Holy Day

Holy Day


Prevent all combat damage that would be dealt this turn.

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Have (2) Taki117 , orzhov_is_relatively_okay819
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Printings View all

Set Rarity
Tenth Edition (10E) Common
Ninth Edition (9ED) Common
Ninth Edition Foreign Black Border (9EDFBB) Common
Eighth Edition (8ED) Common
Invasion (INV) Common
Legends (LEG) Common

Combos Browse all


Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Oldschool 93/94 Legal
Modern Legal
Penny Dreadful Legal
Casual Legal
Pauper EDH Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Holy Day occurrence in decks from the last year

Commander / EDH:

All decks: 0.0%

Holy Day Discussion

abbatromebone on WU Prison Control (NEED HELP FIXING!)

2 days ago

The myrs help mana fix. If I only have islands but need plains and have golden myr out it hekps cast spells. We also have bigger spells so it allows us to cast them sooner which is always nice. It can also be used as a blocker when we need ot as we'll. Pillow fort cards can be spendy money was so I needed a way to delay damage. Cards like Holy Day were cards I thought about but in the end, its just a one use affect so its not that great. Winning in blue white (UW, I is for blue, B is for black in the color wheel). So I had to think of how to win. The most competive deck uses a land becomes a 4/4 flyer with vigilance for 6 mana. Winning fast in these colors is hard. 2nd sun helps that. I didnt want to use creatues because a green deck can just make one big blocker, and then we can't win. So I used a different win con to win. It also draws less attention to ourselves. It's harder to see what kind of threat we are.

DemonDragonJ on Unholy Night

3 weeks ago

Nature's Chant renders both Naturalize and Disenchant obsolete (and I am certain that it is not a coincidence that its name references both of their names), so I naturally am wondering what other cards of different colors that are functionally identical I can combine into a single card, and I have made this card, in honor of today being Christmas.

Unholy Night Show

This card is to Holy Day and Darkness was nature's chant is to naturalize and disenchant; simple and straightforward.

I know that a green/white variation would make more sense, but I have not yet devised an interesting name for such a card, and the name for this card was too good to not make a card of it.

What does everyone else say about this card? How good of a card is it?

ZendikariWol on Kiora: Cruelty Without End

1 month ago

I am hardly a spike, so if I say something stupid, forgive me. That said, your choice in fogs seems a little... suboptimal?

Angelsong and Haze of Pollen can draw you a card if you don't need the fog. Ethereal Haze , Holy Day , and Pause for Reflection are all cheaper than Dawn Charm and Clinging Mists (and really, when is Fateful Hour gonna be active?). Winds of Qal Sisma and Defend the Hearth are one-sided wraths.

Magnanimous on Kiora: Cruelty Without End

1 month ago

Hey, I was working on a Field of the Dead deck in Pioneer and found that Kiora, the Crashing Wave fit absolutely perfectly. You could try it in Pioneer if you wanted (here's my start: https://tappedout.net/mtg-decks/fog-of-the-dead/?cb=1574915555), or you could continue in Modern.

The idea is to delay the game with Fog , Spell Pierce , etc. while ramping up to seven lands for Field of the Dead . Kiora ramps, stalls, draws cards, and acts as a secondary win-con.

If you continued in Modern, the mana would be difficult and I actually think going three or four color could work given the constraints for Field of the Dead . White for Holy Day / Dawn Charm or black for Darkness / Abrupt Decay / Painful Truths are both good options. You could go up to crazy numbers of lands and play any of Arboreal Grazer , Explore , Courser of Kruphix , and Growth Spiral instead of your current creatures to ramp every turn so you can get the combo up and running by turn 5. Alternatively you could go for control instead of ramp with Thoughtseize , Abrupt Decay , Spell Pierce , Mana Leak , etc.

Tzefick on White's issues in Commander

2 months ago

This thread is mainly concerning Commander and especially some of the issues that pertain to certain colors, this thread will focus on white. The color's strengths and weaknesses and what they share with other colors. If you just want to see the heart of the thread and skip the pretext, jump down to the segment named "The suggestions".

First of all I'd like to direct attention to TappedOut's Berryjon and his articles of Pattern Recognition concerning some of white's color pie identity in the following links. If you need to refresh or get a better understanding of what white is all about, please go read them, they are quite good:





This is a brief summary of those articles;

White is the color of status quo and Balance . "No one should pull too far ahead , we should be equal" - that could be a motto for white.

