Beacon of Tomorrows

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Planechase Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Beacon of Tomorrows

Sorcery

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

Tic12 on Turn 5 - Darth Vadrik strikes back

4 months ago

Next mayor update: I cut the complete Extra-Turn-section, cause these cards doesn't perform the way i was hoping. So, i replaced it with some little helpers and 2 more lands, cause 33 Lands were way too less.

Out: Alrund's Epiphany, Beacon of Tomorrows, Capture of Jingzhou, Part the Waterveil, Temporal Mastery, Walk the Aeons

In: Island, Mountain, Vandalblast, Expressive Iteration, Seize the Spoils, Swiftfoot Boots

midget_overlord on Niv-Mizzet, Parun

2 years ago

I think Laboratory Maniac isn't necessary here, as you don't really have enough card draw to reliably trigger his win condition. Speaking of win conditions, the deck doesn't really have enough solid ones in my opinion. You basically have Locust God, Talrand, and Psychosis Crawler. Everything else doesn't feel strong enough to me. I might consider adding a Murktide Regent, or leaving in Lab maniac and going even harder into card draw with something like Enter the Infinite. Another powerful tool you're ignoring is extra turn spells. Chaining them together is a great way to lose friends and play solitaire! Expropriate, Nexus of Fate, Beacon of Tomorrows, and Temporal Manipulation are some good ones.

MidgeRub on Mizzix, the Storm EDH

2 years ago

Love this decklist! Working on building it with some changes/concessions.

Wanted to get your thoughts on this, was thinking about replacing Temporal Mastery with either Nexus of Fate or Beacon of Tomorrows . You lose out the miracle potential, but it allows redundancy with the infinite turns line, since these effectively also achieve infinite turns with Mystical Tutor on the Scepter. Think it'd be worth it?

And if you do... do you prefer Nexus or Beacon? Beacon is a Sorcery that's 1 Mana more, and targets so weak to redirect effects. But Nexus shuffle clause is attached to going to gy, so Rest in Peace and Leyline of the Void negate it. I know Nexus probably better but it's also 6x the price.

dritchie on My take on Mizzix

3 years ago

Id remove Dragon Mage its very expensive as is charm breaker devils and Mercurial Chemister for things like Bribery , Act of Aggression , Word of Seizing and Insurrection . Mizzix's Mastery is a must, definitely remove Walk the Aeons because at sacrificing three lands that puts you at a major disadvantage try going for Beacon of Tomorrows they are what id definitely recommend at the very east just to give it a bit more of a competitive feel

kpres on Jhoira - the suspense is killing you

3 years ago

How do you survive for four turns when you have Emrakul, the Promised End , It That Betrays , All Is Dust , and Beacon of Tomorrows suspended? I've played Jhoira before, and doing this puts a HUGE target on my back.

DemonDragonJ on Why is WotC Not Allowing …

3 years ago

In the early days of the game, cards that granted extra turns did not exile themselves, such as Time Walk , Time Warp , Temporal Manipulation , Beacon of Tomorrows , or Time Stretch , which meant that a player could reuse them with the proper combos, but recent cards that grant extra turns exile themselves, such as Temporal Trespass , Part the Waterveil , or, most recently, Alrund's Epiphany , which means that they cannot be reused. Additionally, WotC has not printed any permanents that grant additional turns in recent years, with the most recent examples being Time Sieve and Medomai the Ageless . Even further, the original Timetwister did not exile itself, but Time Reversal does, which, again, prevents it from being reusable. At least Echo of Eons can be reused, and even has flashback, if the player does not have a way to return it to their hand.

In some cases, I can understand why WotC is using the self-exiling clause, such as Vengeful Rebirth or Finale of Revelation , I can understand the usage of that clause, since those spells would be far too powerful without it, but, for the others, I do not understand.

Why does WotC continue to put the self-exiling clause on extra turn cards or cards that shuffle a player's graveyard into their library? Do they feel that such effects would be too powerful if they were reusable? And is there any chance that WotC shall eventually print a new permanent that grants extra turns, albeit with a high cost?

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