Dusk / Dawn


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

Printings View all

Set Rarity
Amonkhet (AKH) 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

Kizmetto on Huatli’s GW Aggro RIX

1 day ago

Oh wow this looks like fun to play! +1! Have you considered running Dusk / Dawn since you can get almost all your creatures back with the aftermath side? Could be useful!

goodair on Derevi, Empyrial Staxtician (Competitive)

1 day ago

Dusk / Dawn, Curse of the Swine, Retribution of the Meekfor creature decks, keeps yours alive, but isn't very useful vs token decks

SynergyBuild on Cleric Deck [~$40]

2 days ago

Also, you say red-aggro, in the description, as if aggro is what will beat you fast. In the top decks, I will list off what meta decks beat yours and how:

Tron - 0% Estimated Win Rate - they pose a very big threat to this deck, as one Karn Liberated, or Ugin, the Spirit Dragon, and even an All Is Dust beats this deck outright, and they drop All Is Dust turn three or four on average.

Grixis Shadow - 0% Estimated Win Rate - That deck will kill this one turn three or four, possibly later it you Oust their shadow, but that deck runs to much disruption and removal, nothing on your side will stick if it does it the field.

5 Color Humans - <1% Estimated Win Rate - Weirdly, though this deck doesn't beat them, sticking a Battletide Alchemist slows them down enough to have a chance if you hit the Dusk / Dawn after they drop a couple lords.

Burn - 0% Estimated Win Rate - Burn is way to fast you this deck, if you go against it, you die, needs an opening hand Leyline of Sanctity for any Pillowfort deck to win.

Affinity - 0% Estimated Win Rate - Affinity is just as fast if not faster than burn, so not a real chance here, but sadly, most pillow fort will die to either burn or affinity, so unless you oppening hand a Ghostly Prison, it GG.

Jeskai Control - 0% Estimated Win Rate - Jeskai Control is the king of control, with Lantern control behind it, and it will be the late game winner of this game, because it is very good at late game, and this deck doesn't have a win condition other than combat.

Eldrazi Tron - 0% Estimated Win Rate - It is similar to tron how it will beat this deck, only this deck packs more disruption and is faster to kill.

Dredge - <1% Estimated Win Rate - If you manage to last long enough by chump blocking to resolve a Battletide Alchemist, which you won't most of if not any of the time, then I think you have a chance at winning, it packs disruption and removal, but if it just doesn't find it, or it is mana screwed, I can see you might win.

Storm - 0% Estimated Win Rate - Kills by turn four super consistently, and doesn't care about Battletide Alchemist, as it just deals two of it's Grapeshot Damage and the Alchemist and the rest at face.

Titan Shift - 0% Estimated Win Rate - It deals way too much damage to prevent, and though it is in groups of three, they will kill the creatures that stop the damage, then the rest kills you.

Those are just the top decks in the format, and I didn't cherry pick them either, I just chose the top ten decks in the metagame based off of percentage data gathered from mtggoldfish.com

SynergyBuild on Cleric Deck [~$40]

2 days ago

Battletide Alchemist is a five mana creature, your deck can't ramp, and modern is a format of turn 4 or earlier wins. Control decks do exist, and so do pillow fort decks. If your control elements, or pillow fort cards do not come online before the turn your opponent intends to win, you lose.

A control deck board wipes, and stops the opponent with counterspells and removal. You run semi-removal in the form of Oust, and a semi-board wipe in the form of Dusk / Dawn, but those are only semi. They don't remove many of the aggro threats as they are large in number and small in size, nor does the removal stop voltron stype Slippery Bogle decks. The lack of a serious control element stops you from playing in such a manner.

If you were to consider this a pillow fort deck, one that stops the opponent from doing things, but doesn't actually remove the threats, you would be out of luck. Battletide Alchemist might be closer to Sphere of Safety in a real w/x pillow fort deck, but that is a "finisher" or a card that stops the opponent after Runed Halo, Ghostly Prison and Nevermore slowed them down. The issue is you don't have a real way of slowing them down until then, and you will be dead before you drop Battletide Alchemist if you don't. Casual aggro decks for 15 dollars have more of a chance in the current meta in a late game scenario than this deck, because if Battletide Alchemist is your deck, you don't have one.

Pillowfort is an underused strategy, one that lock the opponent in many ways, preventing damage does so little on its own, that the real pillowfort decks only do it if it is 3 mana and prevents all damage dealt to you (Solitary Confinement saw some play). Loss of life will kill you, removing the Battletide Alchemist will kill you, etc.

The types of things a pillowfort deck should do are 6-fold:

  1. Lock down combat (Sphere of Safety, Ghostly Prison)

  2. Lock down targetting of yourself (Aegis of the Gods, Leyline of Sanctity)

  3. Lock down spells that get around this (Runed Halo, Nevermore)

  4. Lock down alternative strategies after sideboard (Rest in Peace, Stony Silence)

  5. Protect the Locks (Greater Auramancy, Privileged Position)

  6. Win the game (Luminarch Ascension, Sigil of the Empty Throne)

Your deck covers part of #1 with Battletide Alchemist, and part of #5 with Eight-and-a-Half-Tails I say a part of each because plenty of combat isn't damage, it is infect, or "when this creature attacks" (think eldrazi tron and all of the eldrazi's with the annihilate keyword), and because a destroy all (Supreme Verdict) gets around protection effects. Creatures a way flimsier than enchantments, and this deck doesn't even cover that.

