Dawn of Hope
Whenever you gain life, you may pay . If you do, draw a card.
: Create a 1/1 white Soldier token with lifelink.
|Want (3)||SaltyCaptain , Styrex , MitReklaw|
Printings View all
|Guilds of Ravnica (GRN)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Dawn of Hope occurrence in decks from the last year
All decks: 0.19%
Commander / EDH:
All decks: 0.03%
Dawn of Hope Discussion
1 week ago
Epicurus: Well of Lost Dreams is actually a very good suggestion, I had not seen that card. That would likely generate a lot more card draw in almost all situations when we've got lifelink on board. It's great value to refill your hand later in the game if need be. And on top of that it has all the artifact synergies that our deck provides. I'll be swapping that out for Dawn of Hope!
And in regards to Godsend, I had included it in every build up to this current one. The number of times it has fallen off due to Protection from White interactions in the deck (Mother of Runes, Devoted Caretaker, Sword of Light and Shadow, Sword of Truth and Justice) makes me strongly dislike running it. The dis-synergy is the main and really only reason to not run it. If you are fine with those drawbacks, or don't run the Pro-White interactions, it is definitely worth running.
Thanks for the suggestion, cheers :)
2 weeks ago
Hey, thanks for taking the time to comment on my own deck and for sharing your list with me. Regarding the below comments, these are mostly my thoughts on the 'feel' of the deck list and not a list of suggestions or recommended changes - I really don't have the experience or the insight to properly suggest to anyone how they should build their decks!
Firstly, deck is really cool (love token creature themes in general) and certainly has plenty of interaction and pieces to work together such as the planeswalkers and flexible cards like the Single Combat, Dawn of Hope and Sun Titan. With Sorin, Vengeful Bloodlord offering lifelink and Gideon, Ally of Zendikar and Gideon Blackblade attacking comparatively freely must be good fun to get out swinging at whomever you please early into the game.
However, and this is from a purely personal level (& a new player at that who's opinion should not be held with much weight) it just feels that given up much of the knight tribal theme/fantasy itself that Syr Gwyn, Hero of Ashvale enables to get the value cards (things like the Heavenly Blademaster, Stoneforge Mystic and Stonehewer Giant (which is a really strong card I hadn't seen before).
Granted there are several cards that produce knights i.e (Gideon, Ally of Zendikar, Righteous Confluence etc) but with only 10 knight cards themselves cards like The Circle of Loyalty and especially Knights' Charge just don't seem like they will pack the same punch most games (unless you get to go wild with Knight tokens of course!). Obviously have more experience playing it but my concern as an outsider would be that there would not be enough targets to get the card drawing value out of Syr Gwyn, Hero of Ashvale to keep momentum on the attack as the game goes on. Perhaps that's now how it plays out in reality however.
Again, just my own thoughts and would love to see how you get on with this different take on a Syr Gwyn build.
Best of luck in your games!
2 weeks ago
If you want to take this deck to the next level, you should consider the following cards:
- Sensei's Divining Top
- Deafening Silence/Eidolon of Rhetoric/Rule of Law and Defense Grid: to slow down storm- and spellslinger-decks, to deny cardadvantage/ramp and to protect yourself against control and combodecks
- Lapse of Certainty/Mana Tithe/Burnout nobody expects white counters
- Your deck is lacking carddraw! Wheel of Fortune, Painful Truths, Necropotence, Heartwarming Redemption, Phyrexian Arena, Night's Whisper, Azra Oddsmaker & Dark Confidant (/Sign in Blood/Dawn of Hope)
- Toxic Deluge/Fire Covenant/Darksteel Mutation/Vandalblast/Grasp of Fate/Fiery Confluence(/Austere Command/Crush Contraband/Forsake the Worldly) - these are really good removals
- All the Moxes like Mox Opal, Mox Diamond etc.
