Darkness

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Oldschool 93/94 Legal
Modern Legal
Penny Dreadful Legal
Casual Legal
Pauper EDH Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Time Spiral "Timeshifted" (TSB) Rare
Legends (LEG) Common

Combos Browse all

Darkness

Instant

Prevent all combat damage that would be dealt this turn.

Darkness Discussion

Magnanimous on Kiora: Cruelty Without End

2 weeks ago

Hey, I was working on a Field of the Dead deck in Pioneer and found that Kiora, the Crashing Wave fit absolutely perfectly. You could try it in Pioneer if you wanted (here's my start: https://tappedout.net/mtg-decks/fog-of-the-dead/?cb=1574915555), or you could continue in Modern.

The idea is to delay the game with Fog , Spell Pierce , etc. while ramping up to seven lands for Field of the Dead . Kiora ramps, stalls, draws cards, and acts as a secondary win-con.

If you continued in Modern, the mana would be difficult and I actually think going three or four color could work given the constraints for Field of the Dead . White for Holy Day / Dawn Charm or black for Darkness / Abrupt Decay / Painful Truths are both good options. You could go up to crazy numbers of lands and play any of Arboreal Grazer , Explore , Courser of Kruphix , and Growth Spiral instead of your current creatures to ramp every turn so you can get the combo up and running by turn 5. Alternatively you could go for control instead of ramp with Thoughtseize , Abrupt Decay , Spell Pierce , Mana Leak , etc.

SP3CTR3_chelts on 02: Hedron Mill

1 month ago

i agree with keevel Darkness works well 1 mana to buy you another turn.

also you do not necessarily need to be limited by your on colour fetch lands, running a couple of Flooded Strand could up your landfall triggers and thin your deck, using them to tutor for just the basic island or the watery grave.

Shelldock Isle may be a slower land but it can really help when their deck is low and you are running out of steam.

Mind Funeral i would fill out your playset as they are extremely potent against most modern decks with all their fetch lands. For example my modern deck plays 19 lands of which 7 are fetch lands. by turn 3 it is possible that excluding any mill you have done my land count could be as low as 13!

Peisistratos on Competitive Modern Mill

1 month ago

Hello itachi45! I counted Grixis Whirza among the Urza decks. You can find some words on the matchup in the matchup walkthroughs.

My list is able to naturally win on turn 5 at the latest pretty much every game, even when accounting for mulligans and mana issues. Fogs merely adds more consistency against combat phase decks.

I want to make clear that I suggest to play fogs when the majority of the field plans to win through combat phase. That hasn't been the case anymore since the banning of Hoogak. Since then, I cut Darkness enyirely in favor of maindeck Surgical Extraction s. I rounded up the sideboard with Disfigure , useful both against aggro and more importantly against Spirits, Humans, Hatebears and the like.

Braska on Competitive Modern Mill

1 month ago

Things I've learnt playing mill:

This list is too linear for a competitive deck. This is essentially a recreation of a less efficient burn deck. Mill does not possess the multitude of efficient 1 drop 'burn' spells like Lightning Bolt and Lava Spike to win the game before your opponent. One one hand you're going for the instant mill with Breaking , but on the other you're going for long term with Mesmeric Orb and Shelldock Isle . These are two conflicting game strategies that don't mix. Which is why you've got filler cards like Darkness just to bide you time for more mill.

Instead, try and utilise on what mill can offer you and burn cannot. You are playing black, use this to your advantage. Run Fatal Push , Drown in the Loch and Collective Brutality . Cut the less 'to the face' mill spells like Fraying Sanity , Breaking and Mind Funeral . One incredible tool to utilise is Surgical Extraction . There are so many decks in modern that rely on one or a few cards to win. Hit them where it hurts with surgical and they physically cannot win.

Ensnaring Bridge is too good not to run. It's an auto win against some decks game 1.

Don't underestimate the power of Mission Briefing . It's a better snapcaster for mill. You can play archive trap or surgical for their alternative costs (unlike snapcaster).

Mainboard crypt incursion at least 1. Your weakness is aggro decks. Pull one of these bad boys off and you've bought way more turns than any Darkness will get you.

Darkness straight up is a bad card. Fatal Push will likely buy you more turns of the game than darkness ever will. T1 fatal push a Noble Hierarch . Push a Thought-Knot Seer . Push a combo piece. Push a Goblin Electromancer .

Peisistratos on Competitive Modern Mill

1 month ago

My list doesn't need to fight my opponent's interaction because it has redundancy and card advantage, unless you mean interaction combined with pressure, which obviously Mill isn't very good against as you can expect from any spell deck. Yet burn-milling out your opponent is still good because spot removals, discards, Ensnaring Bridge and whatever alse are bad in almost any metagame, especially as the card pool increases over over. I explained in details why this happens. Darkness is not very good; nonetheless, it is better than more mill spells or defence cards covering different angles.

rubeerubin on Competitive Modern Mill

2 months ago

Mission Briefing instead of Breaking seems like an improvement. Remember that you can pay the alternative cost to Archive Trap , which is probably the best mill card in the deck. Having the ability to do it twice on one turn is a back breaker. It's also 4x more Darkness . And obvious flexibility later in the game ( Mind Funeral might close out a late game better, for example).

But it's also another 4x Surgical Extraction after sideboard, which is huge. 2 out of 3 games uses the sideboard, don't forget. And speaking of sideboard, it gives you 4x copies of every single card in your sideboard.

Oh and don't forget the Surveil. If it wasn't good enough already, the ability to bubble up another mill card is huge (or that desperately needed land), or Darkness .

There are also the games where you need to draw 3 with Visions of Beyond and your graveyard is closer to 20 than your opponent's.

Nemesis on modern mill

2 months ago

Hey there! Have you considered Visions of Beyond and Darkness ? Visions is great for drawing more fuel and darkness can save your life.

Peisistratos on Competitive Modern Mill

2 months ago

AtraxaIsBae That would be nice if it hadn't some unfortunate implications. Let's analyse such build, switching Darkness for Surgical Extraction in order to understand if at least our best case scenario build works out.

If we play Scheming Symmetry , we cannot play Mesmeric Orb . That's a fact. We cannot spend a whole card just to cast an otherwise useless card: at least Field of Ruin gives mana. So acting as Scheming Symmetry enablers we have: Hedron Crab , which however acts as such only from turn 3, because if start with Hedron Crab we usually open up the game with Shelldock Isle , Island or Prismatic Vista for Island , so that we'll get only on turn 2 and Hedron Crab as an enabler only as early as turn 3. Then we get our 2 mana millers, yet they can be coupled with Scheming Symmetry only from turn 3 on. Finally from turn 4 we get Mind Funeral and Field of Ruin , but that's too late. If we adopt surgical extraction, we can probably enable
Scheming Symmetry as early as turn 2 - but it would be as we mulliganed to 5 cards, since we spend 2 whole cards that don't advance our game plan only to put on top a usually replaceable cards. And fogging for 2 mana is not worth it because it's too expensive.

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Darkness occurrence in decks from the last year

Commander / EDH:

All decks: 0.0%