Day's Undoing


Format Legality
1v1 Commander Legal
Frontier Legal
Vintage Legal
Modern Legal
Casual Legal
Legacy Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Magic Origins (ORI) Mythic Rare

Combos Browse all

Day's Undoing


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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Day's Undoing Discussion

skoobysnackz on Every Day I'm Shufflin'

3 days ago

Thanks a lot for all the suggestions guys! I've got a lot to think about here, but I removed Day's Undoing, Counterbore, and Mimeofacture for 2xRemand and Muddle the Mixture. I think this will help with consistency, slowing down the opponent, and generally controlling the board more effectively. I have also added a sideboard for bad matchups.

Also I'd like to thank everyone who has showed their support by upvoting and commenting here, it is as always very appreciated!

bakeraj4 on Every Day I'm Shufflin'

4 days ago

Love the deck. I don't think that Day's Undoing should be in the deck. The card dose trigger the cards that care about an opponent shuffling, but because as Day's Undoing is resolving the game is moved into the end step and those triggers cannot be placed on the stack Day's Undoing and triggers. If you are using it as a way to draw 7 cards and move your grave yard to your library, sorry for being a pain on that. My suggestion is to cut Counterbore, Day's Undoing, and Mimeofacture and putting in 3 Remands. That would reduce the number of times that the opponent is shuffling by two, but being able to slow the opponent down and being a cantrip could help you buy time to get to your win cons. And a large portion of decks run fetch lands, so opponents will be shuffling on their own as well making that reduction by 2 not feel as bad. If you are making a side board I would defiantly suggest Fulminator Mage. It would be good especially in the Tron match up. Destroy a Tron piece and then Surgical Extraction it away. I also suggest Wasteland Strangler in the side board. You have many ways to get cards into exile making it very easy to make the strangler into a extra removal spell against creature decks while being a creature itself. Sorry for the long post. I'm giving it a +1!

Polupus on Prepare for trouble, and make it triple

5 days ago

Love the triplets! +1

Maybe Day's Undoing or some other way to refill an opponent's hand before the commander triggers at your upkeep. Or Strionic Resonator to get more triggers?

enpc on Triton Weaver

1 week ago

I decided to drop Krark-Clan Ironworks - it's the hardest combo to assemble, however I kept the other two pieces. My meta is fairly creature heavy and it gives me a good backline. Plus it works really well with Tymna and Thopter Foundry by itself makes Bloom Tender tap for 4 colours. But I hear what you're saying with it.

I also cut Hangarback Walker (which makes me a bit sad) because you're right, I wasn't getting a huge amount of value. I ended up adding Spell Pierce and Night's Whisper, however I'm also considering Dark Petition.

Day's Undoing is average, however I'm currently using it as a poor man's Timetwister (since I don't have like $1200 on a single magic card). While it's one shot, I do like the fact that it acts as recursion and doesn't force me to discard (with Necropotence).

LabManiac_Cameron on Keranos Blood Moon

1 week ago

deadmanwaltzing - replacing tabernacle and shop would probably be just basics. Twister, is hard, you really want the shuffle and draw. The down side is that your other options aren't really great. You have Memory, Time Reversal or Day's Undoing.

Randsome on Eminence Necromancers (Budget)

1 week ago

multimedia, it's always a pleasure being remembered =)

Well, right now i returned to Standard - for those sweet pushes - with the deck i have in the most complete state, IMO: GB Constrictor. Though, with a twist - as i don't have any Walking Ballista, i play three Thought-Knot Seer. Servant of the Conduit into turn three discardrazi is quite powerful, as you might imagine. One push down from one push available for now _

Yeah, Commander is always a fun thing to waste time and money with) Inalla, Archmage Ritualist is my latest aspiration, so i didn't get anything all too cool in particular for her yet - looked at your deck, looked at Labmaniac's take on it, threw all the junk and not-really-junk applicable for her in and had a blast! It's amazing how much a line of double Trinket Mage for Sol Ring and Sensei's Divining Top or Sol Ring and Chrome Mox into: Chrome Mox --> Sol Ring --> Talisman of Dominance makes opponents to eyeroll =)

From the notable cards that stood up for me either in games or the reason for inclusion in my deck:

Sundial of the Infinite - it's an extremely powerful card in Inalla as we get to keep all those tokens and can open up some additional shenengians;

Deadeye Navigator - nothing much to say here. Very good, with Inala in particular.

Panharmonicon - didn't come up in games yet, but the dream of those four Venser, Shaper Savant's triggers lives. Also of note i've got two clones for in deck that can copy it: Phyrexian Metamorph and Clever Impersonator;

Conjurer's Closet - free triggers of Inala, nothing else. Though i wonder whether i should cut it as i already have Deadeye and Ghostly Flicker for essentially same effect;

Whip of Erebos - showed itself as unexpectedly good card! Lifegain does matter and random reanimation also does matter. Also comboes with Sundial of the Infinite;

Sneak Attack - no much to say here: had one, threw one in as it should be amazing here) Also comboes with Sundial of the Infinite and blinks;

Beacon of Unrest - decided to use one for case of reanimating Altar or some other artifact if they got removed;

Warstorm Surge - pretty obvious. Provides some removal and possible finisher, though probably costs too much. Maybe will replace it with that two mana enchantment, but doesn't go to non-players;

Mistbind Clique - known combo. Also finish with previous card;

Herald’s Horn - kinda want to test this out and see whether it'll provide card advantage;

As of note: i don't have quite some staples like Wanderwine Prophets cause... well, cards do spike. And i don't ever buy spiked cards)

Also, as a core Tasigur player, it pains me greatly that there cards in my graveyard that are essentially gone forever, so i've been considering running Vedalken Orrery + Day's Undoing. Do you have any suggestions for this?

Well, Ixalan does seem quite interesting for standard and has some amazing cards for Commander, but overall i'm not too excited for. It does give us some generic tribal support... however expensive in CMC it is =)

And well, considering that after all talk of "no-more-1-mana-ramp-dorks" they gave one to dinos there is some hope for us in Dominaria!

dalton345 on Shifting Into High Gear (Arjun Primer)

1 week ago

I really like the deck, it's a cool concept! One thing I've noticed is that you do have some combos that make you able to draw nearly your entire deck, yet also won't end the game for sure that turn. So it might be worthwhile to consider adding a card or two to avert such a crisis as an opponent playing Wheel of Fate when you have your entire deck in your hand. Perhaps an eldrazi like Kozilek, Butcher of Truth or the like, you might also like Day's Undoing (or Timetwister if you're rich :)) to be able to save yourself from drawing to death.

Unfortunately I don't have much input to give on the card draw like you requested, but I hope this at least gives you something to consider!

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