Approach of the Second Sun
An alternate win condition that asks you to do the same expensive thing twice, with seven cards of breathing room in between. The first cast does nothing but stall: it gains you seven life and buries itself seventh from the top of your library, a deliberate clock you have to count down by drawing into it again. The genius of the design is that the gap is the gameplay. Seven cards is just long enough that the opponent gets a window to disrupt you (anything that shuffles your library scatters the buried copy entirely, and any answer aimed at you during the wait is time you cannot get back), and just short enough that a deck with reliable card flow can reasonably reassemble it. The bookkeeping is precise about which cast matters: the "you've cast another spell named Approach of the Second Sun" clause counts the first copy from anywhere, but the copy that actually wins the game must be cast from your hand, so cheating the resolving copy in off cascade, an impulse-draw end run, or a copy on the stack does nothing. That copy also has to resolve for the win clause to fire, so a well-timed counterspell on it denies the game outright. It is win-by-attrition dressed as a single spell, the rare alternate win condition that rewards a deck for surviving rather than for assembling a combo, and the seven-life buffer is the only concession it makes to the player trying to outlast the table.

Rules text
Format Status
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Other printings
- Secret Lair Drop#1826
- Secret Lair Drop#1035
- Pioneer Challenger Decks 2021#1
- Strixhaven Mystical Archive#1
- Strixhaven Mystical Archive#64
- Magic Online Promos#88226
- The List#AKH-4
- Amonkhet Promos#4s








