mimic Vat), you don't end your turn before the beginning of the end step (that would give them only a short and not-very-useful reprieve). Instead, you wait until the beginning of your end step, let those triggers go onto the stack, and then end the turn to take them off the stack before they resolve.
VampireHounds
★★★★☆ (4.5/5.0) (3 votes)
I'm sure death and taxes will love this.
Mike-C
☆☆☆☆☆ (0.0/5.0)
Seems fair... Riiiiiippp!
tcollins
☆☆☆☆☆ (0.5/5.0) (1 vote)
@MockTurtles:
He's talking about the last ruling, that states the token is not exiled if that end step is missed etc. Combo card is combo.
Kryptnyt
★★★★☆ (4.6/5.0) (9 votes)
It can save your creatures from removal and counter triggered abilities, but can it tell time?
UberMasterBeef.
☆☆☆☆☆ (0.0/5.0)
wait wait wait..... so does this end your turn so you have no end step?? if so im seeing some really nice combos with ball lightning and other elementals!!
TwoStars
☆☆☆☆☆ (0.0/5.0)
Opponent: I'll Dismember your Phyrexian Obliterator
Me: *Taps land*......*Low Voice*

"END THE TURN."

nah, maybe i'll just scream STOP! That wouldn't work either, hmmm.

@PeabodyET I have no idea, maybe... Leyline of Anticipation?
Atogatogatog
☆☆☆☆☆ (0.0/5.0)
Where do my opponent's instants go once I exile them? Does the actual card get exiled?
Ameisenmeister
☆☆☆☆☆ (0.0/5.0)
Correct me if I'm wrong but flicker effects like the one of Flickerwisp say: "return at the beginning of the next end step." and not "return at the beginning of your next end step."
Therefore the permanent would return at the end step of the next opponent's turn.
TheGodOfWar91
☆☆☆☆☆ (0.0/5.0)
Lol imagine if the second sentence wasn't there.
Radagast
☆☆☆☆☆ (0.5/5.0) (1 vote)
If somebody doesn't find some way to break this thing (probably not in Standard, of course), I'll be shocked.
ObsceneMartyr
☆☆☆☆☆ (0.0/5.0)
I can see this card starting so many arguments in so many ways.
BattleFish
☆☆☆☆☆ (0.5/5.0) (1 vote)
Its not that good of a card. The combos seem good but the sundial just can't hold its own. So unless you get the combo every time, the sundial or the combo piece is mostly a dead draw. They can easily 2 for 1 you with a counterspell on the sundial.
endersblade
★★☆☆☆ (2.5/5.0) (2 votes)
What a minute, am I reading this right? A way to actually break Nacatl War-Pride? O_o? Un-freaking-believable.

EDIT: As SonorHC said: You wait until the Beginning of your End Step, with the 'sacrifice/exile at EOT" triggers on the stack, then you use the Sundial. Any time before that, before those triggers go off, would just cause them to happen on your opponent's End Step instead. I had a judge rule it this way at the release party.

@Najin: That wouldn't work. You would lose your next turn from the manta coming into play, bounce it and gain...your next turn. It would cancel itself out. The isochron scepter + Final Fortune would work, though.
jstorrie
☆☆☆☆☆ (0.5/5.0) (1 vote)
With this on your side, Glimmerpoint Stag can just kick a guy out of reality.
Flyheight
☆☆☆☆☆ (0.5/5.0) (1 vote)
What combos with this card? Any card with a negative triggered ability.

I particularly like breaking all cards with the Unearth mechanic, like Anathemancer.
Oh wait...doh, still gets exiled if it leaves the battlefield later...blast it.
Lateralis0ne
☆☆☆☆☆ (0.5/5.0) (2 votes)
I would say that this has potential to create an entire new archtype: the one where every play is made on the opponent's turn. And I will find a way to break it.
ShatteredMirror
★★☆☆☆ (2.8/5.0) (2 votes)
This + Gruesome Encore = stealing cards from people's graveyards for good.
AngelPhoenix
★★★☆☆ (3.5/5.0) (3 votes)
I'm actually really suprised this didn;t have that little drop down for rules clarification. This thing confuses the hell out of me. From reading the comments, I THINK that basically what it does is allow you to skip your own "End Step/Phase", which means cards that say things like "at the beginning of the next end step" won't have those effects take place until the end of your opponent's next turn, is that right? Can anyone help me out here?

