Dawn Charm

Legality

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

Printings View all

Set Rarity
Ultimate Masters (UMA) Uncommon
Planar Chaos (PLC) Common

Combos Browse all

Dawn Charm

Instant

Choose one —

  • Prevent all combat damage that would be dealt this turn.
  • Regenerate target creature.
  • Counter target spell that targets you.

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PLC

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Dawn Charm Discussion

ahobrien on Reanimator W/B

2 days ago

have you considered Vindicate or Anguished Unmaking ?

Also, no one would see a white counter like Rebuff the Wicked or Dawn Charm coming

LoyalPaladin on Knight Tribal

1 week ago

I'm just going to make suggestions for cutting and adding, but they're more suggestions on what I would do if I was building it. OrientSuperior might have some good feedback. He's good at going wide and tribal too.

Creatures

Not a lot to say here. I'd probably cut some of your higher CMC creatures for more low CMC knights. You probably want to treat your dragons like my Sunhome's Finest deck treats angels: sprinkle them in there, but don't make them a main attraction. Their CMC is usually fairly high.

Sunhome's finest generates a lot of 1/1's to bide time for a big angel to come out, but Knight's aren't quite as good at that as soldiers are, I'd add some more mana rocks and cut a big boy or two. Right now you're running about 22 Knights out of your 29 creatures, with three ways to get a limited number of tokens from what I'm seeing.

Artifacts

You might consider cutting Door of Destinies if you end up being more of a hybrid Knight-Dragon tribal, otherwise it's probably fine for now. I'd probably cut some equipment for commander protection and mana rocks.

Main Cuts: I'd cut these for sure, but there are a few more I'd lop off for other things.

  • Bloodforged Battle-Axe: It's a mana sink and you're going to be strapped for mana in Boros.
  • Godsend: This card isn't very useful in commander. If you exile a card it's gone, since they can't run multiple copies. If you hit their commander they'll just return it to their command zone instead of exiling it.
  • Sunforger: It's really just not that great. It's a mana sink and I actually cut it from my own deck.

Extra Cuts: I'd probably cut Forebear's Blade, Mind's Eye, and Obelisk of Urd as well. Obelisk is worse than Door of Destinies, so keep that latter if you're cutting one of the two. Mind's Eye is a good card, but I barely manage to take advantage of that in a mono-White deck crafted to ramp fast. Forebear's Blade is just so-so, it's not bad, but it's not great.

Add: You could consider Pearl Medallion or Ruby Medallion. I'd probably forgo both of those for what's below or maybe even a Boros Locket.

  • MindStone: Great mana rock with draw in case you really need it.
  • Swiftfoot Boots: You've got two commanders. Run swifties and greaves?
  • Worn Powerstone: It's a tap for two mana rock. Could be more than worth it for you.

Instants

I don't have a lot to add here. I'd probably want more instants in general, and I'm not a huge fan of Dawn Charm.

Sorceries

I'd probably cut Steelshaper's Gift for Blasphemous Act. It's half the price and a game winner if you manage to make your creatures indestructible, even for a turn.

Lands

I would cut Arch of Orazca and replace it with Terrain Generator. I'd find space somewhere in your artifacts to cut a card and add in a Reliquary Tower too. The 36th land is more important for your colors and you're more than likely to have a build up of cards with a big CMC in your hand at some point. Arch is a cool land, but you're going to rarely have that much mana on hand outside Green. If you're super set on having a card draw outlet like that, go for the Vanquisher's Banner.

Enchantments

I'd probably cut Quest for the Holy Relic for a copy of Honor of the Pure, but that's just me. I feel like the deck is built to go tall, but the tribe is made to go wide. If your deck wins because of commander damage, it's probably because you have two commanders, not necessarily because one of them got beefy.

Darth_Savage on ESPERANDO EXILE

2 weeks ago

Your deck isn't pure control, rather it is an aggro-control hybrid, which is fine.

Lets deal with the NO (counters) section of a control deck. The first cards I thought of when looking at your deck were Delay, Grimoire Thief and Countersquall but they might be more than you want to spend. Since your using creatures to exile Familiar's Ruse is budget friendly and gives you the chance to recast your creature and exile a new card. Judge's Familiar is a creature and a cheap evasive creature at that, so is probably worth consideration. Perplex Might work as a counter or tutor. Honorable mentions Dawn Charm (fog or conditional counter), Dash Hopes (a black counter, really) and Dissipate. You might want to think about other spells too Thought Scour, Vapor Snag, Appetite for Brains, Castigate and Transgress the Mind...