- Lotus Petal, Rite of Flame to play your commanders on Turn 2
- Play some of the good 2 mana rocks like Orzhov Signet or Talisman of Conviction
- Land Tax & Wayfarer's Bauble (if you run enough basic lands, like now)
- Smothering Tithe - THE white staple and especially good with Wheel effects
- Imperial Recruiter, Recruiter of the Guard, Gamble or Diabolic Intent
- Play Stax to keep your opponents in check! Rest in Peace, Aura of Silence, Trinisphere, Cursed Totem, Hushbringer/Torpor Orb & Stranglehold
3 weeks ago
3 weeks ago
I think subtle choices that don’t break the color pie would be the best direction for white and for the game.
Of course we want stuff for EDH, however we need to remember there are more formats impacted by this and if every color does the same things what is the point of the color pie at all? I like some of the examples given so far, like Bygone Bishop and Mentor of the Meek for weenies, Dawn of Hope for life gain, Puresteel, Sram and Spiritdancer for voltron and then Mesa Enchantress et al. (Which is really a GW strategy.)
Having generic good stuff isn’t really something that’s healthy for the game I think. There has got to be something that’s not generic, but still easy enough to use for what white wants to do. Like Feather, the Redeemed for example, or a Heroic or Exalted style trigger. Prowess is in white as well.
3 weeks ago
Colonel_Kink: Except that in your arguement, you've failed to mention that while white deos like to leverage equipment like Skullclamp, white also has THE BEST equipment tutoring in the game. Stoneforge Mystic, Stonehewer Giant, Open the Armory, Steelshaper's Gift, etc.
And on top of that, white has a bunch of solir and repeatable card draw in the form of:
Alms Collector: not only do you get extra cards but also limit the draw potential of others
Bygone Bishop: Card advantage you can stockpile for later
Mentor of the Meek: stupid good card advantage
Dawn of Hope: both card advantage and a token generation effect
Kor Spiritdancer: get cards for playing enchantments. Oh yeah, white can tutor enchantments too
Mesa Enchantress: see above
Puresteel Paladin: Remember all those equipment, now you draw cards from them too
Sram, Senior Edificer: See above, but more flexible again
Yes, I get that a bunch of the forementioned cards are conditional on you playing a particular strategy. But if you're commited to playing mono white, chances are you're playing one of the strategies that white excels at anyway. And if you're determined to not playing one of the strategies that white plays into, then sorry but that's on you.
3 weeks ago
Love it X 1000
Lol'd at "because Serra Ascendant". I don't understand why this is not in alllll of the white EDH decks.
What, no Godsend?!
You know the deck better than I, though, so just be you. It looks like a lot of fun!
3 weeks ago
Giving white some form of card advantage that fits it's color identity won't break the color pie or unbalance White. Look at Red for example, it has just in the last 4ish years started to get card advantage and it has helped Red a lot and non of it has felt outside Red's color identity.
The question is how to give White card advantage and not break the color pie or over due it.
To not over due it that is easy, you start slow and add a card here and there (one per set/every other set) and make them not make them strong effects that risk breaking. I think as of now WOTC has been doing this with cards like Dawn of Hope in the last few years. They have also missed with Happily Ever After.
Now how to make the card advantage feel White? Well look at what White does already and lean into it more. Taxes are unpopular but cards like Smothering Tithe is a tax card that doesn't get hated on so this I think is one way to lean into it and give card advantage via taxes. You could like stated above even make it reward the rest of the table as White also plays on the fair play angle.
I do feel that Green gets way too much love for creatures; what I mean is Green gets cards like Beast Whisperer that rewards you for all your creature draw. I think this should have been a Green/White card and divide this ability into two separate abilities for Green and White where Green gets big creatures (Power/Toughness/CMC 4+) and White gets small creatures (Power/Toughness/CMC 2-) and both get limited at 3. This I do think still fits White as we have seen before with Mentor of the Meek and Bygone Bishop and doesn't make Green just better at creature draw. And yes make the player pay to get the card draw in White at least early on in design to make sure it's not just broken.