Dawn of Hope

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Dawn of Hope

Enchantment

Whenever you gain life, you may pay . If you do, draw a card.

: Create a 1/1 white Soldier token with lifelink.

orcopollo on Angels We Have Heard On High

2 months ago

Thanks for your suggestions and your interest in my deck, Hexapod! Those are all excellent cards, I even originally considered some of them (Esper Sentinel and Urza's Incubator above all), while I didn't think about the others. Unfortunately, as my budget is limited, these are a bit out of range for me, but maybe with time I will manage to get my hands on some of them! :) Also regarding lands, even though I agree that Kabira Crossroads can slow me down a bit in the early game, it can be quite useful to gain two extra life and trigger either some token producing effect or Dawn of Hope. The reason for Bant Panorama is that it's not a tap land and, if I need it, I can always replace it with a plains and get to shuffle my deck, which I found being quite useful if I'm getting horrible draws haha! Thank you again for engaging and if you have any other suggestions I would be happy to read them! Cheers!

Valengeta on Xenomorphic Expanse

7 months ago

TheMeadiator I like Browbeat and Risk Factor, used both in other decks. I've decided to mainboard 2x Lead the Stampede as it can draw me more cards than Browbeat.

Colossal Majesty is a bit too slow for me, and Dawn of Hope doesn't make much sense here since I dont use Lifelink

I agree that more craw draw is necessary, but it's hard to find good one in these colors for a tribal deck

TheMeadiator on Xenomorphic Expanse

7 months ago

Some suggestions:

Colossal Majesty if your silvers end up getting big quick

Browbeat is fun for the choice of extra damage

Dawn of Hope if you have the mana to spare to pay when you have lifelink friends

Card draw is how you win games! Even if you just throw in a few one mana buff spells that have the additional effect of "draw a card" it might be worth cutting a few slivers for.

Good luck!!

DrSnipy on Liesa

9 months ago

Out: Crested Sunmare (No synergy), Mindcrank(No synergy), Kaya, Bane of the Dead (too expensiv), Oketra's Last Mercy (sounds cool, doesnt do much)

In (few budget changes): Soul Warden and Soul's Attendant (ez Lifegain), Suture Priest (Like Soulsisters, but hurts the enemy too) and Dawn of Hope (draws cards and can make lifelinkers)

Main Problem would be the manacurve of the deck

KibaAlpha on Dance Beneath the Moon

10 months ago

Given your CMDR isn't human and will likely grow large Return of the Wildspeaker comes to mind. With your life gain I'm a little surprised to not see Sylvan Library or Aetherflux Reservoir.

Other card draw suggestions, Wedding Ring, Dawn of Hope and Archivist of Oghma.

I would consider replacing Zendikar Resurgent with Doubling Cube.

king-saproling on CARD DRAW EQUALS PAIN

1 year ago

Spark Double, Sakashima the Impostor, Sakashima of a Thousand Faces, and Irenicus's Vile Duplication can copy Queza so you can double the pain.

Here are some other cards you might consider: Well of Lost Dreams, Skirge Familiar, Dawn of Hope, Marauding Blight-Priest, Cliffhaven Vampire, Epicure of Blood, Vizkopa Guildmage

Also heads up that Hullbreacher is banned but maybe your playgroup is cool with it.

greyninja on tBZ_Shanna-purify

1 year ago

+1 from me! Looks fun. I like a lot of your choices like Shabraz, the Skyshark, Daxos, Blessed by the Sun, and Ivory Tower.

What do you think about Well of Lost Dreams or Dawn of Hope to take better advantage of cards like Spectrum Sentinel or Daxos who will often gain life on your opponent’s turns? I had them both in my original list, but found I was mostly gaining life on my turn and wanted the extra slots instead of redundancy. Food for thought though.

If you do add the Horizon Chimera and Drogskol Reaver combo, be sure to leave a few mana open to Valorous Stance your own Reaver to stop it! Or have Thassa's Oracle out before you start! Would hate to die in an unstoppable loop hahaha love it

Please give an upvote to my Shanna deck if you can!

Guerric on [Primer] Helming the Host of Heaven *Update*

1 year ago

I am hoping for some community feedback on something. My plan has been to cut Harsh Mercy for Darksteel Mutation, as I found the former didn't help much, and in situations where I wanted it more single target removal was what I wanted. Mutation can also sideline annoying combo commanders, and so I intend to add it. I also intended to add Smuggler's Share in place of another card draw piece, but have had trouble deciding which one. Currently Smuggler's Share is in in place of Harsh Mercy since those situations are set, but I need to go back and cut the draw piece so I can put Darksteel Mutation in. Here are the options as I see them-

1) Thorough Investigation

Critics of my earliest list didn't seem to care for this card, but I've found it to perform well. It is 3 cmc, which makes it a perfect turn three play, and it allows us to net clue tokens for free every turn since we are pretty much always attacking. Additionally, replacing this with Smuggler's Share wouldn't do anything to lower our curve, whereas cutting a pricier card would. While we do, of course, have to pay each time we want to sac one for a card, I've found that we can often do this and are often happy to do so. With our low curve we often may want to hold mana open for removal, Lapse of Certainty, board protection pieces like Cosmic Intervention, and even creatures with flash. If we don't need to do any I have often been glad to make use of it by drawing cards on my opponent's end step right before my turn. I've also found this card incredible in a blowout. When everything has been destroyed, it is great to be able to spend a bunch of mana and re-draw our hand to keep in the game. It has saved my game at least once. As such I think I am least inclined to cut this one, but I am putting it out there as it is still nowhere near the most superior tier of card draw, which in this deck would be Mask of Memory.

