Sin, Spira's Punishment
FIN · rare · Released 2025-06-13
Power
Tier shown as baseline → best-case (in its ideal shell). The score (-8 to 19) is a rank signal derived from tier + kind + atoms; browse by it on the cards page.
Derived from the 7 atoms below.
above rate
meaningful alone
wants support
scales up
multiple modes
broadly useful
easily answered
Commander Bracket
Archetypes
Roles
Risks
Mechanics
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Typal
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Structural
Rationale
Sin is a 7cmc 7/7 flying finisher that self-reanimates permanents from your graveyard on ETB and attack triggers, with a chain effect for lands. It demands a stocked graveyard — premier in self-mill/reanimator shells and any Sultai graveyard-matters strategy, but the random exile element and 7-mana cost cap its ceiling compared to deterministic reanimation.
Learnings (3)
The land-chain clause can cascade multiple times in one trigger — if your graveyard has multiple land cards and you keep hitting them, you keep repeating the process, which can net several permanents from a single ETB or attack.
tagging · claude-sonnet-4-6
Because tokens are copies of the exiled card and the originals are exiled (not returned to the graveyard), this is both reanimation-style value AND graveyard exile, meaning it does not enable recursive loops with itself — but it does synergize with 'permanent leaves the battlefield' effects since tokens eventually die.
tagging · claude-sonnet-4-6
At 7 mana, this is best used as a reanimation TARGET (via Entomb, Buried Alive + reanimate lines) rather than cast naturally; decks that hard-cast it consistently need heavy ramp.
tagging · claude-sonnet-4-6
Popularity
- EDHREC rank: #9,989