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Pojo's Magic The Gathering Card of the Day
Daily Since November 2001!

Red Sun's Zenith
Image from Wizards.com

Red Sun's Zenith
Mirrodin Besieged

Reviewed Feb. 3, 2011

Constructed: 3.40
Casual: 3.60
Limited: 4.00
Multiplayer: 3.40

Ratings are based on a 1 to 5 scale
1 being the worst.  3 ... average.  
5 is the highest rating

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Card of the Day Reviews 


Red Sun's Zenith

Blaze effects are always good in Limited, but they don't see much use in Constructed unless they have some other benefit. Demonfire and Banefire saw use mainly because they could force their way through countermagic. Red Sun's Zenith is if anything even MORE vulnerable to countermagic-- if it doesn't resolve, or if its target isn't there when it tries to, you don't get to shuffle it back in. In trade, we get the ability to exile whatever creature we use it to kill, which would be a great addition if anybody still played Bloodghast. I think Red Sun's Zenith will be at its strongest in Limited.

I also think that Red Sun's real strength doesn't come from exiling its targets, but from shuffling itself back in. All too frequently, if someone has a Blaze in their Limited deck, they wait and wait to cast it with dreams of unleashing it for their opponent's entire life total, only to end up losing games they could have won if they'd just used their burn to take out the creature that was wailing on them. But no, because people feel like they wasted their burn spell if they use it to kill a 3/3. Red Sun's Zenith doesn't make people feel like they wasted it, because it shuffles itself back in, where you can draw it again later. Later, as in, when you have more mana to put into X. You can fire off an early one to take out a 2/2 with confidence, because now your opponent knows that even if you don't draw it, he;ll run out of creatures before you run out of kill spells.

Constructed- 3
Casual- 3.5
Limited- 4.75
Multiplayer- 3

David Fanany

Player since 1995

Red Sun's Zenith

Red has been the most straightforward color in recent times, and Red Sun's Zenith is perhaps the easiest to use of its cycle. I've already heard some unfavorable comparisons involving this card and how it's never uncounterable like Banefire, but personally I'm not huge on those. It exiles Vengevine, it prevents Praetor's Counsel from regrowing creatures, and it gives you a chance of using it again. It may not scream "This is the deck I should go in!" - but not every good card does.
Constructed: 3/5
Casual: 4/5
Limited: 4/5
Multiplayer: 3/5


Welcome back readers today's card of the day is Red Suns Zenith unsurprisingly the red member of the Zenith cycle. For a single red mana and X you get to deal X damage to a target creature or player and a creature that would be put into a graveyard is instead exiled. An interesting twist on blaze the fact it gets shuffled into your deck again means it can single handedly take care of an opponent. In standard I could see myself playing this card as a finisher in a Pyromancer's Ascension deck or some sort of other combo related deck, its too mana intensive for most aggressive red decks. In extended and eternal its too expensive and I doubt it will see much play due to its mana cost among other factors. In casual and multiplayer the ability to put it back in your library means the longer the game goes on the more damage you can do and remove threats from the game. In limited its removal and a win condition all in one and requires only a splash of red a very powerful card. Overall a predictable member of the cycle but it still has its uses.
Constructed: 2.5
Casual: 3.5
Limited: 4.0
Multiplayer: 3.5

Michael "Maikeruu" Pierno

Today's card of the day is Red Sun's Zenith which costs one Red and X to cast and functions much like Blaze with the added benefits of returning to the library if not countered and exiling the target instead of sending to the graveyard.  This is a solid and flexible burn spell and should find a home in several decks or at least sidedecks as an exile option.
For Limited the flexibility and chance to redraw it make this a very efficient choice for removal in a format that always appreciates a good burn spell.  Easily a first pick in Booster and at a single Red it is worth splashing whenever possible in Sealed.
Constructed: 4.0
Casual: 4.0
Limited: 4.5
Multiplayer: 4.0


    Welcome back to another installment here on Zenith week. Today’s Card of the Day is Red Sun’s Zenith from Mirrodin Besieged. This is perhaps the best Zenith printed in terms of function and cost. Cost wise, this is the only other one mana plus X drop, next to Green Sun’s Zenith. This Zenith’s X cost gets you X damage to a creature or player, if a creature dealt damage this way would be put into a graveyard, exile it. Shuffle the Zenith back into your library. A very decent burn spell indeed.

    While not the greatest burn spell ever, it holds its own in terms of standard. There really isn’t another GREAT burn spell in standard anyways, except for perhaps Comet Storm. But being this is rare, and Comet Storm is mythic, you have a better chance of pulling the Zenith. For its use, it can remove trouble some creatures that may other wise be shuffled back into the library. But also in terms of removal, it is good because black decks will not be able to bring their creatures back to their hand if destroyed by the Zenith. So in terms of limited or standard, I guess that is good enough.

    In vintage formats, this is probably not someone's first choice for an X burn spell. I know mine floats more towards Banefire, but this is easily my second choice. I think this spell was what Besieged needed to start bringing red players back to type by giving them a good spell to have fun with. And in any format, using this spell with Fire Servant means the potential of damage could easily remove a large number of creatures from the game the hardest part could be choosing which one. But, then again, maybe you could make that choice easier, too. By using cards such as Pyromancer’s Ascension or Reverberate, you could get extra copies, which copies the X value. Therefore, you get to pop multiple targets out of the game, or even just deal that final blow to your opponent. Again, with those cards, I would still choose Banefire, but for standard play, how could you argue that kind of damage?
Limited 4/5
Casual 3/5
Constructed 3/5
Multiplayer 3/5

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