|Commander / EDH||Legal|
Printings View all
|Commander 2015 (C15)||Uncommon|
|Born of the Gods (BNG)||Uncommon|
Combos Browse all
Dawn to Dusk
Choose one or both —
- Return target enchantment card from your graveyard to your hand.
- Destroy target enchantment.
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Dawn to Dusk Discussion
1 month ago
Very interesting deck with constellation!
Your mana curve doesn't spike too quickly, so I would scale down to at least 37 lands. With only being dual-color, Terramorphic Expanse and Evolving Wilds don't add too much value because they're slow lands. Your mana rocks do a good job of balancing your colors. If you're nervous about getting raw mana, consider Thran Dynamo and Worn Powerstone.
You have a lot of very useful artifacts that can accelerate your game. Having Caged Sun, Gauntlet of Power, and Heartstone make Daxos' ability easy to take advantage of, and Illusionist's Bracers gets you even more value. However, I don't see much of a way to get to these artifacts. Diabolic Revelation is great, but it only happens once. If you use it to deal with a situation, then you might not be able to get to your value pieces. I would suggest adding in a few more tutors, such as Demonic Tutor, Diabolic Tutor, and Vampiric Tutor.
You have a few Oblivion Ring effects in your deck. While they're really nice for the experience and the constellation triggers, you might want to consider replacing some of them with instant-speed removal. Path to Exile, Swords to Plowshares, Return to Dust and Erase are some pretty good staples.
If you're looking for cards to cut, I've noticed that you have a lot of indestructibility in the deck, in both artifact and enchantment form. Redundancy is good, but if you can tutor to Darksteel Plate, the only benefit Indestructibility gives you are more constellation triggers. You also seem to be prepared to have your enchantments wiped multiple times. Crystal Chimes is vulnerable to artifact removal, and is more expensive than Dawn to Dusk.
Great work, it looks like a fun deck to play!
2 months ago
6 months ago
Overall, your deck seems like it's got a bit of an identity crisis. On one hand, it wants to play loads of big, splashy angels, but on the other, it wants to be a classic UW draw-go control sort of build. If you want to go the angel tribal route, I would switch the commander to something that gets you access to green, like Jenara, Asura of War or Sigarda, Host of Herons in order to get some much needed ramp (more on that later). If you want a more controlling build, I would stick with GAAIV but cut most of the angels. Control builds in EDH tend to win via infinite combo (in the case of "traditional" control, like your deck) or via locking everyone else out of the game with cards like Smokestack and Winter Orb.
Also, you're in sore need of some card draw. Without it, you're going to be stuck in the late-game waiting to topdeck something useful while your opponents are winning the game. Rhystic Study and it's cousin, Mystic Remora are staple cards for blue decks. Adding some extra cantrips, like Brainstorm, Anticipate, and Preordain will help you stack your draws and get the best of your cards. Some other good card draw options are Recurring Insight, Jace, the Mind Sculptor, Fact or Fiction, Foresee, Blue Sun's Zenith, and Consecrated Sphinx.
I mentioned ramp earlier, which your deck DEFINITELY needs more of. Angels are expensive, and they won't do you much good when you don't have the mana to cast them. First of all, I recommend running at least 36 lands, and maybe picking up a few more dual lands, like Azorius Chancery and Glacial Fortress. Another important thing to consider is mana rocks. Azorius Signet is an autoinclude, Hedron Archive is great in slower decks, and Fellwar Stone, while more effective in 3 to 5 colors, is still a great rock, especially when you're playing against two or three other people who'll probably have the colors of mana you'll need. White also has some non-artifact ramp options, like Weathered Wayfarer and Land Tax, which often put in serious work. If you splash some green, you also get stuff like Cultivate/Kodama's Reach, Sakura-Tribe Elder, Burgeoning, and Exploration to help get your angels out as quick as possible.
You're also running low on tutor effects, which are essential in a format where you can only run 1 copy of a given card. Unfortunately, the best tutor effects (for your deck) are green and black, so you'll have to make do with cards like Enlightened Tutor, Muddle the Mixture, and Fabricate, although adding green (hint hint) gets you great cards like Eladamri's Call, Wargate, and Green Sun's Zenith.
Finally, I would cut out some of your worse counterspells (Absorb, Dispel, etc.) for some removal, hate cards, and better counterspells. Board wipes like Austere Command, Wrath of God, Supreme Verdict, and overloaded Cyclonic Rift are all extremely useful, hate cards like Rest in Peace, Dawn to Dusk, and Grafdigger's Cage hose powerful decks, and white, being the king of removal, has some awesome spells like Path to Exile, Condemn, and Oblivion Ring. For counterspells, I would consider Cryptic Command, Summary Dismissal, Overwhelming Intellect, and of course, Counterspell.
