Break of Day

Combos Browse all Suggest

Legality

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

Break of Day

Instant

Creatures you control get +1/+1 until end of turn.

Fateful hour — If you have 5 or less life, those creatures also are indestructible this turn. (Lethal damage and effects that say "destroy" don't destroy them.)

Gidgetimer on How would you give white …

3 years ago

You may be getting confused about who said what. All I have said so far is that white's lack of draw being a "problem" is a position made up by content creators and echoed by the player base. I then made it clear that I realized that the format that was under discussion was EDH and that out of respect for your wishes I was keeping my disagreement that white needs card draw brief.

I didn't see you mention content creators. I brought them into this because I feel that they made up this viewpoint for views and so that they didn't have to change their earlier way overly simplistic deck building "recipes" where they called a category "draw" and not "card advantage". They have some valid criticisms that the way white works in 1v1 doesn't scale well to multiplayer. So people, wanting to express a viewpoint that was popular, glommed onto this and started parroting it. In my opinion rather than trying to homogenize the colors by saying "white needs draw" we need to solve the problem by scaling white better to multiplayer or providing alternate means to card advantage.

Now that the discussion has been opened up to card advantage in general, we need to start from a common definition of card advantage and see how white could use it's current tools or new tools that are in flavor in order to gain card advantage. Card advantage is the MtG strategic theory that the player with access to the most cards will win. The theory does not count all cards equally and so advantage comes in two flavors card number advantage and card quality advantage.

With the understanding that I am not a card designer and have no intrest in actually developing the ideas beyond saying that they are possible sources of advantage, my thoughts on how white could generate card advantage without drawing:

  • Resilience- No matter if it is your own board wipes, other people's board wipes, or sticky combat situations white could generate card advantage by just not dying when they are expected to. There is precedent for this with such cards as Ajani's Presence, Break of Day, Teferi's Protection, Selfless Spirit, and many, many more. There is even onboard indestructible such as Avacyn, Angel of Hope. Removing the mechanics from Ajani's Presence and Break of Day would make interesting white cards that create card advantage without drawing. Making an enchantment that is simply Avacyn's ability for 3-4 mana could create massive advantage for white.

  • Board wipes- As you attributed to me before I said it, board wipes are an in-color way to create card number advantage. As you said also, you have to build toward it if you are wanting to actually use them as advantage. To reduce the set-up required we could make the wraths more flexible. Like an Austere Command that is in the 4 mana range or a mono-white Merciless Eviction. We could also make it so that your stuff was spared by moving Plague Wind effects into white, though 9 mana is a lot. You can modify Divine Reckoning so that the caster gets to choose all creatures that are spared to get card quality advantage.

  • Scaling 1-for-1s- This is simple. Print cards like Swords to Plowshares that target "up to one creature controlled by each player". White can now run it's super powerful 1-for-1s without card disadvantage. If you are afraid of this effecting non-multiplayer formats take a page out of Battlebond's book and make it cost more than the single unless you have 2 or more opponents.

  • Anthems and Anti-anthems- The quality of your go-wide creatures is much higher if they are bigger and your opponent's card quality is lower (or you got numbers advantage if you killed some) if their creatures are smaller. Making Elesh Norn, Grand Cenobite's ability into a thing that white does could give card advantage. Cathars' Crusade is already a well established combo piece, adapting it so that it could be a more consistent quality advantage could also be a thing.

  • Scroll Rack effects- Much like how Brainstorm isn't card advantage Scroll Rack isn't technically card advantage. Until you shuffle. Then you have generated card quality advantage by shuffling away cards you don't need. The fact that it isn't draw may be a technicality, but it leads me into my last point.

  • Not Letting People Draw Extra Cards- Now it seems a little unfair that I don't think white should draw extra cards. Let's make it so that no one can draw extra cards with more Spirit of the Labyrinth effects. Bonus points in that this synergizes with white generating card advantage via avenues besides drawing.

I think I had some other points, but frankly I'm not invested enough in this to try and remember all of them. I think I have made my point that drawing isn't necessary. White could use more and better designed sources of card advantage for multi-player. Making it draw is boring and lazy design. No matter how well they shoehorn it into the identity as they did with Mangara, the Diplomat.

rdean14 on Card creation challenge

3 years ago

So the way you put it in parenthetical:

Serra's Herald

Creature - Angel (Mythic)

Flying, Lifelink

At the beginning of your upkeep, you may sacrifice Serra's Herald, if you do, scry X, where X is a quarter of your life total, rounded down.

7/3


Using a favorite mechanic of mine, Fateful Hour (Break of Day, Clinging Mists, Thraben Doomsayer, Gather the Townsfolk, Faith's Shield, Gavony Ironwright, Spell Snuff, and Village Survivors): and an effect I like- Revival / Revenge


Palliate Life

Sorcery (Rare)

Double your life total. Target opponent loses half their life, rounded up.

