Format Legality
Pre-release Legal
Noble Legal
Leviathan Legal
Tiny Leaders Legal
Magic Duels Legal
Vintage Legal
Casual 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
Masterpiece Series: Amonkhet Invocations (AKHMPS) Common
Eternal Masters (EMA) Uncommon
Duel Decks: Jace vs. Chandra (DD2) Common
Nemesis (NMS) Common

Combos Browse all



You may return an Island you control to its owner's hand rather than pay Daze's mana cost.

Counter target spell unless its controller pays .

Price & Acquistion Set Price Alerts





Daze Discussion

ej133 on UW Dragonstill

1 day ago

Hi there!

Yeah, I'm a modern player by nature, but I'm really into playing legacy from 2018 on.

I have so many ideas right now, but my most focused one is this: PAUSA. (FUN FACT:"Pausa" is the translated name for Standstill in Brazillian Portuguese).

The big thing here is Myth Realized. It's a sick one-drop, lovely mana-sink and deadly threat by lat game.

Other sick techs for this UW Standstill deck are 3 Terminus and Daze. They provide lot's of value against Sneak and Tell and (sometimes) Eldrazi.

Anyhow, let's keep on sharing! I love blue and white control.

btreuther on UW Dragonstill

1 day ago

ej133 - Thanks! It's pretty clear at this point we have similar (and I mean great!) deck tastes. At any rate, you've caught me in mid-build. I'm not much of a legacy player, although looking to move in that direction. As you may have noticed, I don't even have 60 cards yet--any suggestions? Don't know if I want the Search for Azcanta  Flip(really thought it might be decent because it can provide some advantage under Standstill). I have thought about maybe throwing in a few Daze or Spell Pierce. Also thought about getting really spicy and putting in 4x Spellstutter Sprites, and alongside that swapping the Mishra's Factory(ies) for Mutavaults and Vendilion Cliques. Enlightened Tutor also seems sweet here.

Any thoughts/experiences?

kdurron on A Tale of Ale

1 week ago

I played BW Deathblade/Ale in legacy for years but when Deathrite Shaman (great with/against Wasteland and against Daze at the time) and Abrupt Decay (Miracles, Delver, etc.) were spoiled I immediately went green and haven't looked back. This allowed for Krosan Grip to make it into the sideboard as well as Maelstrom Pulse if I wanted them.

As far as the Ale/Pox/Deathblade archetype is concerned, one of the best cards to run is, in my opinion, Hymn to Tourach. The deck is good against Blue tempo/control, but the almost always 2 for 1 is rarely bad (opponents Brainstorm to hide the good stuff but what do you do? It's also a consummate Force target, so Liliana, Confidant, etc. have a better chance of resolving (even better with Shaman ;) )

Another card I like in the side is Gerrard's Verdict. One resolution against Burn is gg (if you're concerned about burn) and more 2 for 1s in control matches are always welcome.

Just my 2 cents

Chimera115 on Rashmi, Eternities combo assistant

2 weeks ago

List of things that could be better.

1.) Better Early Ramp Play more of the low cmc mana dorks like Boreal Druid, and Elvish Mystic. Then the noncreature one mana ramp like Utopia Sprawl and Wild Growth. 2 mana dorks like Bloom Tender and Priest of Titania. Also Probably a good idea to only play one of the four mana accelerators like Vizier of the Menagerie, Oracle of Mul Daya, and 3 cmc Courser of Kruphix as the early ramp that the one cmc dork provide is much faster.

2.) Evaluate what impact a card has when played (General rule is 4 cmc or higher should put you at a significant advantage or outright win you the game)Remove the cards that dont provide significant advantage and are just general goodstuff value like Thragtusk, Vedalken Orrery replaced by Teferi, Mage of Zhalfir, Portal Mage, Mnemonic Wall replaced by Jace, Vryn's Prodigy  Flip, Nissa, Steward of Elements probably should probably be another combo piece or some sort of draw/protection.