I realize the other major implication of this thing is to clear the stack and just cancel out anything you don't want your opponent to get off like a counter or a kill spell (at the expense of rest of your turn)...

But the 4.12 with 70 votes must mean there are some experienced players out there that are getting something I'm not.
SyntheticDreamer
★★☆☆☆ (2.8/5.0) (2 votes)
@landboysteve Are you sure that judge wasn't mistaken or wasn't talking about the cleanup step as opposed to the end step? Rule 712.1c (which explicitly mentions Sundial of the Infinite) states that an "end the turn" effect causes the game to skip straight to the cleanup step of the current turn after the ability resolves; this would cause the end step to be skipped since it obviously comes before the cleanup step.
Merfolk_Master
★★☆☆☆ (2.8/5.0) (2 votes)
To be more precisely use Rule 712.3.: Even though the turn ends, "at the beginning of the end step" triggered abilities don't trigger because the end step is skipped.
WiggleWurm
★★★☆☆ (3.5/5.0) (3 votes)
"The next end step" and "your next end step" are two very different things. I think most people are trying to take advantage of this card the wrong way. Look at Final Fortune for a better example of how to abuse the Sundial.
wadeby
★★★★☆ (4.7/5.0) (9 votes)
this article is a bunch of misinformation.
1. "beginning of the next end steps" is a 1 time trigger opposed the " beginning of the end step" which happens every end step
card that have this in standard
Argent Sphinx, Elemental Appeal, Glimmerpoint Stag, Gruesome Encore, Mimic Vat, Postmortem Lunge,
Splinter Twin, Stone Idol Trap, Venser, the Sojourner , Zektar Shrine Expedition
there is a couple more but the can only be used on opponents turn or is stupid to stop
All of these can be abused by waiting till the trigger is put on the stack ( which is at the beginning of the next end {these trigger are 1 time only effects} ) once on stack use sun dial to remove them.
2. it can be used on any thing that has triggered ability during combat step
ie they cast regenerate once that goes on stack it is remove but if they have mana they can put it back
on stack after sundial is activated
card like Crumbling Colossus, Hellcarver Demon can be stop
3. it can be use to stop your opponent from playing spell on your turn, but there a why card that better
as for this not belonging in a core set. this card follows the ruling of timestop which is in x edition
sort of a reprint


and venser>> o-ring >sundial of the infinite is not as good as venser>> glimmerpoint stag >>sundial b/c it can exile lands
the way this work is is easy venser ability removes o-ring from game the o-ring ability When Oblivion Ring leaves the battlefield, return the exiled card to the battlefield under its owner's control. is put on stack in response you activate sundial of the infinite removing it " skipping the beginning of the next end step so now venser's ability to return the o-ring has not been met yet so 'the beginning of the next end step' which is during your opponents turn end step o-ring comes back
Saikuba
☆☆☆☆☆ (0.0/5.0)
For the confused people: you don't bypass "at the beginning of the next end step" effects by skipping the end step. Instead you wait until they trigger, end the turn in response and remove them from the stack.
Phonicks
☆☆☆☆☆ (0.0/5.0)
So if I make my animated Inkmoth Nexus a 5/5 with Tezzeret, Agent of Bolas then activate the Sundial I'll have a permanent 5/5 artifact land creature with flying and infect?
Arachibutyrophobia
★★★★☆ (4.8/5.0) (5 votes)
this is a pretty complex card to put in a core set...
kanguilla
★★★☆☆ (3.0/5.0) (2 votes)
...and then something in Innistrad absolutely breaks this card.
landboysteve
★★★☆☆ (3.5/5.0) (3 votes)
Okay folks, just spoke to an upper level judge last night at FNM. This card does NOT skip your end step. You cannot play it with mimic vat (which is what I tried to do) and keep your token in play. What it actually does is it makes your end step come that much quicker.

Okay, so what's the use?

Here's an example, as he gave it to me.

You attack. Somebody bolts your creature. You play Sundial to end the turn. All spells on the stack are exiled, meaning the bolt fizzles and your creature stays alive.

So in essence, it is kind of like tossing a counterspell in an iscochron scepter. It's a reusable counterspell for things like that.

It can also be used to keep oblivion ring from leaving play when the exiled card returns using Venser. The explanation for that was long and confusing but it makes sense.