05seb05 on Marath, Will of the Weebs (Primer)

4 days ago

DrkNinja Thanks for all the suggestions!

For starters, Gaddock Teeg doesn't do anything to prevent creatures from being cast, just noncreature spells. I will be swapping out Dusk / Dawn for Austere Command. That was actually a sideboard anyway and I forgot to take it out of the list. Sword of Kaldra I put in for the same kind of control you get with Basilisk Collar when you have Marath equipt, since you can deal damage directly to creatures with him so it's easy removal.

Definitely adding Warstorm Surge and Parallel Lives, I don't want Marath to be just a token deck but it's such an easy option. A lot of your suggestions are great, especially liking Forgotten Ancient

multimedia on B/W Blood Suckers

6 days ago

Hey, I saw your forum post thought I could give some advice. Overall this looks good. If you're just starting out playing Magic you already have some nice deck building skills.

I have three main deck Vamp addition suggestions:

Four other main deck suggestions:

  1. 1x more Legion Lieutenant
  2. 1x more Mavren
  3. 1-2x more Fatal Push
  4. Cut 1x Sanctum Seeker
  5. Cut 1x Radiant Destiny

Zealot is a two mana Vamp who draws a card when it ETB. This is good for only two mana. I suggest adding Skymarcher for a 2/1 one drop Vamp who gets better the longer the game goes when you get the city's blessing it adds some more aggression. I like Forerunner here because it's only three mana to tutor for Legion Lieutenant or Mavren or Sanctum Seeker. Forerunner's other ability is good with Mavren getting more pump each turn a token is created.

Lieutenant and Mavren are two of bigest reasons to play Vamps you want to draw either one every game playing more of them helps with consistency. Expect the first Mavren to die; your opponent can't let him get out of control having more copies of him because of this is beneficial. If you have more copies of Push then I suggest playing more. 2x Push is fine, but 4x is norm for this spell.

4x Seeker is a lot simply because you only want to play him turn four and before playing him you want a some what established battlefield of Vamps. I think you can cut 1x Seeker for another copy of an early game Vamp. 4x Destiny is also a lot use it as a second lord with Lieutenant as the primary lord since it's a Vamp. Because Destiny isn't a Vamp and it requires other Vamps to be in play before it's good consider cutting one.

Forerunner lets you use some sideboard spots as a Vamp 1of toolbox. Possible Vamp Forerunner toolbox:

  • 1x Champion of Dusk: good in nonaggro matchups to draw a lot of cards.
  • 1x Twilight Prophet: also good in nonaggro matchups if it lives combined with Vamp tokens with the city's blessing it can give you a huge advantage.
  • 1x Elenda, the Dusk Rose: board wipe insurance.
  • 1x Vona

Cards to consider cutting:

  • 4x Martyr of Dusk: Martyr is very much a budget option, there's better two drop Vamps.
  • 2x Call to the Feast: Seeker and Cast Out are the two best four drops here. There's not room for another four drop.
  • 2x Oketra's Monument: Monument is nice, but it's better when you build around it with a Mono-white plan to get the most out of it. The strategy here is being aggressive with Vamps I don't think Monument fits with this strategy.
  • 2x Yahenni, Undying Partisan: Yahenni can be good in some matchups, but as a three drop I think it's one of the least good options.
  • 1x Seeker
  • 1x Destiny

Dusk / Dawn for the sideboard is very good with Vamps because other than Seeker they all only have 2 power of less making Dawn a powerful recursion spell. Vamps have problems with big creatures Dusk kills them.

Good luck with your deck.

Eilel on Mono white

1 week ago

Have you thought about adding Oketra's Monument? It's probably the best card for white decks to play, especially with Dusk / Dawn for recursion.

xhuggels on Orzov Budget Treasures

1 week ago

Play-tested against GPG and that Rakdos pirate deck in that list. Both times Oketra's Last Mercy saved my butt, and both times Ixalan's Binding and Start / Finish played a huge role. in one of the games the Anointed Procession into Sacred Cat embalm worked nicely. In both games Ruthless Knave was focused down within 2 turns of landing, and in both games Torment of Hailfire turned the tide of the game. In the GPG game,i had enough stuff to focus down the GPG buffed Angel of Invention, and could chump the rest efficiently, which left me with...lots of treasures even without the Ruthless Knave. Both games ended on turn 13. The in the GPG game i put 26 manna behind Torment of Hailfire, leaving GPG with 3 life, no cards, no lands and 1 GPG buffed Champion of Wits, with only 1 Pitiless Plunderer on my side. I had the luck of exiling their first GPG buffed Angel of Invention with Ixalan's Binding after it hit me once. I think the key is knowing what ur up against. you gotta use Ixalan's Binding on the very largest threat in the deck. It definitely takes some gamesense and a good draw to play this. you cant just use your removal as freely as you can in other decks. As for removal, i think between Ixalan's Binding, Settle the Wreckage, Dusk / Dawn and Start / Finish, there is enough to deal with anything i cant block or chump. thats 9 spells total. Any more would start hurting what the deck wants to do. One might argue for 1 more Start / Finish as it does more than just kill though.

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