It is a color of community and unity, as seen with Anthems , promoting going wide rather than green's strong. As an effect of this white usually has smaller creatures but they often have keywords like first strike, lifelink, vigilance, indestructible, and others. As a consequence, white has the largest collection of evergreen keywords as a primary identity, sitting at 7 keywords, where the next highest is blue at 5.

(source on keywords: https://mtg.gamepedia.com/Evergreen)

Most group-hug cards are also using white's color pie in some fashion.

White is also a color that desires lifegain for the sake of lifegain. Whilst a color like black likes to gain life to use it as payment for other effects, white simply hoards life for the sake of hoarding life. White shared this feature with green in the early days , but green has since moved on to something a bit different . In the earlier days white also had a variety of prevention mechanics but it got phased out, mostly because it wasn't a very good mechanic and caused nothing to happen in a match.

White is in many ways "peaceful" but can also be destructive. For creatures the destruction is total and symmetrical or very specific but at an alternative "cost" that is not exacted on you but rather benefits your opponent.

White loves and hates artifacts, as shown by some of their early cards and some they have retained throughout the years .

And the same is mostly true for enchantments. White has an affinity for auras, but as most know, auras have a glaring issue that so far hasn't been solved without pushing the auras extensively. White shares the love / hate of enchantments with green.

White's strengths can be roughly summarized in

  • Going wide and buffing wide

  • Large collection and occurance of keyword abilities on creatures

  • Gains life the most efficient

  • Destroys everything in equal measure, ensuring a "balance" (can be offset by granting indestructible or simply ghosting them away )

  • Can deal with pretty much any permanent

  • Affinity for artifacts and enchantments

White's weaknesses can be roughly summarize in

  • Little to no card draw, if there it is conditional

  • Little opportunity for interaction with instants and sorceries, meaning white often just takes the punishment, with some exceptions

  • Going wide often clashes with their desire for balance that blows everything up

  • Lifegain outside aggro match ups is often not that valuable by itself

  • Their spot removal is often not very efficient without having some significant kind of drawback , even though they are flexible

Of white's strengths, they share lifegain with black and green. They share mass destruction with black and red. Their removal options on creatures is general for all, but black does it better, and red can conditionally be more efficient but generally not for Commander. Red can perform better on the artifact removal and in the more flexible artifact/enchantment removal, white gets bested by green, especially at multiple spot removals. Blue (and to a certain degree red) can utilize artifacts better, and green utilizes enchantments better.

There's a lot of white's strengths that they share or can be found in another color. As such white is a very flexible color but the old saying is also jack of all trades, master of none.

However the biggest strike white has in Commander is the lack of resource acceleration, this can both be mana ramp but to a larger degree it's card advantage. Blue is obviously master of straight card draw, black has a long list of trading something for card draw, green can get it through dropping creatures (or enchantments ), having many creatures or in rare occasions to off their own creatures , and red has recently been getting a push for temporary card draw or card draw while at a disadvantage . White is still kinda stuck on having mostly cantrips and a few weak conditional card draw engines . Other than that, they have to rely on artifacts for their card draws.

This combination of master of none and no real card draw is one of the reasons why white struggles in Commander as a singular color.

The Command Zone produced an analysis of over 300 games of mostly 4 players, and white came out as the color with the least win rating. And not just monocolor, but decks that contained white.

(Link to a Reddit-hub for said analysis, showing both data and video analysis: https://www.reddit.com/r/EDH/comments/9r4emn/full_data_dump_from_the_command_zone_statistics/)

However this data and analysis is incomplete and cannot be used as a definitive way to compare the colors, as the amount of games is only 316, differing power levels may occur and some conditions may apply to the play groups. However differing power levels and soft-bans is also part of what Commander is, it is first and foremost a casual format.

I've seen a few people argue that white could look like that because one of their stronger archetypes, resource denial, is frowned upon or directly banned . I don't quite agree and frankly I understand the reasoning behind frowning on effects that grinds the game to a halt. If you can lock and kill your opponents easily with Armageddon , then I don't mind it as much. But I would rather not just wait around for that player to slowly grind the rest of the players out. And there's no bearing in "well, you could just concede" - which is basically saying you might as well not play.

As such I really hope white's multiplayer strength does not have to come from mass land destruction, but instead that we can find ways to make white better in the format.

We have recently received Sevinne's Reclamation which some have speculated could be a way for white's color pie to indirectly gain mana ramp through lands, by returning low CMC permanents from the graveyard.

