Bring to Light
Converge — Search your library for a creature, instant, or sorcery card with converted mana cost less than or equal to the number of colors of mana spent to cast Bring to Light, exile that card, then shuffle your library. You may cast that card without paying its mana cost.
|Have (2)||IcyLightning , metalmagic|
|Want (2)||Etinifni , UnitedWeStand|
Printings View all
|Battle for Zendikar (BFZ)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Bring to Light occurrence in decks from the last year
Commander / EDH:
All decks: 0.01%
Bring to Light Discussion
1 month ago
Bring to Light may be pretty good, Fight to the Death , when revealed, serves to say "wanna make a big attack? ban plan." Flower / Flourish or Safewright Quest is good two-color mana fixing. Putrefy and Mortify are both pretty strong. Thrash / Threat is pretty all right creature removal if Niv is out. I am partial to Archon of Valor's Reach - I just like the card. Armadillo Cloak is def all right if Nivvy's your main wincon. Artifact Mutation and Aura Mutation are awesome, as is Hull Breach . I know one of my friends has a Kresh the Bloodbraided deck that would be utterly demolished by a Backlash . Bedevil is absurdly versatile removal. Blightning has a special place in my heart for taking any deck that doesn't know how to draw cards directly out of the game. Mostly a 60 cards, 20 life thing tho. Boros Charm can fizzle a removal spell, or it can make Niv into a really big meat stick. Burning-Tree Shaman and Cindervines are absolute murder for spellslinger decks. Casualties of War might help with those planeswalkers you seem to want to make disappear. Cauldron Haze is an... unconventional way to eat a removal spell. Clan Defiance is pretty all right, though it is an X spell that doesn't just kill a player directly. Countersquall is a good not- Negate , as is Dovin's Veto . Curse of Chains is a cool removal spell. Deathsprout is removal and ramp. A bit costly but Murder and Rampant Growth combined (minus one mana) is worth considering for casuals like me. Debtors' Knell can be a nice finisher.
Defiler of Souls is one of my favorite cards of all time. I just love playing colors and I like turning downsides into upsides.
Despark and Deputy of Detention (not to mention the D-Sphere itself) is pretty good removal. Destructive Revelry is pretty good removal as well. Dimir Doppelganger would fuck a reanimator deck six ways from Sunday. Divinity of Pride is a big, lifelinking threat. Djinn Illuminatus is sneakily very strong. Imagine duplicating all your removal spells as many times as you bother to pay for them. Domri's Ambush is even more good removal (this time creature removal). Dragonlair Spider is just quite good at making tokens. Dreadbore kills two relevant types. Dromoka's Command is sweet removal but not many of its other options are relevant. Dueling Grounds is Mirri, Weatherlight Duelist (or Mirri is Dueling grounds- whatever). Both are awesome pillow fort. Escape to the Wilds draws cards. The color-matters auras from Eventide and Shadowmoor are strong with Niv and also on-theme.
Fossil Find alluded to graveyard order... in a 2008 set... huh.
Identity Crisis just discards your opponent's... everything. Ionize is a pretty all right counterspell. Justice Strike , another pet card of mine, is just very a flavorful removal spell. Mindleech Mass is crazy cool. Mirari's Wake is a really conventionally strong card. Mistmeadow Witch is more expensive and more timely Soulherder (fizzles removal!). Mnemonic Betrayal is just a gem. Mystic Snake and Frilled Mystic are both counterspells. Necrogenesis makes tokens and screws up reanimation. Palliation Accord is pretty freaking pillow forty. Pillory of the Sleepless , Anguished Unmaking , and Vindicate are more solid Orzhov removal. Plasm Capture isn't great, I don't think, but it feels like a card that has some wild stories attached to it, don'tcha think? Rakdos's Return seems like another really fun spell. I want to make a RB casual Rack deck. Silumgar's Command is a good card. Thought Erasure is a perfectly suitable discard spell. Trygon Predator is good. Wheel of Sun and Moon ensures that every card in your deck is just a few Niv triggers away.
And BAM, I've looked through every two-color card in Magic. There we go. That's what stood out to me, but I find that many players are more competitive than I am and therefore have different definitions of what a good card is. Feel free to take some or none of my advice. All would likely prove disastrous for your deck- a lot of the cards I suggested were removal.
2 months ago
In Modern, Niv-to-Light has a similar shell. Bring to Light essentially lets you run 8 copies of Niv-Mizzet Reborn since it can tutor it and then cast it without paying the mana cost. Most of the cards used in that deck are legal in Pioneer, see: https://www.mtggoldfish.com/articles/much-abrew-niv-to-light-modern-magic-online
I'd cut Arboreal Grazer for almost any mana dork, be it Gilded Goose or Elvish Mystic the Grazer is a woeful top deck and while an okay blocker, it won't win you the game. Even running 4x Attune with Aether is a better choice as you have other ways to leverage the energy. Somewhere in your 75 I'd say you want Kambal, Consul of Allocation against spell heavy decks like Prowess or Izzet Phoenix. Domri, Anarch of Bolas can make your creatures uncounterable, much like Teferi, Time Raveler but Domri is far easier for your deck to cast, since it is base green.
Hope this helps, good luck with your brew.
2 months ago
I did think of some of those cards, specially Sneak Attack and Selvala's Stampede being the cheaper ones (this deck does not have a ton of ramp). However, I opted for the dirtbag route, focusing a lot the ways of cheating big creatures and play more tutors. Actually, this deck has a lot of something I love, which is tutoring for the right tutor. Example: you Merchant Scroll into Bring to Light into Hypergenesis . Or you Merchant Scroll into Muddle the Mixture and transmute into Oath of Druids ! :D
That being said, I might still add Stampede, it's a really good card! I don't like that Sneak Attack exiles the creature in multiplayer. And Aminatou's Augury and Tooth and Nail are expesive manawise, but really good. I don't know!
