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Rules guide · Artifact

SunforgerHow it works & interactions with other cards

By the ManaCount desk· 7 min read· Commander Legends· November 20, 2020
Carte Magic Sunforger

Sunforger is one of those cards players keep asking about. Here is, in plain words, what its official text says, the rulings published by Wizards of the Coast, and the combos players actually run.

01

Official card text

Equipped creature gets +4/+0. {R}{W}, Unattach this Equipment: Search your library for a red or white instant card with mana value 4 or less and cast that card without paying its mana cost. Then shuffle. Equip {3}

Complete guide

Sunforger is a powerhouse equipment that turns your creatures into a toolbox for red and white instants. By wielding this hammer, you can trade raw power for the perfect tactical response at any moment. It is a staple for Boros commanders who need to keep their opponents guessing.

The Power of the Hammer

Sunforger provides a significant +4/+0 power boost to the creature it is attached to. However, its most famous feature is its activated ability. By paying one red and one white mana and unattaching the hammer, you can search your library for a red or white instant with a mana value of 4 or less and cast it immediately for free.

Step-by-Step Resolution

First, you must have Sunforger attached to a creature to activate its ability. You pay the {R}{W} mana cost and unattach Sunforger as part of the activation cost. When the ability resolves, you search your library for a valid card. You then cast that spell during the resolution of the ability. Finally, you shuffle your library. Note that you must still follow all casting rules, though you ignore timing restrictions for the instant.

Navigating Costs and X Spells

When you cast a spell via Sunforger, you are using an alternative cost of 'without paying its mana cost.' This means you cannot choose other alternative costs, such as Overload. If the spell has {X} in its mana cost, X must be 0. However, you must still pay any mandatory additional costs, and you may choose to pay optional additional costs like Kicker.

When to Strike

Sunforger is best used when you need an immediate answer to an opponent's threat or to protect your board. Because the activation un-attaches the hammer, it is often wise to wait until the last possible moment to use it, maximizing the benefit of the +4/+0 stat boost during combat before searching for your utility spell.

Interaction examples

Fast Mana Setup

While Sunforger is on the battlefield, you can use Arcane Signet to produce the specific red or white mana required for its activation. This ensures that even in a deck with complex mana requirements, you have the colors needed to unattach the hammer and search for your instant response.

Double Equipment Utility

If you have a creature equipped with both Swiftfoot Boots and Sunforger, the creature has Hexproof, making it harder for opponents to remove the creature in response to you activating Sunforger. Once you unattach Sunforger to search for a spell, the creature remains on the battlefield with Haste and Hexproof provided by the Boots, though it loses the +4/+0 bonus.

The Search and Cast

You control a creature equipped with Sunforger. Your opponent casts a spell you want to exile. You pay {R}{W} and unattach Sunforger. You search your library for a card like 'Settle the Wreckage' (if it were in your library). Since it is a white instant with mana value 4, you cast it for free, then shuffle. The hammer remains on the battlefield, unattached.

Guide written with AI from the official text and rulings. Official English text prevails.

How it works : Sunforger

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    You can't pay the cost of unattaching Sunforger unless Sunforger is attached to a creature.

    No other card is named in this ruling.

  2. #2· Wizards of the Coast

    If you cast a spell "without paying its mana cost," you can't choose to cast it for any alternative costs. You can, however, pay additional costs. If the card has any mandatory additional costs, those must be paid to cast the spell.

    No other card is named in this ruling.

  3. #3· Wizards of the Coast

    If a spell has {X} in its mana cost, you must choose 0 as the value of X when casting it without paying its mana cost.

    No other card is named in this ruling.

02

Popular combos

Real combos played by the community, sorted by popularity.

