Card
Sin, Unending Cataclysm
Mana cost {5}{G}{U}
Legendary Creature — Leviathan Avatar 5/5
Flying, trample As Sin enters, remove all counters from any number of artifacts, creatures, and enchantments. Sin enters with X +1/+1 counters on it, where X is twice the number of counters removed this way. When Sin dies, put its counters on target creature you control, then shuffle this card into its owner's library.
No bracket restriction: playable from bracket 1. Part of 92 known combos. 4 official rulings.
- Commander
- Legal
- Printing
- Rare · FIC · #95
- Cheapest printing
- €0.32
- EDHREC salt
- 0.42
- Color identity
- Green, Blue
- Keywords
- Flying, Trample
Bracket
- B1 Exhibition — allowed: No restriction at this bracket
- B2 Core — allowed: No restriction at this bracket
- B3 Upgraded — allowed: No restriction at this bracket
- B4 Optimized — allowed: No restriction beyond the banned list
- B5 cEDH — allowed: No restriction beyond the banned list
Why
- No Game Changer, mass land denial, extra turn, tutor or two-card combo
How Lotus Vault estimates a bracket
Bracket: Lotus Vault analysis, with Commander Spellbook flags
Combos
92 known combos.
- Sin, Unending Cataclysm + Body of Research + Sage of Hours
Produces: Lock, Near-infinite turns
View on Commander Spellbook - Sin, Unending Cataclysm + Verdant Succession + Phyrexian Altar
Produces: Infinite creature LTB, Infinite creature ETB, Infinite colored mana
View on Commander Spellbook - Eirdu, Carrier of Dawn // Isilu, Carrier of Twilight + Sin, Unending Cataclysm + Shilgengar, Sire of Famine
Produces: Infinite artifact tokens, Infinite Blood tokens, Infinite creature ETB
View on Commander Spellbook
Combos: Commander Spellbook
Rulings
- 2025-06-06 · Wizards of the Coast
If the target creature is an illegal target as Sin's last ability tries to resolve, it won't resolve and none of its effects will happen. Sin will remain in the zone it went to when it died (which is usually the graveyard). - 2025-06-06 · Wizards of the Coast
Sin's last ability puts all counters that were on Sin onto the target creature, not just its +1/+1 counters. - 2025-06-06 · Wizards of the Coast
Sin's last ability doesn't cause you to move counters from Sin onto the target creature. Rather, you put the same number of each kind of counter Sin had when it died onto the target creature. - 2025-06-06 · Wizards of the Coast
In some unusual cases, you may end up putting the appropriate counters on more than one permanent. For example, if you control The Ozolith ("Whenever a creature you control leaves the battlefield, if it had counters on it, put those counters on The Ozolith.") when Sin's last ability resolves, you'll put the appropriate number of each kind of counter onto both The Ozolith and the target creature.
Rulings: Scryfall · Wizards of the Coast