Now, that was a lot of pretext to get to the heart of this thread:

The suggestions:

White in Commander or perhaps multiplayer in general needs some way to gain card advantage. Every other color has come up with ways to achieve it and white is kinda still stuck.

So far white's card draws have been conditional on doing something else that results in a card draw.

Mentor of the Meek , Dawn of Hope , Puresteel Paladin , Kor Spiritdancer , and Sram, Senior Edificer are the only real card draw engines in white. They are all quite narrow or have a cost associated with it. I don't believe white should just get straight card draw, but they need something less constricting/more generic to help out white as a whole.

Suggestions on card draw Show

Another issue I see with white is how they have a lot of cost expensive cards but no real mana ramp outside artifacts.

Green is obviously covered, black usually cheats mana costs, red is not that heavy on costs but do have some rituals to grant quick mana and in some scenarios the Braid of Fire . Blue has been getting a lot of mana boosting through non-mana artifacts with Urza, and they tend to untap their permanents, generating mana. White is again getting the short end with less to show for direct mana ramp.

As mentioned before, we have recently gotten Sevinne's Reclamation (and Brought Back ) which could be an indirect source of mana ramp, by restoring lands from your graveyard. I think this would be a fine way to utilize white's color pie and their ability to restore permanents.

Let's get to some suggestions

Suggestions on land ramp Show

So with all that said and done. What is your experience with white in Commander? Can you recognize these issues? What do you think needs to be done?

And of course, you're more than welcome to share your ideas and suggestions of cards and mechanics that can help white in multiplayer formats and Commander.

kamarupa on 8thBit's Wreck 'n Reload

4 months ago

I think you might be misinformed as to what "Tron" means in MTG slang. In MTG, Tron refers to the three Urza lands ( Urza's Power Plant , Urza's Mine , & Urza's Tower . Assembling Tron means getting one of each lands down, which provides a huge colorless mana base.

This deck here is what is known as "Cheerios." (because of all the O's in zero-drop artifacts) Usually, it makes extra use out of playing so many zero-drops by incorporating a card with Storm, like Grapeshot .

Mastermind's Acquisition is arguably better then Diabolic Tutor, but at the same CMC, it's not faster. You could use Shred Memory for it's Transmute, which would shave 1 CMC off the casting cost of a tutor, but it will only tutor 2 CMC spells. You could also opt for simple draw card like Sign in Blood . Temple of Silence might also work, especially considering how few 1 drops you've got.

Some sort of protection for your creatures might be useful, as they're pretty essential and you have very few. Faith's Shield is my personal favorite because of its broad "target permanent" language, and its Fateful Hour added applications. There are plenty of other options with white, though. Gods Willing , Brave the Elements , Apostle's Blessing , etc. Something like Noxious Revival would also work.

I'd suggest 1x Buried Ruin in the mainboard.

Some added interaction/disruption spells are usually good. Stuff like Silence , Fatal Push , Holy Day , Path to Exile , Dispatch .

kamarupa on Elephant 2.0

4 months ago

Cut this down to 60 total spells. You can move some of those cut cards into your sideboard.

Add at least 2 more lands, if not 4-6. The higher your AVG CMC, the more lands you'll need. Regarding lands, I know they're expensive - but the better the lands, the better the deck will run. If you're not already aware, All the lands in a sorted list is an amazing resource. A couple utility lands to consider: Ghost Quarter / Field of Ruin , Scavenger Grounds .

Mainboard suggestions: Generous Gift , Oran-Rief, the Vastwood , Harmonize

Swap out Druid of the Cowl for Elvish Mystic / Joraga Treespeaker . Fertile Ground / Utopia Sprawl would fit, too. Arbor Elf might be ok, but you'd have to mind your Forests. Like with land, the higher the AVG CMC, the more ramp you want. 12 ramp spells wouldn't be too many.

I'm not so sold on Goldenglow Moth, even though I am a fan. I think you'll get as much or more mileage out of good old fashioned Fog / Holy Day or even Order of the Stars . If it's lifegain you're after, Rest for the Weary . If you're trying to deal with flying creatures, then Deadly Recluse , or sideboard Plummet , or even Lingering Souls .

Sideboard Suggestions: Sundering Growth , Scavenging Ooze / Tormod's Crypt , Shalai, Voice of Plenty / Witchbane Orb / Leyline of Sanctity , Sanctimony , Pithing Needle , Elixir of Immortality

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