Day's Undoing

Day's Undoing

Sorcery

Each player shuffles his or her hand and graveyard into his or her library, then draws seven cards. If it's your turn, end the turn. (Exile all spells and abilities on the stack, including this card. Discard down to your maximum hand size. Damage wears off, and "this turn" and "until end of turn" effects end.)

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Printings View all

Set Rarity
Magic Origins (ORI) Mythic Rare

Combos Browse all

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
2019-10-04 Legal
Block Constructed Legal
Pioneer Legal
Leviathan Legal
Legacy Legal
Frontier Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Day's Undoing occurrence in decks from the last year

Commander / EDH:

All decks: 0.01%

Day's Undoing Discussion

bdobinski on Brad's Brawl Cube: Base Packs

3 days ago

Update 3/28/20

Tolsimir Wolfblood replacing Emmara Tandris (swapping from Commander Packs)
Embercleave replacing Psychotic Fury
Time Reversal replacing Day's Undoing
Invocation of Saint Traft replacing Dovescape

Caerwyn on R/B/B Nekusar Card Draw

1 week ago

I would cut the following:

Kami of the Crescent Moon, Dictate of Kruphix - Both of these are traps. They seem like they should be good with Nekusar, but, in actuality, will probably get you killed. They add no damage for themselves, so, if you cannot keep Nekusar or Spiteful Visions fielded, they are just pure card advantage to your collective opponents. Yes, each player is getting only a single draw, but you have to look at them as a whole unit--in a four-person pod, you get 1 chance to draw a card you need to win; but you're giving up 3 chances that someone will draw the card they need to stop you. Without built-in damage effects, they are simply not worth it. Likewise, I must disagree with TheOtherHand's suggestion of Howling Mine and Underworld Dreams.

Forced Fruition - much the same problem. Often this means they cast their piece of removal, draw 7, then combo out and win the game that turn.

Jace's Erasure, Sphinx's Tutelage - These can win the game, but you will usually win through damage first. As such, not worth including--there are better ways to pull out a victory than mill.

As TheOtherHand mentioned, Teferi, Hero of Dominaria is not legal in this deck, nor do you have a way to cast him.


Here are some things I would recommend adding:

I agree, partly, with TheOtherHand's suggestion on running more wheels. Wheels are the bread and butter of Teferi, allowing you to crank out significant amounts of damage. Howeverm Day's Undoing does not work with Nekusar. When Day's Undoing ends the turn, it also exiles all spells and abilities on the stack--that includes Nekusar's damage triggers. So, by using it, you just caused everyone to draw 7 cards, without actually taking any damage.

I would also add Teferi's Puzzle Box to the list of wheels worth adding. It can disrupt direct-to-and tutors and also does not provide actual card advantage. The repeatable wheel effect can get brutal very quickly. Dark Deal, Molten Psyche, Reforge the Soul, Whispering Madness, and Winds of Change are some other wheel effects not already mentioned.

You should also include more artifact ramp, such as Sol Ring and the talismans and signets.

Curiosity allows you to go near-infinite (can keep combo up until you run out of cards) with Niv-Mizzet, the Firemind and is a solid choice to put on Nekusar as well. Helm of the Ghastlord also combos with Niv, and has the added advantage on Nekusar of forcing them to discard any card they draw, locking them into just playing instant-speed spells.

Sigil of Sleep turns all the wheel effects into mini-Cyclonic Rifts.

Then we get to the real power of Nekusar: Grafted Exoskeleton, Glistening Oil, and Phyresis. Infect plus wheels and regular card draw can close out a game extremely quickly.

Hope some of that helps!

TheOtherHand on R/B/B Nekusar Card Draw

1 week ago

I don't think Teferi is legal here. But I think you should play every wheel effect you can get your hands on. Wheel of Fortune and Windfall for sure. Day's Undoing would be as good since ending the turn doesn't matter if opponents are losing on the spot to it. Howling Mine , Underworld Dreams and all their clones do very well for me. You're playing Islands so Cyclonic Rift belongs. I also like Evacuation if you don't kind resetting your board as well. Just the first couple of ideas that came to mind.

oo7x7oo on Ultimate FC combo cEDH - The First Sliver

2 weeks ago

There isn't a good replacement for Timetwister, combo wise Memory's Journey does the same; refill wise you can use Windfall/Wheel of Fortune/Day's Undoing for budget.

Any tutor can replace Imperial Seal: Sterling Grove, Diabolic Intent, Wishclaw Talisman, Scheming Symmetry.

