Sun Titan is only as good as what it finds in the graveyard, so picking the right mana value 3 or less permanents matters more than almost any other deckbuilding decision around this card.
Not every cheap permanent is equally worth returning, some do nothing on a second trip to the battlefield while others generate a full second turn's worth of value.
This guide breaks down the strongest categories of recursion targets and specific examples worth prioritizing.
Build around these and Sun Titan stops being just a 6/6 body and starts being a genuine engine.
Creatures with a strong enters-the-battlefield trigger get full value every single time Sun Titan returns them, since the trigger fires again from scratch.
Eternal Witness returning another card from the graveyard, and Wall of Omens drawing a card on re-entry, are both classic examples of targets that reward being returned repeatedly rather than just once.
Creatures that exile or neutralize an opposing permanent when they enter, like Fiend Hunter or Banisher Priest, effectively give Sun Titan a second removal spell every time it attacks.
These are especially strong against decks with a small number of key threats, since re-exiling a different problem permanent each combat step adds up fast.
Equipment doesn't need an enters-the-battlefield trigger to be worth recurring, since simply being back on the battlefield and ready to attach is valuable on its own.
A three-mana equipment with a real combat impact effectively becomes a free rebuy every time Sun Titan connects, without competing for a card in hand.
Two and three-mana rocks are efficient recursion targets in the early-to-mid game, since getting one back effectively refunds mana you already spent once.
This is particularly strong in a deck that wants to keep accelerating into its own top end even after an early mana rock gets removed or sacrificed.
Cheap creatures with a useful death trigger or sacrifice ability are strong targets precisely because they're meant to die again, turning Sun Titan into a repeatable value loop with the right sacrifice outlet.
Pairing this category with an aristocrats-style sacrifice engine is one of the more efficient ways to build a Sun Titan deck around a genuine combo-adjacent loop.
Vanilla creatures with no enters-the-battlefield trigger and no ongoing static ability are the weakest targets, since getting one back rarely changes the board state meaningfully.
Lands are also legal targets by mana value but are almost never worth prioritizing over an actual permanent unless the deck specifically wants land recursion.
A well-built Sun Titan deck usually runs somewhere between eight and fifteen dedicated low-cost value permanents, enough to consistently have a real target without overloading the curve.
Mixing categories, some removal, some ramp, some card draw, keeps the deck flexible instead of dependent on drawing one specific type of target.
Cheap artifact creatures with a relevant enters-the-battlefield ability, like a small artifact that draws a card or produces a token, are frequently overlooked compared to creature-type targets despite being just as legal for Sun Titan to return.
Artifacts also dodge color-specific removal more often than creatures do, which can matter in a metagame heavy on creature-focused answers.
Building a target package with a mix of creatures, artifacts, and the occasional enchantment keeps Sun Titan resilient against removal that's tuned for just one permanent type.
A target that draws a card is valuable, but a target that immediately affects the board, through removal, a token, or a mana boost, is often the better pick when Sun Titan's trigger happens mid-combat and an immediate answer is needed.
Balancing both types across the deck's full target package means Sun Titan can flexibly solve whatever problem is most urgent in a given game rather than always producing the same kind of value.
A well-rounded target list gives Sun Titan a genuine answer no matter what shape the board is in when it resolves.
Yes, any permanent card with mana value 3 or less qualifies, including equipment.
Generally no, prioritize creatures or artifacts with an enters-the-battlefield or ongoing effect.
Roughly eight to fifteen dedicated low-cost value permanents is a common range.
Yes, lands are permanents and qualify by mana value, though they're rarely the priority target.
Once you've settled on a target package, keeping the whole deck organized between games matters just as much as the card choices. A 100-card plastic deck box keeps a full Commander deck's worth of value pieces ready to go.
The right recursion targets are what separate a Sun Titan deck that just plays a big creature from one that actually wins the long game.
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