I'm glad you liked the list and thanks a lot for commenting! :D
2 months ago
Nice! Those were some great suggestions, I'll consider them and weigh the pros/cons for each of those recommendations.
2 months ago
I have my own sliver deck
Commander / EDH*
SCORE: 2 | 1 COMMENT | 373 VIEWS | IN 1 FOLDER
So I'll be making suggestions based on my experience with Sliver Overlord as commander.
There are 2 cards The First Sliver can take unfair advantage of. They are Hibernation Sliver and Aetherflux Reservoir . You will get a lot of free spells, especially if you have Morophon, the Boundless out. Mosswort Bridge works nice with your commander, too.
Just by looking at your deck, I get the idea that you want to get the most out of every cascade trigger. Almost every card that is less than 5 CC is a sliver, even if it's a bad sliver (several of the slivers with sacrifice abilities) or a changeling. While that does help the deck be more explosive, it really hurts its resiliency. If there's a boardwipe, or spot removal aimed at your commander, you will fall very far behind if you don't have the mana to recast your commander. That's why Crystalline Sliver is always the first thing I search for with Overlord.
I suggest a bit of a paradigm shift. I'd add more lower converted mana cost cards and some card advantage, that way you won't be blown out of the water with all-too-common boardwipes. When slivers are out, people tend to play those cards more often for some reason. I like Distant Melody , Chromatic Lantern , Aphetto Dredging , Living Death , Bring to Light , Opaline Sliver , and Sol Ring . Wheel of Fate works really well with your commander, as does Living End . It should be noted that if you don't want to cast the card you cascade into, you don't have to. If you choose to not cast it, it'll be shuffled back to the bottom of your deck to be cascaded into later instead. Also, Mirror Entity is killer with slivers.
Let me know what you think! I may change my deck to go with The First Sliver sometimes, so I'd appreciate if you have feedback I'm not aware of.
4 months ago
If you're looking at Harmonize , you might as well have a second look at Syphon Mind . It's the same CMC, less color restrictive, and has opponent discard stapled on. 99% of the time it is also a draw three spell.
I'm a bit down on Bring to Light as it has a fairly high floor and a relatively low ceiling, in that it's higher CMC/restrictive based on mana-color generation. But it might be worth a look/testing.
As to the reanimation plan, given how you can get hosed by graveyard hate w/ that strategy, I'd rather treat the yard as a backup wincon vs one of the primary gameplans. It's too tempting to go off-theme for just the best/biggest creatures and combos once you take those lines, and I think you'd have to re-work too much of the core deck for my tastes at least to support that package. Like, why not just dump and reanimate a Praetor or Eldrazi at that point? And it would push you closer to Faithless Looting builds, so rather than playing an 80% Scion of the Ur-Dragon deck, you're now playing an 80% reanimator deck under The Ur-Dragon ? If you're getting the casting cost reduction from the latter, I prefer building around that, and focusing on card draw is a bit more resilient to hate/interaction, generally speaking.
But that's just my take and I'd be interested to see someone build a list/alternate lists for this commander, for sure.
4 months ago
I just realized that Bring to Light for might tutor Scourge of Valkas or Patriarch's Bidding for combo plays OR anything 5 CMC or lower when we power down our plays. Maybe I should just look for 5 or lower CMC card draw effects on Scryfall :D
4 months ago
To start, I disagree with a few of shadow63's cuts.
Dormant Sliver is a powerhouse, allowing for extremely explosive plays where you draw and play Sliver after Sliver. The downside is significant, but between Necrotic Sliver and your own removal spells, it is pretty easy to kill your own Dormant Sliver and remove defender.
Sedge Sliver would work a lot better if you had a number of fetch/shock lands, but it still pulls its weight in a budget deck. The ability to save any sliver from dying is invaluable.
Amoeboid Changeling allows you to take other players' creatures using your commander.
I do agree that you can probably cut Tamiyo (unless you have a sacrifice-heavy meta). Ashnod's is a great card, but, with Gemhide turning your slivers into ramp, you do not really need it.
Here's some other cuts I would recommend:
Aether Vial - outstanding card in 60-card constructed Slivers, since the overwhelming majority of your slivers are exactly 2 mana. Its effectiveness in singleton, however, is a bit lackluster.
Even though your commander benefits from Training Grounds , I do not think you have a critical mass of creatures with generic-requiring mana abilities to make Training Grounds worth a slot. Same goes for Heartstone .
Bring to Light is a bit too much mana for its effect. I do not think you need it.
Next we get into cutting your underperforming slivers. You probably should get rid of 16 or so of your 44 creatures.
Here's a few I would certainty remove:
- Syphon Sliver - lifelink isn't all that exciting of an ability.
- Synapse Sliver - solid ability, but you have better card draw, and five mana is pretty heft.
- Opaline Sliver - You have enough tutors that it should be easy enough to find Crystalline Sliver instead.
- Lavabelly Sliver - too low of an impact.
Beyond those, look at the mana costs of the slivers, and try to cut some of the higher-costed ones. Sure, they have great abilities, but slivers work best when you're dumping a large number of them onto the field as quickly as possible. Focus on the ones that have strong combo potential or work to protect key combo pieces.
Frankly, you can probably stand to cut some of the pure pump/combat slivers, such as Sinew Sliver . Sinew and its friends another card that excels in 60-card constructed, when you can run 12 total pump slivers; it singleton, three is just not that big of a deal. Sliver Legion already provides you a strong way to aggressively close out games--you don't need a bunch of worse versions of that effect.