AnAnxietyDrivenToad on Uh-Oh, Smells Like Rampant Mental Trauma

1 month ago

Ninjew42, This deck is about assembling our one shot kill combo (Traumatize and Fraying Sanity). Day's Undoing is great at getting us this combo encase of discard or bad draws. I wouldn't play tome scour or mindscupt because I would much rather assemble my combo than insignificantly mill the opponent.

Ninjew42 on Uh-Oh, Smells Like Rampant Mental Trauma

1 month ago

Why Day's Undoing? Seems counter productive. Why not Tome Scour or Mind Sculpt? Wall of Lost Thoughts should replace Wall of Runes too.

CryingTomahawk on Kess Consultation Core

1 month ago

PorterRobinson There's really no such thing as replacements for those cards, unfortunately. Day's Undoing is the closest thing effect and cmc wise to Timetwister, but ending your turn immediately is a significant downside.

Land wise, you could look at Blood Crypt/Luxury Suite/Sulfurous Springs for Badlands, as well as Shivan Reef for Volcanic Island. The BFZ lands or the Shadow lands could be used in a pinch as well I suppose, since they are fetchable but come with conditions to enter untapped (and don't come in U/R combinations).

As for replacing Imperial Seal, you could look at Cruel Tutor or Wishclaw Talisman.

Joker4242 on Island Secrets

1 month ago

My sideboard continues to change frequently. I have a 4th Archmage's Charm, Cyclonic Rift, and Day's Undoing at the ready. Surgical Extraction seems likely to stay in. But the rest are merely placeholders. I’m not exactly sure what I should replace them with. Pongify is still a valid option. Having early removal may prove highly beneficial. Mystical Dispute and Stubborn Denial are also useful counters against other blue/counter decks.

Now Relic of Progenitus is a very useful card, although is does have its drawbacks.

It can consistently remove cards from your opponents graveyard. But it’s second ability works against you because it will exile your graveyard as well. It does not work well with Day's Undoing. It is also not blue, nor is it an instant or sorcery, therefore you cannot combo it with Thing in the Ice  Flip or exile it with Force of Negation.

Surgical Extraction Is nice, it can be cast for free, it can be cast at any time, it can also be recycled with Mystic Sanctuary. The downside is that you must always pay 2 life to cast it (this deck has no lifegain whatsoever). Both cards have their downsides and neither one fits exactly, although Surgical Extraction works slightly better for this kind of deck.

Vendilion Clique is a useful card on its own, yet it doesn’t fit exactly into the deck. I don’t have enough bounce in the deck to consistently utilize Clique’s ability several times over. Now the 3/1 flying is nice, but I already have that with Brazen Borrower. The upside to the Clique is that you get to look at your opponents Hand and get rid of a problematic card. However, Borrower can act as an Instant spell (Which can trigger Thing in the Ice  Flip. Borrower can also remain in exile, this way it won’t be Bounced by Thing in the Ice nor will it be shuffled back into the deck by a Day's Undoing.

Venser, Shaper Savant is certainly a placeholder, it does pretty much what Cryptic Command will be doing (but with less options).

Kefnet the Mindful used to be in the deck. It was paired with Day’s Undoing to immediately become a 5/5 flyer. The problem is that he takes to long to setup. His 4 mana draw/land bounce ability won’t be useful until the late game. In the end, he ends up taking space in the hand or field, but doesn’t actually do anything (with a hand of 7 cards Kefnet is formidable, as soon as you start to play spells, Kefnet is useless again, essentially, Kefnet discourages spellcasting).

Aether Spellbomb was a card I enjoyed playing in the main deck. However, I found that it couldn’t combat every situation. Eventually it made its way into the sideboard as I needed to make space for Brazen Borrower (a mich more useful and potent card). Even though it has saved me in the past, I am thinking that it just can’t keep up with the rest of the deck. For one, it cannot be exiled with Force of Negation, for another, it is not an instant or sorcery, therefore it cannot trigger Thing in the Ice  Flip. I think it has served it’s purpose in the past, but I don’t see it coming back into the deck.

This is what I would end up with when considering what I want to keep in my sideboard:

1x Archmage’s Charm 1x Cyclonic Rift 1x Day’s Undoing 3x Surgical Extraction 4x Mystical Dispute

I still have 5 slots left to fill.

I’m thinking about perhaps adding some sort of protection against burn decks, maybe some more countermeasures against other counter/control decks, and I also feel like my defenses against Aggro may need to be tightened up.

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