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Sin, Spira's Punishment
UBGSultaiLegendary Creature — Leviathan Avatar

Sin, Spira's Punishment

Mana value7Rank#9,754
BuildCard details

The Commander

Flying

Whenever Sin enters or attacks, exile a permanent card from your graveyard at random, then create a tapped token that's a copy of that card. If the exiled card is a land card, repeat this process.

Guide

Gameplan

Sin is a 7-mana 7/7 flier that turns your graveyard into a token factory: every time it enters or attacks it exiles a random permanent card from your yard and copies it, chaining indefinitely off lands. You fill the graveyard early with self-mill and dredge-like effects, then snowball repeated copies of mana rocks, value creatures, and bombs while attacking each turn.

Strengths

  • Generates massive recurring value off attacks and recasts, snowballing fast once your graveyard is stocked
  • Flying evasion means it reliably connects to trigger again and pressures life totals
  • Land-chaining clause can ramp explosively and dig deeper into impactful permanents
  • Sultai colors give the best self-mill, ramp, and recursion package in the format
  • Token copies dodge legend rule issues less since copies of nonlegendaries stick and provide bodies

Weaknesses

  • The trigger is random, so a graveyard clogged with weak permanents produces low-impact copies
  • Seven mana and graveyard-dependent—removal or exile of Sin or a graveyard wipe sets you way back
  • Tokens enter tapped, so they don't immediately block or attack
  • No built-in evasion past flying and no protection, making Sin a removal magnet
  • Slow to come online if your early self-mill stalls

Key Cards

  • Stitcher's Supplier — Cheap repeatable self-mill that stocks the graveyard with permanents to copy.
  • Buried Alive — Tutors three creatures straight to the yard, letting you stack high-impact copy targets.
  • Eternal Witness — A copyable body that returns key cards while padding the graveyard with value.
  • Avenger of Zendikar — A bomb worth copying, and Sin's land chains synergize with its land-payoff tokens.
  • World Shaper — Returns milled lands to play, fueling the land-chain clause and ramping hard.
  • Underworld Breach — Lets you recur the exiled-by-Sin and other key permanents to keep the engine humming.

Upgrade Path

Tighten the graveyard so the random trigger only hits strong permanents—cut weak filler and lean on tutors like Buried Alive and Entomb to stack bombs. Add fast self-mill (Stitcher's Supplier, Hermit Druid, Mesmeric Orb) plus graveyard protection and recursion (Underworld Breach, Eternal Witness) to recover from wipes. Finish with payoffs like Craterhoof Behemoth, Avenger of Zendikar, or sacrifice engines to convert the token flood into wins.

Core Cards

The most-played cards for this commander, built from aggregated deck data (the Mythic Graph). Build public decks to seed it.

Win Conditions

  • ▸Beating down with a flying 7/7 backed by an ever-growing army of copy tokens
  • ▸Copying powerful ETB bombs like Avenger of Zendikar or Grave Titan to overwhelm the board
  • ▸Ramping into and copying a game-ending permanent or overrun effect
  • ▸Assembling a graveyard combo loop to generate infinite tokens or mana

Archetypes

  • Reanimator/Graveyard Value — Sin copies whatever permanents you've dumped, rewarding aggressive self-mill and recursion.
  • Tokens — Each attack and recast spawns copy tokens, building a wide board you can buff or sacrifice.
  • Lands/Ramp — The repeat-on-land clause and Sultai ramp let you chain land copies for explosive mana.
  • Combo — Copying the right permanents (mana rocks, value engines) with Underworld Breach enables loop finishes.

Combos

No combos found for this commander on Commander Spellbook.

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