Sunforger
+Chance for Glory
+Angel's Grace
+Mistveil Plains
#1

Sunforger + Chance for Glory + Angel's Grace + Mistveil Plains

Infinite turnsLock
  1. 1Activate Sunforger by paying {R}{W} and unattaching it, searching your library for Chance for Glory and casting it without paying its mana cost.
  2. 2Resolve Chance for Glory, causing you to take an extra turn after this one and lose the game at the beginning of that turn's end step.
  3. 3Activate Mistveil Plains by paying {W} and tapping it, putting Chance for Glory on the bottom of your library from your graveyard.
  4. 4Activate Sunforger's equip ability by paying {3}, attaching it to any creature you control.
  5. 5Move to your next turn.
  6. 6Activate Sunforger by paying {R}{W} and unattaching it, searching your library for Angel's Grace and casting it without paying its mana cost.
  7. 7Resolve Angel's Grace, causing you to be unable to lose the game this turn.
  8. 8Activate Mistveil Plains by paying {W} and tapping it, putting Angel's Grace on the bottom of your library from your graveyard.
Sunforger
+Final Fortune
+Angel's Grace
+Mistveil Plains
#2

Sunforger + Final Fortune + Angel's Grace + Mistveil Plains

Infinite turnsLock
  1. 1Activate Sunforger by paying {R}{W} and unattaching it, searching your library for Final Fortune and casting it without paying its mana cost.
  2. 2Resolve Final Fortune, causing you to take an extra turn after this one and lose the game at the beginning of that turn's end step.
  3. 3Activate Mistveil Plains by paying {W} and tapping it, putting Final Fortune on the bottom of your library from your graveyard.
  4. 4Activate Sunforger's equip ability by paying {3}, attaching it to any creature you control.
  5. 5Move to your next turn.
  6. 6Activate Sunforger by paying {R}{W} and unattaching it, searching your library for Angel's Grace and casting it without paying its mana cost.
  7. 7Resolve Angel's Grace, causing you to be unable to lose the game this turn.
  8. 8Activate Mistveil Plains by paying {W} and tapping it, putting Angel's Grace on the bottom of your library from your graveyard.
Sunforger
+Chance for Glory
+Angel's Grace
+Mistveil Plains
#3

Sunforger + Chance for Glory + Angel's Grace + Mistveil Plains

Infinite turnsLock
  1. 1Activate Sunforger by paying {R}{W} and unattaching it, searching your library for Chance for Glory and casting it without paying its mana cost.
  2. 2Resolve Chance for Glory, causing you to take an extra turn after this one and lose the game at the beginning of that turn's end step.
  3. 3Activate Mistveil Plains by paying {W} and tapping it, putting Chance for Glory on the bottom of your library from your graveyard.
  4. 4Activate Sunforger's equip ability by paying {3}, attaching it to any creature you control.
  5. 5Move to your next turn.
  6. 6Activate Sunforger by paying {R}{W} and unattaching it, searching your library for Angel's Grace and casting it without paying its mana cost.
  7. 7Resolve Angel's Grace, causing you to be unable to lose the game this turn.
  8. 8Activate Mistveil Plains by paying {W} and tapping it, putting Angel's Grace on the bottom of your library from your graveyard.
Sunforger
+Final Fortune
+Angel's Grace
+Mistveil Plains
#4

Sunforger + Final Fortune + Angel's Grace + Mistveil Plains

Infinite turnsLock
  1. 1Activate Sunforger by paying {R}{W} and unattaching it, searching your library for Final Fortune and casting it without paying its mana cost.
  2. 2Resolve Final Fortune, causing you to take an extra turn after this one and lose the game at the beginning of that turn's end step.
  3. 3Activate Mistveil Plains by paying {W} and tapping it, putting Final Fortune on the bottom of your library from your graveyard.
  4. 4Activate Sunforger's equip ability by paying {3}, attaching it to any creature you control.
  5. 5Move to your next turn.
  6. 6Activate Sunforger by paying {R}{W} and unattaching it, searching your library for Angel's Grace and casting it without paying its mana cost.
  7. 7Resolve Angel's Grace, causing you to be unable to lose the game this turn.
  8. 8Activate Mistveil Plains by paying {W} and tapping it, putting Angel's Grace on the bottom of your library from your graveyard.
Sunforger
+Chance for Glory
+Angel's Grace
+Wheel of Sun and Moon
#5

