Dawntreader Elk

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage 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
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Dark Ascension (DKA) Common

Combos Browse all

Dawntreader Elk

Creature — Elk

{G}, Sacrifice Dawntrader Elk: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle your library.

Price & Acquistion Set Price Alerts

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Dawntreader Elk Discussion

triproberts12 on Punch the infidels!

1 week ago

I would just go ahead and lose the 7 non-permanents, entirely. Vexing Shusher can replace Red Elemental Blast as anti-counterspell tech. You already have a ton of artifact and enchantment hate, so Krosan Grip and By Force aren't necessary. Burnished Hart , Dawntreader Elk , Oashra Cultivator and Elvish Rejuvenator are all creature options to replace Cultivate and Kodama's Reach . Elemental Bond , Guardian Project (from the new set), Garruk's Packleader , and Regal Force would all be suitable replacements for Rishkar's Expertise and Shamanic Revelation .

Jaypay1994 on The Vicarious Thrill of Death

1 week ago

I've got a couple of suggestions:

goldlion on Kresh's Big Monster House Party EDH

2 weeks ago

This definitely looks like a fun play! For mana doubler, Zendikar Resurgent has worked wonders for me in my version because of the card advantage. To pay half the cost for a creature than have another card put in your hand is brilliant. It's dug me out of many holes. The high cost of the card hasn't be too much of a problem as by that time in a game, people have other things to worry about and it usually makes is way back to my turn where I can explode (with the casting and card draw) - something that Kresh responds well too.

Goo call one Dawntreader Elk and Diligent Farmhand. I'm going to consider replacing some things in my deck with those as they make for late game value in Kresh. Bloodshot Cyclops is also nicely on theme for me and would be a nice surprise with Anger in the yard or Hammer of Purphoros out.

I also really appreciate the Ryusei, the Falling Star addition, now that I've consider how the stacking works. That's great.

It really seems like Meren of Clan NelToth could do some great work in your deck. What do you think?

If it was either or, I would say Dictate of Erebos rather than Grave Pact as Dictate has Flash, making it a great surprise response, and while it's 1 more cmc, Grave Pact can be harder to cast because of the extra (b).

1astrokid1 on Sidisi Self-Mill

1 month ago

I would cut: Caustic Caterpillar, Dawntreader Elk, Deathbringer Regent, Deathcap Cultivator, Decimator of the Provinces, Diligent Farmhand, Farhaven Elf, Golgari Raiders, Lotleth Giant, Mulldrifter,Satyr Wayfinder, Stinkweed Imp,Wood Elves, Deep Analysis, Spider Spawning, Worm Harvest, Chemister's Insight, Molderhulk, Shriekmaw, Shadowborn Demon, Night Incarnate, Deathbringer Regent

TL;DR Too much ramp, some non-synergistic cards, board wipes shouldn't be necessary if you are playing aristocrats. Some of the cards depend on casting from your hand rather than ETB. These are just my suggestions feel free to adjust as you see fit.

If I am missing something about these cards let me know. Also, you can look at my decklist if you want to here: Sidisi, Self-Mill, Surveil and Explore I just got the Golgari Guild kit so my Sidisi deck is different now.

Saljen on Muldrotha 2.0

1 month ago

Ramp is super important in EDH, but Muldrotha opens up less traditional options that end out being far superior when Muldrotha is in play. Cards like Font of Fertility and Wayfarer's Bauble may be sub-optimal in most decks, but in Muldrotha decks their value increases ten fold. You can use them in the early game for ramp, then use them over and over in the late game for ramp, as they are permanent cards that Muldrotha can cast from your graveyard. Here's a few more that I use in my budget Muldrotha deck: I already mentioned Font of Fertility and Wayfarer's Bauble; Coiling Oracle, Dawntreader Elk, Diligent Farmhand, Sakura-Tribe Elder, Silverglade Pathfinder (most discarded cards can be played from the yard with Muldrotha), and most importantly Hermit Druid and Song of Freyalise. Let me explain why those are the two most important pieces of ramp for Muldrotha. Hermit Druid doesn't ramp per-say, as the basic land only goes to your hand. What it does do for you though is mill the hell out of your library if you keep your basic land count down. This means that when Muldrotha hits the battlefield, you'll essentially have a 20+ card "hand" in your graveyard. Song of Freyalise turns all your little x/1 dudes into mana rampers for two turns, then allows you to attack all out. This means every third turn all your creatures are Indestructable, Vigilance, and Trample; letting you plan around it for some crazy turns.

The same thing can be said for most aspects of the deck. Here are some great removal pieces tied to either creatures, artifacts, or enchantments: Seal of Doom, Seal of Removal, Executioner's Capsule, Bone Shredder, Merciless Executioner, Fleshbag Marauder, and sort of Baleful Strix (it has deathtouch). Here's some good artifact and enchantment removal: Seal of Primordium, Acidic Slime, Caustic Caterpillar. Here's other various good things that are re-usable from your graveyard: Diplomatic Immunity for keeping your commander safe, Swiftfoot Boots for the same reason. Elephant Grass means you can pay 1 mana per turn to have this effect in play by sac'ing it and playing it again, rather than the escalating cumulative upkeep, Mystic Remora is also great for the same reason. Lotus Petal provides re-usable free ramp. Dawnstrider gives you repeatable fogs. Siren Stormtamer is a repeatable counter to keep your team safe. Spore Frog is one of the core pieces of the deck, letting you fog every turn for 1 mana.