Fateful hour - If you have 5 or less life, you may have two target players exchange life totals instead.


Another Fateful Hour card

Hynx on Agro blue/white flying deck

4 years ago

Selfless Spirit ? to control some damage? Break of Day for a good push round and possible indestructible if you are low on health, but id rather run Frontline Medic in an agro deck over Break of Day Authority of the Consuls will also slow your opponent, and passively heal you. not sure what you would swap if you try my suggestions just some food for thought.

Darkshadow327 on LGS has Japanese Dark Ascension …

5 years ago

So I was able to visit my LGS earlier this evening and get 2 packs, this is what I got (you would be interested in this DiverDown):

Overall opening this pack was pretty cool. It was suspenseful too since I didn't know what most of the cards were (I did recognize a few by art).

Lord_Grimm on Oogie BoogieRhys

5 years ago

This comment will be highlighting areas in the remaining non-land categories that may be better suited with upgrades.

Ajani Unyielding would be better off something like Advent of the Wurm

Adamant Will: why save 1 creature when you could use Make a Stand or Rootborn Defenses

Common Bond & Seeds of Strength may be better as Charge or Break of Day?

Demystify, Disenchant, Naturalize: Why so many card slots to enchantment hate? Aura Shards and Forsake the Worldly should have it covered. I do like Sundering Growth though.

Mercy Killing should be Beast Within, enough said.

Awakening works for ALL players BTW!!

Fertile Ground, why not Utopia Sprawl or Unbridled Growth?

Oath of Ajani may be better at Glorious Anthem or Spear of Heliod

Rampant Growth should probably be Selesnya Signet

eyes2sky on Vitamins P, D & H

6 years ago

And for pumping everyone: Break of Day and Glorious Charge. I also think I mentioned adding Raise the Alarm as big value for little mana...in similar fashion Captain's Call gets you 9 power for 4 mana.

JerryW72 on

6 years ago

I use www.scryfall.com to search for cards. You can use their syntax guides and search really specifically and really quickly for any card, type, color, or mechanic that you could want.

As for giving creatures indestructible I came across Archangel Avacyn and Odric, Lunarch Marshal relatively fast.

Break of Day for that last possible hail mary pass too!

Make a Stand isn't bad!

What about cards with the Battalion mechanic?

Sorry I couldn't be of more help!

DemonDragonJ on Khalim, Master of Many

7 years ago

Some time ago, I had an idea to make cards that became more powerful if a player controlled a certain permanent, so I spent time refining that idea, and I produced a legendary creature who has several signature spells, which are acceptable on their own, but become much more powerful if their creator is present (symbolizing from a flavor perspective that the creator can cast their own spells much more effectively than can another mage).

The creator of this spells is mage named Khalim, who became bored of studying only one form of magic and traveled far and wide to learn many different styles of magic, eventually devising his own signature spells. I have not developed a more detailed backstory for Khalim than that, but I do not need to do so, at the present time. Due to his many years of studying, Khalim has devised a spell of each color, and they are as follows:

Khalim's Anger Show

This card takes inspiration from Urza's Rage, Sizzle, and Pyroclasm, dealing a greater amount of damage, which becomes unpreventable, if Khalim is present.

Khalim's Might Show

Without Kahlim, this card is strictly worse than Overrun, although I did make its casting cost less strict to balance that. However, with Khalim, it becomes strictly better than overrun. I know that menace is usually associated with black and red creatures, but I believe that it makes sense from a flavor perspective in this case, especially considering that Bellowing Tanglewurm gives green creatures intimidate.

Khalim's Spite Show

This card is modeled after Wit's End, but with both a lower, albeit stricter, mana cost, as well as additional effects, since I believe that that card is simply too expensive for too little of an effect.

Khalim's Valor Show

This card is intended to be a combat trick, akin to Aerial Maneuver, Call to Glory, Glorious Charge, Guardians' Pledge, Mighty Leap, Break of Day, Inspired Charge, Sanctified Charge, Show of Valor, Hold the Line, and so forth. Should there be an "untap all creatures that you control" clause, so that it can be used defensively as well as offensively?

Khalim's Will Show

Without Khalim, this card is exactly the same as Cancel, one of the worst counterspells in the game, but, with Khalim, it is better than Dismiss; with that being said, should I reduce the number of cards drawn to a specific number, such as one or two?

After seeing these cards, I imagine that the anticipation for Khalim himself must be very high, so, without further ado, here he is, in all of his glory:

Khalim, Master of Many Show

Khalim himself can find one of his own spells, so he naturally has great synergy with them. His having hexproof and prowess are indicators of his immense magical skill, but I knew that I would need to keep his power and toughness low to balance those abilities. His "draw and discard" ability represents his ability to find a new solution by abandoning a previous one.

What does everyone think about these cards? How well did I do with them? Do you have any suggestions for them?

Load more
Have (1) reikitavi
Want (0)