Bottom Line: This card doesn't have as many uses as people think. Eventually, WOTC will write up all the rules clarifications for this piece of work and everybody will be on the same page.

This plus Mimic Vat? Sorry folks, doesn't work.

** EDIT ** Okay, looks like the judge was wrong now that Wizard's has cleared up the confusion with an actual ruling in 712, ending the turn.

Now watch people break this to hell and the price skyrocket.
shmnion
☆☆☆☆☆ (0.0/5.0)
@landboysteve
Did you actually use sundial in response to the Mimic Vat trigger during your end step, I think the reason this is supposed to work with Mimic Vat and similar stuff is because the vats exile token trigger only happens once, and if you use sundial to exile the trigger once you're good.
Kaizeischi
★★★★☆ (4.7/5.0) (13 votes)
I think the greatest use for this thing is when your EDH friends annyoningly say, "Well, since you're ending your turn, I'll flash out a Teferi and 30 other spells :DDDDD"

NO YOU WILL NOT.

*Turn ends*
Ideatog
★★★★☆ (4.1/5.0) (5 votes)
I love this card. Why?

It enables you to play Phage as your Commander.

Yes, that Phage. Search for the sundial, play her, then end the turn! Sure, you can also do it with Platinum Angel, but out of 100 cards, you need as many ways as you can get. Especially since Stifle and Time Stop aren't black.
SorianSadaskan
☆☆☆☆☆ (0.0/5.0)
I'm dumbfolded by its abilities, both by the fact that i know its effectiveness/rareness, and that i can't really undertand how it combos.

I mean, the pros know how to make it work.
Iwachiten
☆☆☆☆☆ (0.0/5.0)
Thought of a potential interesting use for this card.

Using this card during the upkeep step, would it be possible to indefinitely delay decking yourself as the draw step is skipped?

This could allow a strategy where a strong defense is mounted and a card is used that causes each player to mill cards quickly.
TPmanW
☆☆☆☆☆ (0.0/5.0)
Nacatl War-Pride should work with this seeing as the oracle wording says "Exile the tokens at the beginning of the next end step.". I see an army of self-replicating 3/3 green cats in my future.
Geist of Saint Traft deserves a mention too.
infernox10
☆☆☆☆☆ (0.0/5.0)
I find it amusing how, initially thought to just be a "meh" card,
This thing has reinspired me.
Why?
All the comments of how this card is good, and what you can do with it.
Lets me know people still play this game for fun.
Thanks, Sundial. <3
MacBizzle
★★★★☆ (4.3/5.0) (3 votes)
This is amazing. Anything that says "Lose the game next turn" (not just pacts, Final Fortune/Warrior's Oath/Last Chance, for example) now says "Skip a turn". Anything that says "lose the game now" reads "skip the rest of your second main phase".

This also might as well read "1, tap, skip your end step: Exile all opponent's spells." Combine with Twiddle or a more expensive card-drawing variant for surprises when he thinks he'll be playing his big stuff AFTER you activate this ability.
Artscrafter
☆☆☆☆☆ (0.0/5.0)
@wadeby:
"and venser>> o-ring >sundial of the infinite is not as good as venser>> glimmerpoint stag >>sundial b/c it can exile lands"

Except that the timing doesn't work for Venser + Glimmerpoint.
Use Venser to exile Glimmerpoint -> EOT, Venser returns Glimmerpoint, then Glimmerpoint exiles something -> Next EOT (opponent's turn), Glimmerpoint returns the exiled thing. You can't activate the sundial during your opponent's turn.

You could accomplish this over the course of two turns:
Use Venser to exile Glimmerpoint
End turn with Sundial before the end step
Opponent's EOT, Glimmerpoint returns and exiles something
You play out your turn and hit the sundial in response to Glimmerpoint's return trigger at EOT.

This works a lot better with Mimic Vat instead of Venser, or just stick with Oblivion Ring.
james2c19v
☆☆☆☆☆ (0.5/5.0) (2 votes)
Once you play it, it's a little difficult to get rid of. If someone tries to Shatter it, you just can just end the turn in response. Your opponent either needs two removal spells (a second one to play in response to Sundial's ability), or they have to wait until you activate its ability for something else.