7 months ago
Sram, Senior Edificer, Ghostblade Eidolon, Snake Umbra, Unquestioned Authority, Bow of Nylea, Spear of Heliod, Heliod, God of the Sun, Mother of Runes, Celestial Mantle, Grasp of Fate, Shield of the Oversoul, Dawn to Dusk, Archetype of Courage, Celestial Archon, Eidolon of Rhetoric, Nylea, God of the Hunt, and Spirit of the Labyrinth all work with this deck pretty well. I apologize if I am repeating suggestions, or missed it in your deck. I feel they're inclusion is intuitive however if you want me to elaborate on a card I would be happy to.
11 months ago
Nice deck. I think Privileged Position would be a good addition. Also I'd consider Grand Abolisher since your deck is a little bit pillow-fort like and its nice to have before Dragonlord Dromoka hits the field.
I'm not sure why you're using Ground Seal, though. At least, not when considering your cards that interact with your graveyard like Greenwarden of Murasa, Monk Idealist, Scavenging Ooze, Sun Titan, World Breaker andDawn to Dusk.
1 year ago
I think TuckerMTG has a good point. Drana, Liberator of Malakir is a good flying, first striking blocker that can help finish an opponent off early. Why give your opponent another turn when Drana and Cliffhaven can fly over, or, if you just cast Dawn to Dusk, all of your creatures can get through to finish the game? Something to consider. =)
1 year ago
Hey thanks for the name-drop, discipleofgary73!
I built a prototype Krond the Dawn-Clad budget deck, Krond the Junior Chipmunk (Concept), if you want to check it out. Some of the enchantment/aura tribal cards I put in there that I haven't seen mentioned yet are Ethereal Armor, Flickerform, Sage's Reverie, Sigarda's Aid, Aura Gnarlid, Auramancer, Dreampod Druid, Eidolon of Countless Battles, Elderwood Scion, Endless Wurm, Heliod's Pilgrim, Hero of Iroas, Kitsune Mystic, Monk Idealist, Nomad Mythmaker, Silent Sentinel, Sram, Senior Edificer, Tragic Poet, Umbra Mystic, Dawn to Dusk, Open the Armory, Retether, Reviving Melody, Three Dreams, Winds of Rath, Crown of the Ages, Crystal Chimes, Helm of the Gods.
1 year ago
If you're going deep on Clerics, here are some of your payoff cards: Vile Deacon, Shieldmage Elder, Rotlung Reanimator, Akroma's Devoted, Battlefield Medic, Celestial Gatekeeper. It feels like all of those provide more value to doing cleric things.
Otherwise Felidar Sovereign seems like a great addition to the deck in terms of the lifegain synergy. Blazing Archon is really synergistic with the fort strategy, but isn't a cleric. Meekstone can also be pretty effective in the pillowfort plan. Ensnaring Bridge is also pretty good at that but might be a little pricey. Add something like Juntu Stakes or Reverence to build your own Blazing Archon. Also consider some additional interaction with opponents' permanents, Swords to Plowshares, Path to Exile, Revoke Existence, Dawn to Dusk.
Ghostway - I guess I just don't see enough ETB effects to support the inclusion of this card.
Intervention Pact - I suppose this could have some corner uses, but I think you can do enough of this effect with your clerics that this might not be necessary.
Celestial Convergence - Cool card but without a way to cheat the counters off, I feel like it would cause too much trouble politically. 7 turns is a long time to make sure you're at the highest life total.
Story Circle - Seems like there are too many possible colors that people could have that could mess you up. Also doesn't do anything against colorless creatures.
Norn's Annex - Pretty bad against white decks, could be effective against others.
Blinding Souleater - Can only lock down one creature at a time, not a big enough body to make it worth it in EDH.
Banisher Priest - Makes boardwipes feel bad when everyone loses their stuff and your opponent gets back their fatty that you were trying to save everyone from.
Inquisitor Exarch - Doesn't feel like you get enough value out of this for it to be a whole card in your deck.
Harsh Mercy - Potentially ineffective against 1 or more decks... for example if someone in the group is playing a zombie deck, then they just laugh when you cast this.
Cool deck idea. I probably wouldn't have picked out clerics as a good / powerful strategy, but this looks like a really good deck.