3.) More and Better Counterspells Use better counterspells than Disallow. Like Counterspell, Remand, Unsubstantiate, Daze, Spell Snare, Swan Song, Muddle the Mixture, Mana Drain, Mental Misstep, Delay, Dispel, Spell Pierce, and Negate. Your counterspell package should really be large so you can play Baral, Chief of Compliance and get more Rashmi, Eternities Crafter Triggers on other players turns while searching for you combo.

4.) Better Lands
Off color fetches like Flooded Strand, or Wooded Foothills are still better than Evolving Wilds. Other cards like Crop Rotation can fetch Gaea's Cradle or Nykthos, Shrine to Nyx or even help fix you mana early on. Along those lines if you still feel you need more fixing Nature's Lore and Skyshroud Claim can grab fetch lands and get untapped lands which is much better. Lands like Simic Growth Chamber, Temple of the False God,and Seat of the Synod should be replaced by lands like City of Brass, Mana Confluence, and Ancient Tomb or other off color fetches to more reliably get you mana base set.

5.) Better Draw and top deck manipulation
In the category of better "draw" or more honestly hand manipulation cards like Frantic Search, Baral, Chief of Compliance, and Jace, Vryn's Prodigy  Flip are great at giving you the ability to toss tech cards like Manglehorn or Reclamation Sage when they are not needed and get better stuff. Now in straight card draw cards like Pull from Tomorrow, Fact or Fiction, and Gitaxian Probe either offer massive draw or knowledge of another opponents hand. You should play Preordain for more draw and top deck manipulation.

6.) Some combos are just better Some of the best most consistent methods of making your opponents not win the game.

a.) Isochron Scepter + Dramatic Reversal infinite mana and untaps let you do stuff like draw your deck with Sensei's Divining Top, Stroke of Genius, Pull from Tomorrow, and Enter the Infinite

b.) Seasons Past + Dramatic Reversal after drawing your deck to generate infinite mana by looping Seasons Past to recurr Dramatic Reversal followed by a draw spell.

c.) Seasons Past + Hurkyl's Recall This one requires more artifact mana rocks and is usually a backup plan to Dramatic Reversal being exiled somehow. Same strategy as the last combo with a set of rocks as follows: Mox Diamond, Simic Signet, Mana Vault, Grim Monolith, Mana Crypt, and Sol Ring.

Start off by tapping or playing any rocks that generate you mana then play Hurkyl's Recall on yourself.

Cast these rocks and generate 3 colorless 2 blue and 1 green mana.

Use Noxious Revival to get back Hurkyl's Recall having 3 colorless 2 blue in pool.

Cast Frantic Search getting Seasons Past and Hurkyl's Recall back and discard two nonland high cmc cards. going to 1 colorless 1 blue. Then use the untap to go to 1 colorless 2 blue 2 green in pool.

Now use Hurkyl's Recall again on yourself going to 1 blue 2 green in pool.

Replay Mana Crypt, Mana Vault, Grim Monolith, and Sol Ring going to 6 colorless 1 blue and 2 green in pool

Then cast Seasons Past back the land Hurkyl's Recall, Frantic Search + discarded cards, and Noxious Revival.

You can repeat this to generate infinite colorless mana and then cast Simic Signet in the loop to generate inifinite colored as well.

Winning the Game with inifinite mana

d.) Seasons Past + Beast Within + Reality Shift - use Beast Within to destroy a permanent then Reality Shift the beast to make them manifest a card. Then use Seasons Past to loop this until all opponents have no decks.

e.) Infinite Mana + Stroke of Genius- Use this plus Noxious Revival + Seasons Past to make all opponents have no cards left in their deck.

f.) Beast Within + Swan Song-Beast Within all of their stuff then bounce it with something like Cyclonic Rift Then start playing permanents that can be destroyed and Beast Withining your own permanent. Loop with Seasons Past to create infinite beasts. This also works with Swan Song by countering your own spells and looping with Seasons Past.

The combo you use depends heavily on what you have available in your deck once you achieve infinite mana. The goal is to have a diverse enough list that not everything you need can be exiled.