One thing you'll want to do with Muldrotha is make sure your creatures, artifacts, enchantments have somewhat even distribution, so you can play many cards from your graveyard per turn. A lot of these effects are tied to creatures though, so in my Muldrotha deck I like to gain additional benefit from sacrificing these creatures or permanents. Cards like Dictate of Erebos/Butcher of Malakir force all your opponents to sac a creature whenever you lose one. Since you're sac'ing for the creatures effect anyways, you get to double dip a bit. Other cards that help here are: Catacomb Sifter for scrying, Grim Haruspex for draw, It That Betrays for some fun shenanigans, Sifter of Skulls for ramp + more things to sac, Smothering Abomination for more draw and a sac outlet.

If the sacrifice route tickles your fancy, then you probably want to run some sacrifice engines. Here's some good ones for Muldrotha: Altar of Dementia is a free sac engine that fills your yard, perfect here. Skullclamp is both a sacrifice and a draw engine. Lots of creatures that are good with Muldrotha are x/1, so Skullclamp becomes crazy efficient, especially since you can replay the lost creature.Grimgrin, Corpse-Born is another free sac engine that powers himself up and lets you use his removal ability. Hell's Caretaker can sac a tiny creature to return something awesome from your yard when the commander isn't around, or if you dont have the mana to play it from the yard. Izoni, Thousand-Eyed comes into play with lots of sacrifice fodder, and for [b][g] you can sac a creature and draw a card. Jarad, Golgari Lich Lord can use his ability as a win-con, especially when paired with Grimgrin, Corpse-Born.

My absolute favorite card with sacrifice focused Muldrotha decks hands down is Mazirek, Kraul Death Priest. All your x/1 sacrifice fodder turns into a terrifying army with this guy. The best thing about him, is his ability triggers whenever you sacrifice a perminant. That means things like Executioner's Capsule and Seal of Primordium will trigger his ability, and more importantly cards like Terramorphic Expanse, Evolving Wilds, Blighted Woodland and Myriad Landscape. Everything you sac increases the power of your army, and every time you sac something you're getting a ton of value. The Gitrog Monster pairs really well with Mazirek. Sac a land every turn, draw more cards, play more lands, trigger the +1/+1 counters on all your creatures every turn. Tons of synergy.

Anyways, sorry for the wall of text. I just finished doing a ton of research for my Muldrotha deck to make it as good as I could for around $100. Hopefully some of my research will help you in your efforts :)

LordBlackblade on My Approach for Deck Design ...

1 month ago

Boza: You're 100% correct that this is not the entirety of my card selection/pruning process. As you said, there are other factors to consider (color, curve, efficiency, etc.) and I absolutely agree with that.

I wrote this because lately this has been the focus of my improvements with several of my builds. More philosophical (keeping things on-theme) and less nuts-and-bolts (is this X strictly better than Y), if you will. My forte (and my friends joke about it) is that when I build a deck it is usually highly themed and flavorful. When I build, I don't just run cards because they're good (though here are always exceptions... Cyclonic Rift) but because they do what I need them to do, while also following a theme.

Another way to look at it is that when deck building, there is a hierarchy of concerns i.e. What is most important when considering a card? I think this hierarchy is different for every player. For me personally, the top three things I'm concerned about while building are flavor (Fleshbag Marauder instead of Merciless Executioner in a zombie deck), versatility (Assassin's Trophy instead of Putrefy), and curve (Diligent Farmhand vs Dawntreader Elk in a Meren of Clan Nel Toth deck).

I know was a bit long winded, but I hope that gives you a better idea of my current headspace and sort of what lead to writing this post. Also as an aside, I found it funny when you mentioned it being part of an article. That's actually the format I had in mind when I wrote it.

gandalfguyysnp on Budget Golgari Undergrowth

2 months ago

all right, so I know this deck is standard, but my brother made one of these decks way back during the innastrid block. He has a couple cards from there, that are perfect for a deck like this. Ghoultree and Splinterfright are really good cards, and you can get a 10/10 or so on around turn 3 or 4. He would also use cards like Dawntreader Elk, Ambush Viper and Grapple with the Past to build up his graveyard. Id reccomend getting some of these cards, even though you cant use them in standard, it is really fun to use just in a casual game or a modern format.

Pal00ka on

2 months ago

I also mulled brewing around with surveil and overgrowth with Sidisi. My conclusion was you want more surveil than overgrowth because of the wording of Sidisi's token making ability. Overgrowth should be more payoffs.

At a glance, and imo, you have way too many creatures (and not really the best ones either, don't just add em because they have 1 of the 2 keywords), too many lands, no ramp, and little interaction to slow/mess with opponents.

In my decks I aim for 36 lands, 10 ramp, 10 card advantage, 10 interaction, 3 wraths, which leaves 30 slots for my theme (I emphasize cards that pull double-duty, like Price of Fame would be both CA and interaction).

For lands: I would cut the guild gates for Evolving Wilds, etc. so you can definitely have the mana you need because both will come in tapped anyway. 3-color decks can be tricky to get the right mana when you need it.

For ramp: since overgrowth is a consideration Sakura-Tribe Elder, Dawntreader Elk and Yavimaya Granger all get lands out and go to the graveyard. Sorceries like Farseek, etc. let you get ahead too and I would suggest choosing ones that are CMC<2 because the goal (I assume) is to have Sidisi out on T3.

For CA: surveil is great so probably don't need many others outside it but I'd look for other cards like Taigam's Scheming, Windfall and Monastery Siege that let you draw and discard.

For interaction: I always try to have a few answers for different types of threats. So Naturalize for enchantments and artifacts, Arcane Denial to counter but also draw a card, Tormod's Crypt to hose a graveyard, Doom Blade to kill creatures, etc. It all depends on what your friends are playing and what you need to answer, so the final ratios will reflect that.

I'd be happy to look at this again to see how it progresses!

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