Even if they use their removal in response to you activating Sundial's ability to exile end step-triggered abilities, you still get to exile those triggered abilities that one time.
LunarAvenger
☆☆☆☆☆ (0.0/5.0)
Or they just wait for their turn to shatter it.
SirZapdos
★★★★☆ (4.5/5.0) (9 votes)
Sudden Disappearance. Hey, where did all your stuff go?
JaxsonBateman
☆☆☆☆☆ (0.0/5.0)
@James2c19v - while that's true while it's your turn, when it's their turn you can't activate the Sundial (if you could, the card would be absurdly powerful - any player would include repeatable Time Stop for 1 mana in their deck). As such, the only drawback to removing the card is that it has to be done on their turn, meaning mana is pinned down during your turn.

I love this card because it's so niche, but it fills the niche it does absolutely superbly. It is, in most cases, Stifle on an Isochron Scepter - and we all know the shenanigans you can get up to with Stifle. I've just put together a Sneak Attack deck, and while there's no denying that Sneak Attack is definitely the super star of the line up, Sundial is probably the 'best team player'. I've had so many turns where I've brutalized the opponent for next to no mana, only to have those creatures surviving thanks to the Sundial.

I do like the Sudden Disappearance idea that SirZapdos mentioned, though it's unfortunate that lands aren't included. Such a gimmicky 2-card, 7 mana combo doesn't seem worthwhile if it's often only going to hit about 4 or 5 permanents.
KnexWiz
☆☆☆☆☆ (0.0/5.0)
You guys dont understand - because of this you skip your endstep so "at the begining of the next end step" efects hapen at the end of you opponets next end step (unless they use this to)
WhereDidItGo
☆☆☆☆☆ (0.0/5.0)
Turn 1: Ponder.
Turn 2: This card.
Turn 3: Geist of Saint Traft.
Turn 4: Oblivion Ring or Fiend Hunter to get rid of a blocker, then swing with Traft. Wait for the end of combat step, then activate the Sundial, allowing you to ignore the Angel token's sacrifice trigger.
Turn 5: Swing with Traft, using the Sundial to keep the second Angel. Assuming they haven't blocked (which they shouldn't have, if you played the Ring or the Hunter right), your opponent should now be at 2 life, and probably extremely frustrated.
Turn 6: Win.
EDIT: @KnexWiz: Technically, you're correct. However, if you're using the Sundial to ignore triggers that happen "at the beginning of the next end step", you'd wait until the beginning of your end step, let them go on the stack, then use the Sundial to end the turn and exile them. Since they're one-time-only events and they technically already triggered (it doesn't matter that they didn't resolve), they'll never trigger again. The only way your scenario would happen is if you used the Sundial any time before your end step, which, in most cases, would be dumb.
cioskookycards
☆☆☆☆☆ (0.0/5.0)
I though that you could just run a blue red deck where you use tons of Act of Treason and mind control spells ,but those 1 turn creature control spells last until end of turn , not , the end step ....This just skipps the end step . But there are other great combps that this works with ,arent there ?
At end step , sac might be one ..

Actualy , since there IS no end step , you DONT lose the game for those Last Chance type cards ,do you ?
See , you cast last chance now ,and take your turn .If you use the sundial successfully ( someone doesnt destroy it ) you just end the turn on YOUR terms . Im not sure if this is correct ...
If so , you could build a HILARIOUS deck around "cheating " like this.....unless someone stops you and you are dead . I dont think that a combo that means life or death hanging on a artifact is nessessarily "overpowered " or unfair

If that doesnt work ,there are still fun cards like Grusome Encore , that ,with this combo, let you KEEP the dudes .
EnderofGames
☆☆☆☆☆ (0.0/5.0)
Combos with Flickerwhisp, when their permanent us re-entering the battlefield, end the turn.
Toquinha1977
☆☆☆☆☆ (0.0/5.0)
Also works as a solid deterrent against the flickering effects in Avacyn Restored. Oh, did you just flash in something that temporarily exiled one of your permanents? (tap)

Now to build a Standard deck around it...
Kamishini
☆☆☆☆☆ (0.0/5.0)
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?
KokoshoForPresident
★★☆☆☆ (2.8/5.0) (2 votes)
I'm astonished nobody has mentioned Last Chance!
Just end the turn before your end step, and you have a red time walk.
Mohia
☆☆☆☆☆ (0.5/5.0) (2 votes)
Guys & Gals remember that if a card says "next end step" than this dial will not do anything as it will just go off on the opponents end step.

