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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
1 week ago
Sleeved up the cards and tried it with proxies for the dual lands (as a Merfolk player I only have the Harbors, lol) and the deck is pretty consistent. It's very fun to play and I went 2-0 and 2-1 against a Selesnya cat tribal deck, even managing to win a match where I was at 12 and my opponent was at 46 life!
Absolutely love the fact that I get to use Board the Weatherlight and Traxos, Scourge of Kroog to such an efficient extent due to all of the creatures being historic! Kudos to that since I've been trying to make a deck with that card ever since it came out.
The only differences I've made is substituting an island for a single Sunpetal Grove in order to balance out the mana a bit and substituting Slaughter the Strong for Dusk // Dawn since I don't have the former, plus Dawn helps bring back some of the walls to trigger Arcade's card draw. I've also added 2x Naturalize and 2x Damping Sphere in the sideboard against more enchantment control decks and combo decks respectively.
Will be using the deck this week's FNM and Standard Showdown. I'll post the results and match analysis once I'm done with both of the events. I have high hopes for this deck being a semi-competitive yet casual, fun deck.
1 week ago
2 weeks ago
I think I originally went UW instead of UG because there was some white card I saw that I really wanted to use, so I figured, "Okay, now I have my two colors." But since then, I think I must have removed that white card but forgotten that there was then no longer any reason to have W in the deck. Except my deck does benefit from Radiant Destiny, a W card. I'll have to look at some green cards, see if it would be smarter to splash that instead of white.
Thanks for suggesting Dusk // Dawn, but most of my Merfolk end up with at least a few +1/+1 counters on them, so they'd be destroyed with Dusk.
3 weeks ago
I indeed try to keep it updated. I did the last changes quite recently when I added Mentor of the Meek.
The deck is mostly from Ixalan, so with the rotation I don't loose much mainboard, only the Fatal Push and one Dusk / Dawn. However I do lose some good cards on the Sideboard, against control Kambal, Consul of Allocation is a house! Hahaha I'll have to come up with something after rotation. Perhaps the new set brings new options! :D
3 weeks ago
The card draw is so insane from Consecrated Sphinx, I'd be sad to lose that. I try to run that card in most of my blue decks, but with the amount of built in card draw for this one, it may be overkill.
I think I had had in mind to use Eternal Witness with Cloudstone Curio and Aluren for mass recursion but getting both of those out at the same time is a long shot since I'm not running any artifact/enchantment tutors, and without that combo, I guess the card on its own is pretty weak. I was actually just trying to make room for Dusk / Dawn, so that makes sense as a more powerful recursion card. I probably don't need both in the deck.
3 weeks ago
4 weeks ago
First of all, 16 lands isn't remotely enough for this deck, or really any deck without Moxen or other cheaty fast mana. Even Elf decks run at least 18 lands and over half their creatures are mana-dorks. Since your curve tops out at 4 with Oketra, you need 24 lands. That will ensure that you can likely cast a 4-drop on turn 4 most games. If you're ok with Oketra not coming down until later, then you can maybe drop to 23 lands but that's starting to push it. And with Mentor of the Meek, you don't mind flooding out as much so I'd really suggest sticking with 24 lands. (Note: you can possibly drop to 22 lands if you switch to a build heavier on 1-drops.)
As for colors, I'd strongly suggest switching to Mono-White. You're only really splashing for Black and White has good alternatives in those slots. The issue here is that in order to reliably cast your two colors, you need more than just Evolving Wilds, but since this is an aggro deck, you can't afford to play many taplands or you'll cripple your early game and aggro decks rely on their superior early games to win. This means you'd need to run playsets of Concealed Courtyard and Isolated Chapel, but those will raise the budget dramatically and they don't work well together so you'll still occasionally have awkward turn sequences.
Also, you're currently at 65 main-deck cards. You gotta get that down to 60 cards. Decks are at their strongest when they play the least number of cards possible. If you cut the 5 weakest cards from your deck, you'll then only draw the 60 strongest.
Moving on to specific choices, Duress really shouldn't be in the main deck of Aggro. It's a good card out of the sideboard in some matchups but unless you know you're going to be playing against Control 75% of the time, it's often just going to be dead. Dusk // Dawn is the same thing: not main-deckable. Good in the sideboard maybe but it often won't do anything. Oketra's Monument is actually quite terrible in Aggro: a) it doesn't discount your 1-drops, b) you have to take off Turn 3 to cast it, but Turn 3 is crucial for Aggro, c) it encourages you to wait to cast you dudes, but deploying on Turn 4 is way too late, d) It costs 3 mana and you won't necessarily have that on Turn 3 anyway, e) Aggro has a serious problem with running out of cards and since this is Legendary, drawing multiples will make you effectively run out of cards even faster. The 1-of Inspired Charge is probably fine but I've found mass pump spells like that to be too swingy in general. Often times it just won't do what you need it to do. Plus, 4 mana is a lot. Pride of Conquerors or even Charge might be better, if you raise the number of 1-drops to make sure you can flood the board.
As for your creature distribution, you really want to lean on your 1-drops to get work done. You're currently weighted heavily towards 2-drops, but this just means you won't be able to cast two spells in a turn very often. Glory-Bound Initiate is a great card but it's a non-bo (opposite of a combo) with Mentor of the Meek, Militia Bugler, and Dusk // Dawn, so I'd cut it. Otherwise, your choices are fine. Just be aware that Knight of Malice and Knight of Grace don't trigger Mentor of the Meek and are hit my Dusk // Dawn if they get the +1/+0. I haven't personally found these guys to be all that great in the main deck but they can be good in certain metas.
Hope that helps!
1 month ago
Great concept, but your choice of walls leans a bit high on the CMC curve...Also, I would suggest some selective board wipes, like Dusk / Dawn and Austere Command. Also, this deck NEEDS Tower Defense for if you have to beat down, and a Laboratory Maniac If you want to double down on drawing. Good go, with a little tweaking it can be great!