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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
4 days ago
Ontop of the cards we talked about, these have felt really good to play:
Rashmi, Eternities Crafter with the nature of untapping your lands, you can get multiple 'cascades' a rotation
Gavony Township mana sink
Shalai, Voice of Plenty mana sink
---the township and shalai are good if you go more of a hatebear style rather than goodstuff
Selfless Spirit insurance/triggers
Seedborn Muse seedborn muse lol
Dusk / Dawn tends to not hurt you much/returns a good chunk back to hand
Elspeth, Sun's Champion ^^ and is a wincon if they cant kill it
Alchemist's Refuge its useful
6 days ago
The main issue with cards like Prison Term and Darksteel Mutation is that they're basically just bad removal spells. They're enchantments which is good since you have a lot of synergy with them, but you're paying a higher price to cast them, and they give your opponent the chance to get their creature back into action by blowing them up later. They couldn't do that if you used something like Swords to Plowshares. Then their creature is just gone and it isn't coming back.
What is great about a card like Hypnotic Siren is that it is flexible. A mana 1/1 flyer isn't great, but if it draws you a card it becomes far better, and taking your opponent's biggest guy at 7 mana pumping it and giving it flying can be game swinging. Kruphix is just good in a deck like this because you want to draw a lot of cards, but you can only hold so many. He makes it so you don't have to worry about that. Sure you have the tower to get unlimited hand size, but when an effect is that important to your game plan you want redundancy.
I do agree that Starfield and Opalescence are dangerous, but also like you said, they're a win condition. The biggest issue I see with this deck is that it has very few ways of closing out the game. It is basically Sigil of the Empty Throne and your commander. Approach of the Second Sun is interesting, but not piratical. You need to be able to pay 7 mana to effectively do nothing, well not nothing exactly. Because when you play a card like that you will instantly become the biggest target at the table. Then survive long enough to draw it again.
Your commander can get big, but like the description states, this isn't build like a proper Voltron deck. So she has very little protection or evasion and needs to wait a whole turn after being cast before she can attack making her a slow starter. I feel like at least a Lightning Greaves would serve this deck well.
Lastly, with just how few creatures you're running I feel like more board clears would make a lot of sense. You could easily fit in a few cards like Wrath of God, Day of Judgment, Dusk / Dawn, and Supreme Verdict.
Of course these are just my thoughts. A commander deck doesn't need to be build for super competitive play.
1 week ago
Dusk / Dawn is listed as CMC 10
1 week ago
@Ocelot44: Thanks for the recommendation. No one in my playgroup actually plays a lot of problem enchantments or artifacts outside one Breya player so I didn't think about that. I'll get a hold of a Dusk / Dawn cause I like that card.
1 week ago
Legion's Initiative? One more Boros Charm effect couldn't hurt
It looks like you're not running enough artifact and enchantment removal. Some good ideas would be Wear / Tear, Return to Dust, and Aura of Silence. You can't really afford to lose to a Ghostly Prison or a Crawlspace
Dusk / Dawn could be incredibly useful in here because it can recur all your tiny creatures
2 weeks ago
This is true I was thinking more for late game when you can recast him because it also gets you all your walls back. The main problem here is if you get board wiped its really hard to get back in the game and Dusk / Dawn solves that.
3 weeks ago
Dusk / Dawn would've been a great addition but, it rotates soon.