Skip to content
Moxonomy

Channel the Suns

Sorcery3 generic manaGreen mana

Four mana, one green pip, buys five mana of all five, and the math is the whole pitch. This is fixing as ritual: a green sorcery that pays you back one rainbow-colored mana over its cost, with the catch that every color is mandatory. You cannot point the output anywhere you like; you get exactly one of each, no substitutions. That makes it useless for filtering a two-color deck and ideal for the only deck shape that wants all five pips at once, the five-color build that hoards splashy off-color bombs and just needs a turn where everything lines up. The green pip on the front is the tell: this is a green card's job to fix the rest of the wheel, the same way green has always been the color that finds lands and stretches manabases past their natural color count. As a one-shot it competes with the slower, repeatable fixing of an artifact or a dual land, and the comparison is rarely flattering unless the deck is built around a single explosive turn where five colors of mana need to exist simultaneously. It is a niche solved cleanly: the rare ramp spell whose ramp is itself the color fixing, at home in decks that have given up on a focused manabase and embraced the rainbow as the deckbuilding premise.

Channel the Suns (5dn)
5DN · #84uncommon
Pricing
Normal: $0.56
Foil: $14.31
Oracle Text

Rules text

Add White manaBlue manaBlack manaRed manaGreen mana.
Legalities

Format Status

Standard
N/A
Pioneer
N/A
Modern
Legal
Legacy
Legal
Vintage
Legal
Commander
Legal
Pauper
N/A
Brawl
N/A
Historic
N/A
Alchemy
N/A
Timeless
N/A
Standard Brawl
N/A
More formats
Old School
N/A
Premodern
N/A
PreDH
Legal
Pauper Commander
N/A
Oathbreaker
Legal
Gladiator
N/A
Penny Dreadful
N/A
Duel Commander
Legal
Future Standard
N/A
COMPETITIVEBRAWL
N/A
TLR
N/A
Quick navigation
move selectesc close