I run this card as a 2of out of my Sideboard. I have found that it is very good in control matchups because they try to do so much at the end of your turn. This card forces them to make plays on their turn limiting the effectiveness of a lot of their spells. It acts as a great way to exile anything they could later recast from the GY with Snapcaster as well.
Some of the things it stops on your end step....
Mill
Forbidden Alchemy
Think Twice
Blue Sun's Zenith
Burn Spells (RDW players try to only play instants at your endstep for the most part)
Creature Removal (again, most players will try to do this at your endstep)
I have used this card to good effect to get rid of Shrine of Burning Rage as well.. Cast Disperse on their Shrine.. if they pop it in response activate Sundial and they have already sacrificed the Shrine and its gone along with the effect.
Do you have enough problem against control to need to sideboard cards specifically for it? I'd say Control is generally our best matchup. Even then, there are cards I think are better vs control, many of which can also help in other matchups.
I don't play solar flare, but I would imagine that it's pretty much a stump card if anything. ANY smart player can see it coming a mile away and will plan around it, at which point you are playing a card that does nothing to the board. Don't get me wrong, I love the card, but it's johnny fodder and nothing else
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EDH RADAMARO, FIRST TO DESIRER UKEFNET THE MINDFULU GSASAYA, OROCHI ASCENDANTG MODERN RMONO-RED ELDRAZIR
I suppose his idea isn't to have his opponent play into it, but to limit what his opponent can do. I don't think it's necessarily bad, but it's a bit cutesy and it only really does anything in matchups that Solar Flare has a good matchup against.
This seems like a very loose card against control. Against control i would much rather have a druidic satchel, 4th snapcaster, negates, white sun zenith, even jace. This card yes does seem pretty cute and can make for some techy plays but if you have it on board a competent control player will easily play around it.
Druidic Satchel is surprisingly terrific vs control if it resolves. I've won games almost solely because of it. The 1/1s either force removal or get in for damage, and the land dropping means you're drawing more of your spells and fewers lands while also potentially acting as ramp.
This is one aspect of using it against control as it puts you at an advantage, being able to play draw-go and forcing your opponent to play on their turn. Control isn't just about countering spells and playing a fatty.. it is about taking your opponent off of their usual game. If they cannot use spells like Think Twice or Forbidden Alchemy at the end of your turn after keeping their mana open to do so, then you are gaining an advantage in being able to do it on their end step. If they are forced to play around it, then it is serving its purpose by making them play around it. Let someone put one out and then play against their deck and see what you have to do differently...
It doesn't stop counter's, which right there is the main reason to play something against control. The only thing your really stopping them from doing is playing think twice. Maybe a removal spell if you get lucky.
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I run this card as a 2of out of my Sideboard. I have found that it is very good in control matchups because they try to do so much at the end of your turn. This card forces them to make plays on their turn limiting the effectiveness of a lot of their spells. It acts as a great way to exile anything they could later recast from the GY with Snapcaster as well.
Some of the things it stops on your end step....
Mill
Forbidden Alchemy
Think Twice
Blue Sun's Zenith
Burn Spells (RDW players try to only play instants at your endstep for the most part)
Creature Removal (again, most players will try to do this at your endstep)
I have used this card to good effect to get rid of Shrine of Burning Rage as well.. Cast Disperse on their Shrine.. if they pop it in response activate Sundial and they have already sacrificed the Shrine and its gone along with the effect.
RADAMARO, FIRST TO DESIRER
UKEFNET THE MINDFULU
GSASAYA, OROCHI ASCENDANTG
MODERN
RMONO-RED ELDRAZIR
Sucks hard vs aggro, though.
Correct, spells on the stack are exiled.
This is one aspect of using it against control as it puts you at an advantage, being able to play draw-go and forcing your opponent to play on their turn. Control isn't just about countering spells and playing a fatty.. it is about taking your opponent off of their usual game. If they cannot use spells like Think Twice or Forbidden Alchemy at the end of your turn after keeping their mana open to do so, then you are gaining an advantage in being able to do it on their end step. If they are forced to play around it, then it is serving its purpose by making them play around it. Let someone put one out and then play against their deck and see what you have to do differently...
You: "I play [X]."
Opponent: "Okay, I don't need to counter that. End phase, Think Twice."
...they do...
You: "I play [X]."
Opponent: "Okay, I don't need to counter that. Respond with Think Twice."
Sure, you can tap Sundial here to kill their Think Twice, but you lose your own spell in the process.
correction: you: nothing
Opponent: End of turn... "sigh"
idk if you have played much control mirror.... but its alllllll draw go. and now they cant alchemy or think twice. thats a huge advantage. huge.