The creature side of my suggestions is much shorter, first up is two one drops Deadeye Tracker and Mardu Woe-Reaper, they have similar uses essentially sending cards back to exile. For two drops there is Brain Maggot, basically additional copies of Tidehollow Sculler. Now we jump a bit to the control finisher, your using The Eldest Reborn I'd suggest backing that up with Cryptic Serpent and maybe Tasigur, the Golden Fang. Finally Murk Strider is worth consideration as well.

I'm not expecting you to use all of these cards, rather I'm throwing out ideas that might be of use to you. Hopefully this is of help, have fun with your brew.

Suns_Champion on Sunforger

3 weeks ago

Lots of good advice and options above, but I'll chime in anyway!

First, a shameless plug of my own Sunforger deck! Super Smash Boros | Firesong & Sunspeaker EDH

Notable ones already mentioned:

Options that I don't think were mentioned:

Other sunforger support cards you might want:

And of course you might want your Sram, Senior Edificer and Puresteel Paladin and Danitha Capashen, Paragon. All that fun stuff.

Hope some of this helps!

swaretappedout on Her Highness Queen Marchesa

1 month ago

I love this Commander, very flavourful.

Some nice land tutor creatures that are recurrable with Alesha, Who Smiles at Death are: Oreskos Explorer, Knight of the White Orchid

For some life-gain token synergy maybe Dawn of Hope which has the benefit of drawing you cards and the Life-link soldiers are not to be underestimated.I think without a way to double the counters on Assemble the Legion and it being a 5 drop, its a trap card for this deck. Divine Visitation would be pretty awesome with Queen Marchesa's ability or any other token makers.

Entomb is already in your deck and you could immediately grab a Serra Ascendant with it early on and recur it and its also recurrable with Alesha. Another great card for recursion once you wittle down an opponent is Athreos, God of Passage because if someone is sitting at low life totals, they may just give you back your creatures when they die, and if they are sitting at 2 life, they HAVE to give it back since you cannot pay life you don't have in Magic.

Some weird cards that break white's color pie that might be handy are Dawn Charm because of its awesome utility and fog ability, and Lapse of Certainty to protect your win condition.

Rogue's Passage is of course an all-star in an Aggro deck too so might be worth a slot.

hkhssweiss on Soldier of Fortune, Boros' Final Stand

1 month ago

BMHKain

Neheb, the Eternal is for the infinite combats Aurelia, the Warleader in conjunction with Aggravated Assault. After you deal 6 damage due to Aurelia's double combat phase, you can go into infinite combats and infinite red mana.

Read Ward of Bones, you are denying them of resources. For , that is easily accessible in colorless mana or burst rituals, a T1 or T2 Ward of Bones stops people cold.

Possible cards that can be cut:

Cards that needs to be cut:

For land base, you should keep it to 32 or 33. All 7 fetches, Dual Land, Shockland, Command Tower, Reflecting Pool, Mana Confluence, City of Brass, Exotic Orchard, Battlefield Forge, Cavern of Souls, Rugged Prairie, Ancient Tomb, Gemstone Caverns, Clifftop Retreat, Strip Mine, Buried Ruin, Command Beacon, Flagstones of Trokair. Emeria can be cut.

Frost65s on Meek Eggs

1 month ago

Tutors are always a good option, but I didn't add any because of the strong card draw engine that is possible through the KCI basis. The protection is something I forgot about mostly, because most of the permanents are expendable. There is Avacyn, Angel of Hope and Darksteel Forge, but adding more protection is never bad. Beside counterspells in white, like Rebuff the Wicked, Dawn Charm, or even Warping Wail, I think blink spells could be used, such as Cloudshift, but I'm not a fan of such protection without an Isochron Scepter. Beside that, theres no extra value gained from them. I wouldn't use Whispersilk Cloak since it gives your creature shroud, but instead stick whit hexproof with Mask of Avacyn or Swiftfoot Boots. You can even go a step further and add an Leonin Abunas, but I think the deck doesn't need too much protection, beside the combo.

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