Example:
Mimic Vat says "Exile it at the beginning of the next end step" this dial will NOT make your clone last forever, instead the next end step will be the opponents one and so it will sacrifice then.

If it says "Beginning of YOUR end-step" or something similar than yeah this card will horribly break it and much errata will be printed
Infraclear
☆☆☆☆☆ (0.0/5.0)
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.
j_mindfingerpainter
☆☆☆☆☆ (0.0/5.0)
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 resolves then, but the trigger to return the card (which you would assumingly intend to exile with this card) triggers at the end step after yours, so you'd actually need something like Time Stop.

I hope I got rid of some of the confusion about this card.
DragonsRCool
★★★☆☆ (3.7/5.0) (3 votes)
Actually this and Act of Treason won't let you steal a creature permanently.
DrTran1112
★★☆☆☆ (2.0/5.0) (3 votes)
@DragonsRCool

Actually... it will.
adrian.malacoda
★★★★☆ (4.4/5.0) (8 votes)
Act of Treason etc etc etc: Read the card. It specifically says "this turn" and "until end of turn" effects end in the reminder text. This card is effective with cards that mention the "end step" specifically, like Ball Lightning or Last Chance, since it skips the end step.

TL;DR: "Until end of turn" effects still trigger. "End step" effects do not. It's on the card, folks.

@TheWrathofShane: "Timmies" aren't new players. Thanks for trying, though. A for effort.
funnynuts
★★☆☆☆ (2.0/5.0) (3 votes)
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 :)
TheWrathofShane
★★☆☆☆ (2.0/5.0) (3 votes)
I cant beleive they put a card this complex into core set. If you dont have a basic understanding of the stack then this card makes no sense!

This card is absolutely blonkers, and enabes things that were not supposed to happen.

This is the kind of card that just discourages new players. This is out, you act of treason, and a new player wants his prized rare back. But then you say nope I end the turn and now its mine for the rest of the game.... Welcome to magic Timmy, play again soon!


Edit: Oh woops act of treason would not work. But you could still do some things that new players wont understand the slightest.
Salient
★★★★★ (5.0/5.0) (3 votes)
Why on Earth did they print this in a core set? "How to give every new player a completely wrongheaded understanding of delay-triggered abilities for the low low cost of 1, Tap. Oh, and did we mention we're packing a hefty set of cards with delayed-trigger abilities in the same set? YEAH! Go go gadget chaos!"

Sundial is tech against one and only one competitive deck in the entire history of Magic: it hoses High Tide decks, turning their all-important Reset into a complementary Time Walk. "You wanted another untap phase? Here, have a whole 'nother turn!" XD

This, Final Fortune, Last Chance, Warrior's Oath, Izzet Guildmage, Nivix Guildmage, Gamble, Burning Wish, Serum Powder.

And Darksteel Reactor, or, whatever.

You will only actually win with this once in your life--but it will be a game that you, your opponent, and every spectator will remember for the rest of their lives.

azure_drake222222
☆☆☆☆☆ (0.0/5.0)
It's called Sundial of the Infinite because it allows infinite combos.
blurrymadness
☆☆☆☆☆ (0.0/5.0)
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.
JL2736
☆☆☆☆☆ (0.0/5.0)
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.
heavyterror
☆☆☆☆☆ (0.0/5.0)
With your side of the board empty, cast Reins of Power then swing with your traitor legion and activate the sundial.

- The Devil
Aquillion
☆☆☆☆☆ (0.0/5.0)
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 it says, at the next end step to actually happen, so skipping an end step merely delays them, it doesn't prevent them.

It does work with Last Chance and Final Fortune, since those only makes you lose the game on that turn's end step specifically -- so if that turn's end step is skipped, it won't go off ever. But anything that just says "the next end step" or "any end step" is only delayed by one turn by using this.

(For those who think it wouldn't work with those, read their oracle text; the printed versions wouldn't work with this, since the printed versions say "end of that turn", but the oracle text does specifically say "that turn's end step" instead, for both. It confused me for a moment, too.)

EDIT: Actually, an evil idea just occurred to me. What you can do, if something is scheduled to go off on your end step, is wait until your end step arrives and eg. Sudden Disappearance's reappearance effect is on the stack, then trigger this. This will go off first and cancel the entire stack, including the triggered effect you're trying to evade; and it won't go off again, since the "next end step" already arrived. Used like that, several of the combos mentioned will work. But you have to let your end step arrive (and allow the abilities to trigger, as a result), then use this card to cancel them by cutting off your end step before they resolve. Just skipping your end step entirely won't work.

