Pojo's Magic The Gathering news, tips, strategies and more!

Pojo's MTG
MTG Home
Message Board
News & Archives
Deck Garage
BMoor Dolf BeJoSe

Paul's Perspective
Jeff Zandi
DeQuan Watson
Jordon Kronick
Aburame Shino
Rare Hunter
Tim Stoltzfus
Judge Bill's Corner

Trading Card

Card of the Day
Guide for Newbies
Decks to Beat
Featured Articles
Peasant Magic
Fan Tips
Tourney Reports

Color Chart
Book Reviews
Online Play
MTG Links

This Space
For Rent

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

White Sun's Zenith
Image from Wizards.com

White Sun's Zenith
Mirrodin Besieged

Reviewed Jan. 31, 2011

Constructed: 3.75
Casual: 4.10
Limited: 4.00
Multiplayer: 4.25

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

Click here to see all of our 
Card of the Day Reviews 


White Sun's Zenith

Creatures at instant speed are good. They mess with combat math, they turn a bad block into a good double-block, and they come it at end of turn so your opponent suddenly needs more blockers than he left open.

Casting this for X=1 is kind of bad, but a justifiable decision, especially if you're on the ropes. You expect a lot better than a 2/2 with flash for 1WWW. Paying 2WWW and getting a pair of 2/2's is okay, since that's four power for five mana, but still lackluster. At X=3, the power-to-mana ratio evens out, equaling that of the M11 Titans or Wurmcoil Engine, with the advantage that it can't all be blocked by one creature. Still not quite as good as a Sun Titan, but good. So it's at seven or more mana that this card really starts to look good. Did your opponent really attack into you seeing you leave 4WWW up? Did he just think that your hand is full of lands? So if you're getting full value out of White Sun, you're probably not using it as a combat trick, but as a steady source of tokens. Which is a fine use for it as well. Hopefully by the time all your Cats have died, you'll draw the White Sun again and make more. White isn't good at drawing cards, so finding this card again might be unlikely, but the potential for seemingly endless waves of Cats can be a demoralizing prospect for opponents. Especially if this is the card you cast the turn after a Phyrexian Rebirth or Day of Judgment.

Constructed- 3.5
Casual- 4
Limited- 4
Multiplayer- 4.25

David Fanany

Player since 1995

White Sun's Zenith
Five days, five suns, five ways to end a game in spectacular fashion. The White Sun demands that you commit to its alignment, but when it delivers an army of emergency blockers or an "untap, Ajani Goldmane, I win" play, I think it's well worth it. It should be great against the ubiquitous control decks in Standard and their billion counterspells, and almost as great in those same control decks as something like a white Grave Titan, and if you play that format, you'll probably need a plan against this card.
Constructed: 4/5
Casual: 4/5
Limited: 4/5
Multiplayer: 4/5

Michael "Maikeruu" Pierno

Today's card of the day is White Sun's Zenith which is a three White and X spell that puts X 2/2 cat creature tokens into play at instant speed. 
The best thing about this spell is the instant speed as the cats are not soldiers, knights, or another heavily supported type.  Even without the support enough mana can produce a large number of tokens at the end of an opposing turn to be followed up with a major attack.  A deck running this would need to be predominantly White and possibly use some form of artifact mana acceleration to try for the three or more tokens required to best make use of this Zenith.  With that in mind it seems unlikely to make a major impact in serious play, but time will tell as the format adapts to the new cards available.
For Limited the triple White in the cost slows it down to the later stages of the game, but even getting two or three tokens is an advantage in the format from a single card.  Try to save it for as long as possible and it is likely to win the game which should make it worth the first pick in Booster draft.  In Sealed it does depend on your pool of White cards, but if kept until the later stages it is fairly safe to use in a multicolor deck if White makes up half of your mana sources.
Constructed: 3.5
Casual: 3.5
Limited: 4.0
Multiplayer: 3.5


    Good morning all, I hope you all managed to attend a prerelease for Mirrodin Besieged this weekend and had some fun! Today’s Card of the Day is White Sun’s Zenith from Mirrodin Besieged. Each cololr has a Zenith, and personally, the white one is one of my favorites. For three white mana and x, put x 2/2 white cat tokens into play, then shuffle White Sun’s Zenith back into your library.

   In standard and limited formats now, this card is very useful. The Battle Cry ability means that all of these tokens could easily become a huge attack force that an opponent can’t hope to defend against.

   In vintage and casual formats, this card can be ridiculous. One old card from the original Mirrodin set could simply turn the little 2/2’s into an army of devastation. The card is Raksha Golden Cub. Once Raksha is equipped, each of these 2/2’s become 4/4 double striking paladins on a quest to obliterate your opponents. And better still, since the Zenith is shuffled in, you can make army after righteous army.

    So in any format type, this card could quickly turn the tide.
Limited: 4/5
Casual: 5/5
Multiplayer: 5/5
Constructed: 5/5

Copyrightę 1998-2011 pojo.com
This site is not sponsored, endorsed, or otherwise affiliated with any of the companies or products featured on this site. This is not an Official Site.