Second Sunrise

Sub-Game Cards

New 01 Aug 2022 Asked by honor-basquiat 70 Comments

Can you please make new non-acorn cards that create sub-games?

The notion that sub-game cards only are made in acorn because they aren't compatible in tournaments because they take extended time to play is very disappointing as they don't actually have rules baggage like most uncards.

Please design sub-game cards for Commander products (and ban them in Legacy if necessary). Plenty of Black bordered cards cause tournament issues (i.e. Sensei's Divining Top, Second Sunrise) but they are fun and interesting designs and still should be made.

I believe lots of players would be interested and eager to play with sub-game cards in Commander if they were legal in the format.


There is much debate about that point in R&D.

Banning Combo Decks

New 22 Apr 2013 Asked by thejuggernautbitch-deactivated2 40 Comments

So you just keep banning and banning every combo deck that's even remotely good. My store just lost all it's modern players with Seething Song and Second Sunrise bannings. Why do you guys hate combo players so much?


We don’t hate combo. We dislike non-interaction. Magic is more fun if two people get to actually play one another.

Pauper Eggs Strategy

New 27 Aug 2012 Asked by pandatier-deactivated20140718 1 Comments

How long until we see the final pieces that would allow for Eggs to be played in pauper? (All that's missing really is a second sunrise/open the vaults/faith's reward effect and it would be able to run on lotus petals and some other mana generators)


The biggest problem is that those kind of effects aren’t done at common.

Card Design Preferences

New 22 Jun 2012 Asked by choppenstantz 4 Comments

I mentioned it in a comment, but really, I do think putting "you control" or "your opponents" is the worst thing you can do to a card. I will always love Second Sunrise over Faiths Reward, Furnace of Rath over Gratuitous Violence, and Pandemonium over Warstorm Surge, simply because there were more interactive, thought-intensive, and required you to plan around them. They were fun because they had a chance to backfire, not just one-sided set-and-forget "this helps me win harder" cards.


Our data shows you are in the minority on this issue. We’ll still make things universal in effect when we think it’s important to the card but our default right now is affecting only yours or the opponents’ stuff depending on the effect.


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