Ball Lightning still doesn't work, though, since it's destroyed at the beginning of every end step and will therefore die at the end of your opponent's turn, when you can't activate this. And 'until end of turn' things don't work -- this ends the turn, so they end as soon as you activate it.

This card is useful, but you have to read the oracle rulings carefully and understand how it works. The most powerful effect it has is to cancel triggered abilities from your cards while they're on the stack.

Another trick: Play Phyrexian Dreadnought, which immediately puts an effect on the stack to make you sacrifice it. Activate this to cancel that effect. Bam, a 12/12 creature for 2 mana.
Ferlord
☆☆☆☆☆ (0.0/5.0)
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, but a lot of people still wouldn't understand what it does, and when they do, they'll forget about it.

It's a good thing this is a 2-drop with a 1-cost ability. Any more and it'd be more of a waste than it could be.
Enelysios
★★★★★ (5.0/5.0) (2 votes)
Sundial of the Infinite Misunderstandings

I have this in several of my EDH decks either for combos for for stopping my opponent's stupid junk on my turn. Of the 8 or so people I play EDH with, there is one other person who understands how this card works.

Sundial is an effective, well balanced and fun card, but it also requires an intimate understanding of a part of the rules that even most advanced players skip over. Its not that hard once you know it, but subtle differences in wordings of cards can make a huge difference in effect. Luckily my friends trust me because I tend to be the group rules lawyer and am just as liable to screw myself over with rules corrections as I am them, but I would dread playing with this card at a tournament.
NARFNra
☆☆☆☆☆ (0.0/5.0)
Use this to make the angriest Blood Hound in history.
Jarokdin
☆☆☆☆☆ (0.0/5.0)
this plus voidwalk exiling creatures potentially every turn
Cloak_of_Mists
☆☆☆☆☆ (0.0/5.0)

I'm rather new and don't know if I'll see someone responding to this

Concerning the following combo:

Cast Isochron Scepter,
Imprint Final Fortune and activate

Proceed to tap Sundial of the Infinite next turn, and again, and again


I understand the part about the Sundial's effect in essence countering everything on the stack by simply exiling the stack. However, I thought the stack operated on a 'last in, first out' principle, and that it is possible to actually throw, say, a Naturalize after the activation and keep it from activating?

Or am I confused? Infinitely?
Chiky911
☆☆☆☆☆ (0.0/5.0)
wow i cant believe how many people do not understand this card... Most of the thing i've read here still dies at your opponent's end step... Look for cards that say at the begining of this turn end step, or your end step so you can set it off...
Meteora888
☆☆☆☆☆ (0.0/5.0)
@Cloak_of_Mists: the stack "disapears" only once Sundial's effect resolves, so yes, you can destroy Sundial of the Infinite that way. Also, I don't know if you were the first to think of that combo but it's an AWESOME idea.
Kragash
☆☆☆☆☆ (0.0/5.0)
BROKEN! (but correct twice a day.)

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

Yes... and the Sundial survives... but if you were to tap this to end your turn and, in response, your opponent casts Disenchant, the Sundial explodes and the turn ends.
BloodCrank
☆☆☆☆☆ (0.0/5.0)
Its as though Sundial is the new Doubling Season since it interacts with SO many other cars in interesting ways.
RamenAwesome
☆☆☆☆☆ (0.5/5.0) (1 vote)
I think I need to cram these into my werewolf tribal.

"Hah! I'm going to play two spells on your turn to flip your werewolves. I-"
"No. You won't."
GrimjawxRULES
☆☆☆☆☆ (0.0/5.0)
Works with things that have negative abilities that trigger "at the beginning of the end step". Just Sundial while those abilities are on the stack and exile them - problem solved!.. until your opponent's end step where those abilities most likely trigger again... unless you have TWO Sundials! HA! I broke it!

Jokes aside though, this thing has "{1}, {T}: Exile all spells and abilities on the stack. Use this ability only during your turn." That's very powerful for an artifact that costs 2 mana. No longer are your opponents able to cast instant stuff during your turn. An opponent cast a combat trick that would've killed your board? Sundial. An opponent tries to cast a large creature with flash on your turn? Sundial. An opponent wants to activate Cunning Sparkmage before your turn ends? I think you see the pattern, not to forget the aforementioned interaction with negative end-of-turn abilities than can easily be circumvented by paying {1}.

