Dusk / Dawn


Format Legality
Pre-release Legal
1v1 Commander Legal
Magic Duels Legal
Vintage Legal
Modern Legal
Standard Legal
Leviathan Legal
Legacy Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Amonkhet Rare

Combos Browse all

Dusk / Dawn


Destroy all creatures with power greater or equal to 3.

Aftermath - Cast this spell only from your graveyard, then exile it.
Return all creature cards with power less than equal to 2 from your graveyard to your hand.

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Dusk / Dawn Discussion

djnewellmit on Lifecrafter's Bestiary and Dusk to Dawn

4 hours ago

I really like the build, upvoted! I was going to recommend Prowling Serpopard for the sideboard, but then I realized your opponent isn't really hurting your Dusk / Dawn plan if they counter your creatures and put them into your graveyard.

proofopossum on White Token(servo)

2 days ago

I did not see that Animation Module says counters I assumed it just meant any +1/+1 effects; this just increases the necessity of Collective Effort. That being said, I am inclined to get rid of Dusk / Dawn and Glint-Sleeve Artisan, or I could keep Glint-Sleeve Artisan and get rid of Oketra's Monument instead. Oketra's Monument can be good because all my white creatures now cost one less and blah blah I already said all this in a comment before. However, Glint-Sleeve Artisan can put down servo's, or he can give a servo or some other creature a +1/+1 counter allowing the Animation Module to trigger, which would allow me to put down a lot of servo's (potentially). So which one do yall think I keep?

michael921 on Cat deck

2 days ago

Alright. The largest issue I see with this deck at the moment, is the sheer number of three drops and lack of answers. I personally would cut Mirri, Cat Warrior, one Brimaz, King of Oreskos, and the Jedit Ojanen of Efrava, as well as the Intangible Virtue. Both Mirri and Brimaz are your only sources of multi green casting costs, and so cutting these cards will allow you to play more powerful cards at the same spots, and be more likely to actually cast them. Additionally, you don't have many copies of these cards anyways, and thus won't be able to reliably draw it. The reason for going down to three Brimaz is that he's legendary, and you don't want multiple copies in hand. The reason for cutting the virtue is that you are making roughly equal numbers of tokens and actual creatures, so the virtue would only hit half of your board.

Additionally, you don't have many payoffs for going tribal cats. Here are some options for you, with some being cheaper than others.

And here's some recommendations for removal

And then finally, the deck as it currently stands is a bit lacking in card advantage, so with additional tribal payoffs, the best one I can think of is Mouth / Feed, as it'll allow you to at LEAST draw one card, but usually many more.

Hopefully some of that helps!

proofopossum on White Token(servo)

3 days ago

I just noticed that if I were to add Collective Effort I would have to get rid of Dusk / Dawn because then it would be pointless since it would make my creatures gain above 2 power rendering the Dawn portion of Dusk / Dawn useless and making my creatures above 2 power means that they are 3 or greater which makes the Dusk portion of Dusk / Dawn more harmful to me then the opponent.

proofopossum on White Token(servo)

3 days ago

I see where your coming from with adding Collective Effort; however, Animation Module already runs well with Master Trinketeer, Glint-Sleeve Artisan, and Chief of the Foundry. The reason I am considering putting in Collective Effort with all that said is because I it would be nice to have at least 1 card that can get rid of enchantments, but I don't know where I'd fit it in. The only way I see it happening is getting rid of Oketra's Monument, Glint-Sleeve Artisan, or Dusk / Dawn. If I were to put in Collective Effort that would mean I should have 4 of them, so it would take out some solid cards all be it not necessary cards, but those cards have a good reason of being in the deck

proofopossum on White Token(servo)

5 days ago

Thank you so much for the help, but a few things that I must say before I start asking more questions. First off, Inspiring Vantage is definitely a card I have already looked into, but since it go's for upwards of 4 dollars on its own I will have to pass... also Needle Spires being a bit too expensive, and Aether Hub with Harnessed Lightning will also have to go along with Abrade, Magma Spray, and Selfless Spirit. However, I am very keen on adding Oketra's Monument, Dusk / Dawn, and Evolving Wilds. Now the question is if I should take out 3 lands and put in Evolving Wilds in their place (since it is technically considered a land) or if I should just put them in as extra? Also I already have 3 cards called Renegade Map so should I substitute the Evolving Wilds for them or do you still suggest Evolving Wilds? Last but not least, are Oketra's Monument, and Dusk / Dawn should I put these in my deck to go over 60 or should I remove some more cards for these (btw I am thinking of putting in 3 Evolving Wilds, 2 Oketra's Monument, and 2 Dusk / Dawn)?

Squirrelbacon on B/W Tokens (Alternate Control Core)

5 days ago

If affinity is a problem, and this can help with elves and merfolk too, why not run Zealous Persecution in the board for those matchups? I feel one would be better in the main than the third Thoughtseize, however, I do understand why you run it.

Yahenni's Expertise may also actually be worth looking at to turn the corner. I've played it several times against elves and affinity and each time it has worked perfectly. Probably not better than Dusk / Dawn, but definitely worth the thought. I don't know how much a board wipe is desired in a Bitterblossom deck anyway.

Hellxfire on White Token(servo)

5 days ago

Hi, theres a couple points you might want to consider.

First, I think you should review your land count, 20 is low. Also, you should try to play the least "enters the battlefield tapped" as possible if you are going for an early board presence strategy. if your budget is tight, I would probably go for a Needle Spires or two, and 2 or 3 Evolving Wilds and fill the rest for 23 lands with basics. If you can trade for them, Inspiring Vantage is definitly a good land here. If you dont mind going "in-meta" you can jam in 4 Aether Hub and a set of Harnessed Lightning as removal also.

Second, your strategy is going too much all over the place. I see a aggro-token strategy with alot of utility cards that delude the deck to a point where its hard to hit the pieces together with no card draw. You might want to consider to focus on either the artifact tokens or the zombies. Considering that your list is the cards you have access, I think the servo strat is better.

Also, it's not far from being good with Dusk / Dawn, even tho it kills your Master Trinketeer depending on the direction you will go with this deck.

Another thing to consider is to remove most of the non-creature spells, pack the standard red removal, like Abrade and Magma Spray and play Oketra's Monument altho I would not recommend that if going with the servos. Blessed Alliance is pretty good also.

For testing I would start by removing all the enchantments as they are underwelming unless you want to keep the cartouche/trial package but then remove the Collective Effort to get to 60 cards with 23 lands and try to end your curve with 4 mana cards like oketra and sram's expertise.

Note that this kind of strategy with no hand refill is weak to board wipes without Selfless Spirit and this card price is going up these days because of UW monument.

Good luck and I hope it was helpful!

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