Beacon of Tomorrows

Legality

Format Legality
Vintage Legal
Duel Commander Legal
Commander / EDH Legal
Legacy Legal
Modern Legal
Tiny Leaders Legal

Printings View all

Set Rarity
Duel Decks: Mind vs Might Rare
Fifth Dawn Rare

Combos Browse all

Beacon of Tomorrows

Sorcery

Target player takes an extra turn after this one. Shuffle Beacon of Tomorrows into its owner's library.

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Beacon of Tomorrows Discussion

Austin_Smith_of_Cards on The Inside of My Skull Itches

2 days ago

Ashnod's Altar + Skullclamp + your commander allows you to draw your whole deck, and generate a ton of mana on top of that. For that reason I suggest including Beacon of Tomorrows as a way to take all the turns for the rest of the game. (Lab Maniac works too, though)

Perpetual on Do you Miz me?

1 week ago

For Mizzix, Shattering Pulse beats Shattering Spree.

Honden of Seeing Winds draws cards for free once out, but is slow, inefficient, and does not interact with Mizzix. Consider something like Whispers of the Muse, Mind Spring, or Ugin's Insight instead.

I didn't look too hard, but it appears as if the only things Inexorable Tide affects are your experience counter and planeswalkers. The problem with that is that neither your planeswalkers nor the Tide interact with Mizzix, making them inefficient for what you have them for (Jace for draw, Ral for turns, Tide for counters, Karn for removal). There are also no creatures to protect your planeswalkers. You might consider the previously mentioned Whispers of the Muse or Mind Spring, Beacon of Tomorrows or Time Warp, and All Is Dust in those four slots.

As someone else pointed out, I would dial back on your non-basic lands. You have a two color mana base, color fixing is not going to be your issue. Plus it makes the inclusion of Ruination, which was also mentioned by someone else, even easier.

Finally, and this is probably just me, but the lack of creatures could get you in trouble. At the very least I would look into creatures that synergize with Mizzix like Guttersnipe, Charmbreaker Devils, Talrand, Sky Summoner, Young Pyromancer, and/or Archaeomancer.

Halphinian on KefNOT the Controlfreak

2 weeks ago

I would definitely make room for a Deadeye Navigator if you are already running Palinchron. That way you can get infinite blue mana, use it to draw your entire deck with Kefnet's ability, then win the game with Laboratory Maniac. I would suggest removing either Extraplanar Lens or Treasure Cruise (The Lens might help your opponents too much and Kefnet has a very good draw ability)

Also, in case you hadn't noticed, you already have an infinite turn combo with Beacon of Tomorrows and Isochron Scepter with Mystical Tutor imprinted. It is extremely costly at 10 mana per extra turn, but it gets the job done.

Looks pretty good! +1 from meeee

Chandrian on R/U Mizzix

3 weeks ago

Since you're playing 2 colors I don't think the vivid lands and the hideaway lands are very usefull (I'm not much of a fan of the hideaway lands). You can replace those with normal lands, maybe you could also drop to 37 lands.

Call the Skybreaker is very expensive for it's effect... even if you can cast it multiple times.

You could run Young Pyromancer to make extra tokens.

It may be a bit expensive moneywise, but I like Expropriate and Beacon of Tomorrows to take extra turns.

Otherwise: Spellheart Chimera, Mind's Desire, maybe also run Swiftfoot Boots to protect your commander from removal. You could also just run some extra counterspells together with Baral, Chief of Compliance as he reduces the cost of your instants and sorceries while also drawing cards when you counter something.

BlueScope on Rebound-a-rific (Taigam, Ojutai Master)

4 weeks ago

Note that Beacon of Tomorrows isn't able to Rebound (although it's also not quite a one-of ;) ). If you don't believe me, believe the ruling:

If a spell moves itself into another zone as part of its resolution (as Arc Blade, All Suns' Dawn, and Beacon of Unrest do), rebound won't get a chance to apply.

You got a cool deck on your hands, though. I was building something similar a few days ago (less centered on extra turns and more on getting value from powerful spells), but I was missing some toolkit cards like Dolmen Gate that are most awesome!

Similarly, I think you omitted some cards that I thought were quite useful, most of all Cryptic Command and Mystic Confluence - both of which potent counterspells with an upside, which can also be cast on your turn if needed (even in response to an opponent's end step play, for example), and thanks to it's modality give you great options when you cast them with rebound, even though there's nothing to counter (other than your own spells, most likely). Of course, another benefit is that this adds some more control to the deck, which is something that WU should never miss out on ;)

hhnight18 on 1st Commander Deck

4 weeks ago

I actually used to run this deck and it was a lot of fun. I have to say i would get rid of aetherflux reservoir because it seems kinda cheesy. Cards i would add to it would be Enter the Infinite and Beacon of Tomorrows for an infinite turn combo.

luther on Casting Spells

4 weeks ago

As others have said, there isn't enough quality energy cards for edh to have that be part of your main plan in this deck. If you want to abuse your commander's triggers, a decent plan would be to take extra turns Beacon of Tomorrows, Capture of Jingzhou, Lighthouse Chronologist, Part the Waterveil, Savor the Moment, Temporal Manipulation, Temporal Mastery, Temporal Trespass,Time Stretch, Time Warp, and Walk the Aeons could all work well. I mean more turns makes for more first spells. I believe the first spell also can trigger (correct me if I'm wrong) on opponent's turns, so cards like Seedborn Muse, Awakening, Bear Umbra, and Nature's Will can help there. Hopefully that helps!

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