Sunforger + Chance for Glory + Angel's Grace + Wheel of Sun and Moon

Infinite turnsLock
  1. 1Activate Sunforger by paying {R}{W} and unattaching it, searching your library for Chance for Glory and casting it without paying its mana cost.
  2. 2Resolve Chance for Glory, causing you to take an extra turn after this one and shuffle Chance for Glory into your library due to Wheel of Sun and Moon.
  3. 3Move to your next turn.
  4. 4Activate Sunforger's equip ability by paying {3}, attaching it to a creature you control.
  5. 5Repeat steps 1 through 3 one additional time.
  6. 6Activate Sunforger's equip ability by paying {3}, attaching it to a creature you control.
  7. 7Activate Sunforger by paying {R}{W} and unattaching it, searching your library for Angel's Grace and casting it without paying its mana cost.
  8. 8Resolve Angel's Grace, preventing you from losing the game this turn and shuffle Angel's Grace into your library due to Wheel of Sun and Moon.
Sunforger
+Chance for Glory
+Angel's Grace
+Reito Sentinel
#6

Sunforger + Chance for Glory + Angel's Grace + Reito Sentinel

Infinite turnsLock
  1. 1Activate Sunforger by paying {R}{W} and unattaching it, searching your library for Chance for Glory and casting it without paying its mana cost.
  2. 2Resolve Chance for Glory, causing you to take an extra turn after this one.
  3. 3Activate Reito Sentinel by paying {3}, putting Chance for Glory on the bottom of your library from your graveyard.
  4. 4Move to your next turn.
  5. 5Activate Sunforger's equip ability by paying {3}, attaching it to a creature you control.
  6. 6Repeat steps 1 through 3 one additional time.
  7. 7Activate Sunforger's equip ability by paying {3}, attaching it to a creature you control.
  8. 8Activate Sunforger by paying {R}{W} and unattaching it, searching your library for Angel's Grace and casting it without paying its mana cost.
Sunforger
+Chance for Glory
+Angel's Grace
+Soldevi Digger
#7

Sunforger + Chance for Glory + Angel's Grace + Soldevi Digger

Infinite turnsLock
  1. 1Activate Sunforger by paying {R}{W} and unattaching it, searching your library for Chance for Glory and casting it without paying its mana cost.
  2. 2Resolve Chance for Glory, causing you to take an extra turn after this one.
  3. 3Activate Soldevi Digger by paying {2}, putting Chance for Glory on the bottom of your library from your graveyard.
  4. 4Move to your next turn.
  5. 5Activate Sunforger's equip ability by paying {3}, attaching it to a creature you control.
  6. 6Repeat steps 1 through 3 one additional time.
  7. 7Activate Sunforger's equip ability by paying {3}, attaching it to a creature you control.
  8. 8Activate Sunforger by paying {R}{W} and unattaching it, searching your library for Angel's Grace and casting it without paying its mana cost.
Sunforger
+Final Fortune
+Angel's Grace
+Wheel of Sun and Moon
#8

Sunforger + Final Fortune + Angel's Grace + Wheel of Sun and Moon

Infinite turnsLock
  1. 1Activate Sunforger by paying {R}{W} and unattaching it, searching your library for Final Fortune and casting it without paying its mana cost.
  2. 2Resolve Final Fortune, causing you to take an extra turn after this one and shuffle Final Fortune into your library due to Wheel of Sun and Moon.
  3. 3Move to your next turn.
  4. 4Activate Sunforger's equip ability by paying {3}, attaching it to a creature you control.
  5. 5Repeat steps 1 through 3 one additional time.
  6. 6Activate Sunforger's equip ability by paying {3}, attaching it to a creature you control.
  7. 7Activate Sunforger by paying {R}{W} and unattaching it, searching your library for Angel's Grace and casting it without paying its mana cost.
  8. 8Resolve Angel's Grace, preventing you from losing the game this turn and shuffle Angel's Grace into your library due to Wheel of Sun and Moon.
03

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