|Commander / EDH||Legal|
Printings View all
|Dark Ascension (DKA)||Common|
Combos Browse all
Break of Day
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.)
Break of Day Discussion
3 weeks 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.
8 months 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).
1 year ago
This comment will be highlighting areas in the remaining non-land categories that may be better suited with upgrades.
Awakening works for ALL players BTW!!
1 year 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.
1 year 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.
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!
2 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
Khalim's anger cannot be countered.
Khalim's anger deals 2 damage to each opponent and each creature that your opponents control. If you control a creature named Khalim, Master of Many, Khalim's anger instead deals 4 damage to each opponent and each creature that your opponents control and the damage cannot be prevented.
Khalim's Might Show
Creatures that you control get +2/+2 and gain trample until end of turn. If you control a creature named Khalim, Master of Many, creatures that you control get an additional +2/+2 and gain menace until end of turn.
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
Target player discards his or her hand and loses 1 life for each card discarded this way. If you control a creature named Khalim, Master of Many, that player instead loses 2 life for each card discarded this way.
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
Creatures that you control get +1/+1 and gain first strike until end of turn. If you control, a creature named Khalim, Master of Many, creatures that you control instead get +2/+2 and gain double strike until end of turn.
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
Counter target spell. If you control a creature named Khalim, Master of Many, draw cards equal to that card's converted mana cost.
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
Legendary Creature - human wizard
When Khalim, Master of Many enters the battlefield, search your library for a card named Khalim's Anger, Khalim's Might, Khalim's Spite, Khalim's Valor, or Khalim's Will, reveal that card, and put it into your hand, then shuffle your library.
Whenever you cast a noncreature spell, you may draw a card. If you do, discard a card.
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?
2 years ago
hmmm.to.tourach Ramosian Rally is I don't think there is an board wide boosting effect card with a similar alternative casting cost. You could try a two mana spell like 'Break of Day', its an okay spell that can give your team Indestructable if you have Fateful Hour triggered.
2 years ago
Break of Day is strictly better than Glorious Charge. No reason not to run it.
Accomplished Automaton seems like a better late game option than Bastion Mastodon.
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