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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
I don't know how competitive your play environment is but in my experience just about any deck can get out of hand if left alone to goldfish and its probably not the best idea to count on someone else at the table to act as a check on someone running out of control. I'd try to find space for at least 2 more pieces of targeted control and one or 2 more boardwipes. I mentioned Swords to Plowshares before but some other stuff that you can choose from in G/W:
And usually no matter how much removal I play [my Zurgo deck has 8 boardwipes and 6-7 single target creature removal spells] I sometimes can still find myself looking for more.
1 week ago
The major issue I see at this point is that there is no card draw. Athreos, God of Passage kind of fixes this if you get him early enough, but otherwise it can be a problem. To fix it, there should probably 2 Viscera Seer to filter some or just draw. Bankrupt in Blood is coming out in RNA, and it looks like a particularly good choice. Having both 4 Zulaport Cutthroat and 4 Blood Artist can make this wildly more consistent, but the only thing I could think to cut to add zulaports would be Dictate of Erebos, but that kills a lot of the flavor.
I hope you're having fun refining the list!
1 month ago
Cool deck! I thought I'd take a glance at your deck since you were kind enough to upvote mine. I love vampires too, and my Edgar Markov deck has gone through about a million different variations haha. I'll throw out a couple suggestions. I tried to keep my suggestions cheap, since you said you are on a budget.
Radiant Destiny: This card seems like it would be a better version of Intangible Virtue. It can buff all your vampires, not just the tokens, and give your whole board vigilance. It should be easy enough to trigger ascend, since you will have a bunch of free vampire tokens to get to 10 permanents in play.
Dark Prophecy: The triple black casting cost can be tricky when building a tri-color mana base on a budget, but this will trigger on your token deaths as well. For that reason, I think it could replace Midnight Reaper, since the reaper doesn't draw for your token deaths. It can be a bit risky with a large board, but it would ensure you will never run out of cards in hand again. Plus, it is pretty cheap!
Divine Visitation: This might be a fun option for you to consider. It would turn Edgar's eminence ability into providing a flying angel on every vampire cast! It doesn't fit with the vampire tribal theme, but it would be a fun card.
As far as card draw goes, I think you should strongly consider Night's Whisper, Sign in Blood, Painful Truths, and Read the Bones. Bloodtracker is also a good option to consider, and also turns Edgar's +1/+1 counters he gives into card draw. You might also consider Dusk / Dawn, Fell the Mighty, and Citywide Bust as boardwipes. These tend to let smaller creatures live, and many of your vampires (especially the tokens) would be small enough to survive the boardwipe. Dusk / Dawn could also function as card draw if you are desperate, since you can cast it from your grave to return a bunch of vampires to your hand.
1 month ago
I haven't seen any specific pattern in which card worked or not.
I have a deck on here showing off the issue if need be: http://tappedout.net/mtg-decks/jodah-cmc/
2 months ago
Is it just me or is Oriss, Samite Guardian really channeling tatooine bikini Leia. This might be a long one because there's a few things I wanna say and I have a habit of going into way too much detail.
You have very few ways of digging to a second Oriss. Most of your deck doesn't do anything if you don't have at least 2 of her and the chances of that happening naturally in any given game is around 12% on turn three and only reaches 50/50 by turn 12. The planeswalkers, removal and hand disruption help of course however being able to dig for a second copy would be incredibly valuable. I'm thinking Corpse Churn, Discovery / Dispersal or even Shriekhorn seeing as you have so many ways of getting stuff back.
Activating Oriss won't stop them killing her in response. The vast majority of removal spells in the modern format, especially the most played ones, are all instant speed. Modern decks usually fall into 2 categories : Proactive kill you on turn 4 combo decks and "fair" or "linear" control decks that are usually packed with Fatal Pushs(+fetch lands), multiple Lightning Bolts, Terminates, Path to Exiles and Cryptic Commands so if your planning on letting your opponents draw their entire deck they are going to get out of the lock eventually. My suggestion is Lightning Greaves, Swiftfoot Boots or even Gods Willing.
The bit where I suggest random cards. Palace Siege seems insane and tbh you probably want more Liliana, the Necromancer. Codex Shredder is like Shriekhorn except it can be a Time Warp when the lock is partially assembled. Memorial to Folly is a potential alternative to Haunted Fengraf. Dusk / Dawn has potential as both sides can be relevant and you usually want a split on wrath to play around Meddling Mage a.k.a. 1 Damnation, 1 Day of Judgment and 1 Wrath of God instead of 3 Wrath of God.
Anyways sweet deck concept. I think some version of this could be modern viable.
3 months 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
3 months 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.
3 months ago
Dusk / Dawn is listed as CMC 10