Hope this helps out.

Erich_Zann on See You, Space Cowboy...

2 weeks ago

I have a few questions for you, n0bunga. First, how does this deck perform against the current midrange meta decks? Is it too slow, does it lose a lot to counter spells? Why don't you run Daze? You can replace Censor with it. Also, the Astral Slide seems cool and all, but relying on drawing lands that cycle seems kind of gimmicky to me. Why not use Eldrazi Displacer in its place and play lands like Ancient Tomb and City of Traitors in order to make paying the easier to pay? Sure, it's more expensive mana wise than a 1cmc cycling land, but I feel as though Eldrazi Displacer can put in better work in my humble opinion. Since you're also playing cards with high cmc Chalice of the Void and Trinisphere could also put in some work to help stall the match out until you start popping your opponents field. I don't know your deck as well as you do clearly, but I'm just offering my 2 cents about your deck. It does look cool though and loving the music and title of the deck. +1 goes to you, sir!

Snips500 on Ash Barrens vs. Evolving Wilds/Terramorphic ...

1 month ago

I was wondering why Ash barnes was so expensive for a common (at roughly $2.80 a piece) and came across a few articles about how Ash Barrens was so much better than Evolving Wilds/Terramorphic Expanse. I started thinking about this and thought that with both cards you get the mana on the same turn either way.


For Ash Barrens

You are on the play

-Turn 1 You play a basic land and tap to cycle Ash Barrens. You fetch up another land and end your turn.

-Turn 2 You play the land you fetched up. Land count: 2

and for Evolving Wilds/Terramorphic Expanse

You are on the play

-Turn 1 You play Evolving Wilds/Terramorphic Expanse and pass. On their end step you crack Evolving Wilds/Terramorphic Expanse and get the basic in tapped.

-Turn 2 You untap and maybe play another land. Land count: 1-2

Pro Evolving Wilds/Terramorphic Expanse

  1. You don't need another land turn 1 to fetch the land

  2. In the case of Daze and cards similar to it you have the right land type to bounce to your hand.

Con Evolving Wilds/Terramorphic Expanse

  1. Doesn't tap for mana like Ash Barrens

  2. You don't have a guaranteed second land turn 2

Pro Ash Barrens

  1. You have a guaranteed second land turn 2

  2. Taps for colorless mana if you decide to play it

Con Ash Barrens

  1. Land goes to your hand so Landfall doesn't get the double trigger and you might not have the right land type to bounce for cards like Daze.

  2. You need another mana source turn 1 to pay the cycle cost.

Overall I think Ash Barrens is the better card but Evolving Wilds/Terramorphic Expanse can be better in certain situations. I hope you found this helpful and if I made a mistake or would like to suggest another Pro/Con for either of them feel free.

abby315 on Tell me about legacy

1 month ago

UB is a vastly different play style from BR, especially post side, but I know most of their sideboards have some amount of S&T, 1-2 if you have one mainboard. Lots of reanimator decks are on 1-2 Grave Titan in the SB because D&T and other Swords to Plowshares fair decks like UW control are popular.

You can usually fit one more hate reanimator target in the side in addition to Titan. Youve got your pick of Ashen Rider (vs S&T, other reanimator decks), Elesh Norn, Grand Cenobite (vs small creature decks like Delver, D&T, dredge), Keranos, God of Storms (personal favorite, destroys fair decks), etc.

Then there are UB specific slots that Im unsure about. Lots of people run different hate pieces there because you side into a controlly playstyle. You can put in Thoughtseize, Daze, Echoing Truth, Pithing Needles, etc.

Rythven-Fang on Slivers Just Got Smart.

1 month ago

I've been playing around a lot with this deck, and my own version. One thing you may want to consider is Karakas. I've gotten quite a bit of use out of it. The downside is it is mono-white, but being able to bounce legendary creatures can save your butt in a lot of cases.

I know land is tight with Daze needing the islands, if anything I'd drop a Tundra for it. Just my thoughts

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