2) Mangara, the Diplomat

When playing with Mangara I have found him to be a powerful draw engine. His first ability rarely comes into play since I usually have big vigilant blockers that deter attacks. Still, it is there. His second ability has been amazing though. In my playgroup at least, most players are casting at least two spells per turn by the mid game, and I have got a lot of cards off of him. I've found his lifelink ability situationally good as well, since his toughness allows him to attack more often than one might think. The weaknesses of Mangara are that he costs four mana, which is more than we like to pay for an engine piece, and that as a creature he is arguably the most fragile permanent type. I haven't found in my experience that he gets hit with targeted removal too much since I usually have more threatening pieces on the board which draw that. He does die to board wipes though, which is not really true of most of our other draw pieces. That being said, when he dies to board wipes, I have usually already drawn several cards off of him, justifying the four cmc I put him on the board with. As with Thorough Investigation I am not inclined to cut him, but he is four cmc and thus deserves to be considered.

3) Vanquisher's Banner

Some might consider it a heresy of sorts that I even suggest cutting this card as it is a staple draw engine in most tribal decks. In my mono-green elf deck it is incredible and makes for one heck of a draw engine. It essentially turns every angel we cast into a cantrip- we draw a card to replace it. We'll usually draw at least one card during our turn off of it, and sometimes we'll draw two. There is also the anthem, which we always appreciate in an aggro deck even if we don't need it. That being said, it's nowhere near as good here as in my elf deck. There I have gratuitous amounts of mana, more creatures than lands, and very cheap creatures, allowing the card to take over the game if not answered. Here our resources are more limited, the 5cmc is felt more, and our ceiling isn't so high. We therefore have to more carefully consider the downsides. The most obvious is that at 5cmc this is our most expensive draw piece. Paired with that, it is a pretty fragile permanent type, as players tend to pack lots of artifact hate. Moreover, this is precisely the type of permanent players tend to remove, as it keeps our tank full of gas in the long run just by doing what our deck does. The floor for this card is that our opponents blow it up before we draw a single card off of it, putting us back a turn at a point we can't afford that. It would be worth it if we could play it and draw two cards off of it the first turn, but at 5 that this is highly unlikely, meaning it has to survive a turn or two before we can get a return on our investment. Also, this is just a personal consideration, but if I cut it I can put it in my Trynn and Silvar deck where I think it will do great work and draw less hate. This card as such is much higher on the cut list than the prior two.

4) Sigarda's Splendor

At the outset it is worth mentioning that this card has a bit of a symbiosis with the last card on the list. When I initially made this deck one focus was on using lifegain for card draw, but since then two of these life-draw pieces, Dawn of Hope and Cosmos Elixir have been cut. As such, cutting either of these last two cards would pretty much eliminate this theme. With that noted, onto the card. This card has almost always been on the chopping block as I revise the deck, but so far it has always made it through, and not for nothing. To begin with, as an enchantment it is a more resilient permanent type. People tend to pack less enchantment removal, and when they have it in hand they are wise to use it on truly game-winning enchantments. I always chuckle inwardly while playing my Teysa deck when someone blows a Disenchant effect on one of my mana rocks just before I play Necropotence or Bolas's Citadel. Needless to say, if they have it they probably aren't wasting it on this card, which will probably last the whole game. This card is essentially an Angel's Feather stapled to a Phyrexian Arena, albeit without the life loss and with a limitation on the draw instead. As such its ceiling is simply drawing a card every turn and gaining some life. It's floor, on the other hand, is just having an over-costed Angel's Feather on the field, which is still just fine. This card as such furthers two of our gameplans- life gain and card draw, and as we cast lots of white spells it will gain us quite a bit of life, especially if Angel of Vitality is on the field. I've found it almost always draws me the card as well. This card will almost never wow us, but Phyrexian Arena continues to be a staple card not because it wows us but because drawing an extra card per turn turns out to be pretty great. Another argument in favor of this card, and this has only to do with flavor, is that it belongs in an angels deck. We have both Bruna and Gisela in the deck, so if we can't have Sigarda herself we might as well have one of her spells. You can also pick up a beautiful, full art foil of this card for about a buck, making it a cosmetic delight. As such I am pretty reluctant to cut this, though I have always considered it.

5) Well of Lost Dreams

I have wanted to play this card forever, and this deck was the first commander deck where I had enough life gain to make it worthwhile. I think in considering this card, we need to do a ceiling-floor-middle analysis. The ceiling for this card is incredibly high. We swing in with a crazy amount of lifelink damage, and then dump our mana into drawing a ton of cards. The floor is like with Vanquisher's Banner- we play it turn four and it immediately gets blown up before we draw a single card. Even then, we spent four mana on it and not five. The middle though is really good though, as at per card we will draw lots of cards even with small lifelinkers, and this could arguably be called the most powerful draw piece in the deck for that reason. As an artifact, it is a pretty fragile permanent type and will likely be targeted for removal. That being said, the mid to late game comparison to Vanquisher's Banner is useful. Let's say I have eight mana available and a single big lifelinker in the air. I can play this for four, swing, and then immediately draw four cards off of it when I gain the life. This will usually have made the turn worth it even if the card gets blown up afterwards, and of course, of it does not get blown up, we'll probably win that game. Banner on the other hand would draw us one card if we could cast an angel after it, but wouldn't do much more than that. As such, given this card performs well at most levels, I think it's more likely than not that I keep it in, but it is on the list.

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