In conclusion, this card offers a whole suite of utility at a cheap price, but at the same time the card is useless save for some pretty narrow scenarios. The card screams "build around me" though, and could probably be a good sideboard card in stuff like EDH (because you might want to just end the turn with your creatures untapped when an opponent casts Illusionist's Gambit (link should work after the release of the Commander 2013 cards on Gatherer).

4/5. TL;DR: Sundial offers a lot of cheap utility, but is an oddball of a card and needs a certain environment in order to be good/playable.
RAT666
☆☆☆☆☆ (0.0/5.0)
The only thing that makes the ability specific is the part "tap:End the turn. Activate this ability only during your turn" otherwise "end the turn" can denote ending an opponents turn if you tap it during their turn versus the hypothetical ability only stating "tap: End the turn" which would not be specific to whose/which turn. Perhaps the latter would make this card more powerful? That would be insanely powerful!
If I recall correctly, there is a card, I don't believe it was from the "unglued" or "unhinged" sets (but I could be wrong here) that when cast or ability activated you can make your opponents decisions regarding playing cards or activating abilities...can't remember the name, so my idea is donate sundial of the infinite to opponent then use said card whose name, ability, and set I can hardly remember to make your opponent end their turn at your will!!!

Then use door to nothingness and doubling cube to make them lose the game, or yourself...
Crimeo
☆☆☆☆☆ (0.0/5.0)
@Rat666,

Perhaps you are thinking of Word of Command? If you could get it on an isochron scepter, then it would work, but that's a 4 card combo (this + isochron + donate + sundial), which is a little outlandish.

A much better card would be Magus of the Unseen. Can repeatedly gain control of opponent artifact.

1) Sundial
2) Donate it to opponent
3) During their turn's upkeep, tap Magus and then activate their sundial.
4) Play your whole turn. At the end of it, the trigger finally occurs "at the end step" for Magus's ability from the previous turn, which makes the sundial go back to your opponent's control, and then immediately you steal it again on his subsequent upkeep and make him skip his next turn, etc.

3 card combo, and donate is a sorcery, AND almost any kind of removal or counter (artifact, creature, or activated ability or spell counters can stop it. So very tricky to pull off. But would be hilarious.
manaderp
☆☆☆☆☆ (0.0/5.0)
Crimeo, unless I'm missing something, that doesn't work for the simple reason that taking the Sundial back during their upkeep means it can't be activated because it's not your turn - "you" always means the controller of the object (except in the case of an object with no controller, in which case it means its owner). So a Sundial of the Infinite can never be activated except during its controller's turn, control-changing trickery or not.
TheShadow344
☆☆☆☆☆ (0.0/5.0)
@RamenAwesome

You cannot activate Sundial to prevent your Werewolves from transforming during their upkeep if your opponent cast two or more spells during your turn. The transform trigger just checks if two or more spells were cast, not if two or more spells resolve.

Your opponent could even cast more spells in response to the Sundial activation if they wanted, so there really is no way to use Sundial to prevent the transformation.
Hymmnos
☆☆☆☆☆ (0.0/5.0)
Combos with opponent's Miss Demeanor.
TheDoomknight
☆☆☆☆☆ (0.0/5.0)
Rules? What Rules?
Artaeum
☆☆☆☆☆ (0.0/5.0)
I would just like to point out to everyone that if you look closely you can see very small people dressed in white walking around the bottom of the sundial and around the edge of it. This thing is freaking huge.
Black-Blue
☆☆☆☆☆ (0.0/5.0)
Sadly most people seem to forget you can only do this in YOUR turn and your opponents will have end steps and mostly every card states, until end of turn, it doesn't specify who's end step it is, so your Spark Trooper will be sac'd at the end of their turn, I also assume that you attacked with it so it's useless as a blocker in their turn too, unless you play another card to help that, now you're investing too much...
cactido
☆☆☆☆☆ (0.0/5.0)
@Black-Blue I really, really doubt "most" people forget you can't use this on your opponent's turn. I doubt there are even a few people who forget. Anyone who thinks that for two mana and a one mana cost activation you can end your opponent's turn at instant speed either re-reads the card and realizes they missed a crucial bit of text or has someone who watches them while they sleep so someone is there to remind them to start breathing again when they wake up.