Bring to Light

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Modern Beyond Horizons Legal
Oathbreaker Legal
Pioneer Legal
Planar Constructed Legal
Planechase Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Bring to Light

Sorcery

Converge — Search your library for a creature, instant or sorcery card with converted mana cost/mana value less than or equal to the number of colours of mana spent to cast this spell, exile that card, then shuffle your library. You may cast that card without paying its mana cost.

Mortlocke on The Queen's Egg

3 days ago

LordDonato,

Cutting Cyclonic Rift or Pact of Negation are bold suggestions that i'd find myself very much against. Sure Cyclonic Rift is expensive being a 7 CMC spell - but it's a one sided untargeted mass removal spell at instant speed - 7 CMC for that kind of effect feels like a bargain. Pact of Negation is great because I can bait out my opponent into casting a big spell once I am all...tapped out. Losing the game is almost irrelevant if I am popping off on my turn and am able to counter an opponent's attempt at interacting with one of my combo pieces. I will however revisit these thoughts and opinions if my meta changes or shifts toward cEDH.

Seuchenschutz,

Path of Ancestry has a solid effect - but the cost of entering tapped is far too high a price to even be considered. Sliver Hive was once in this deck many iterations ago. I chose to cut it however as the colored mana it provided was exclusive to creatures - which is a pretty big drawback. It's last ability is pretty much irrelevant, as I'm never going to spend 5 mana - and tapping a land to create a 1/1 creature token. If Sliver Hive didn't need to be tapped to activate it's second ability then it'd be auto include for sure, and probably way more expensive than roughly 20 USD. Bring to Light was also in this deck many iterations ago, and I see what you mean when it comes to paying WUBRG, tutoring and casting one of the legendary Slivers. I'll need to think more on this spell before giving it another run. Patriarch's Bidding was also in this deck many iterations ago, but more often than not I would find this spell backfiring on me massively as it also assists all of my opponents as well. It's a cool spell - but it can also enable my opponents to combo out before I do - or at the very least enable them to thwart my plans.

Seuchenschutz on The Queen's Egg

6 days ago

Hi, how about playing Lands, like Path of Ancestry or Sliver Hive? You could as well play The First Sliver, with is also a great commander in my sliver deck. What I really like in 5Color Sliver Decks is Bring to Light, it will get you any Sliver you need, including the 5 Colored Sliver Legends or even removal or a Patriarch's Bidding.

DreadKhan on Ur-Dragon (Recs. Needed)

1 year ago

I'll give you a few tips from my limited experience with 5 Colour decks and how they achieve their mana requirements.

My first point is that combining the Bounce Guild lands with numerous ETB tapped lands will feel incredibly bad, I would definitely throw in more untapped lands if you're going to use that many Bounce lands. I love the Bounce lands, but they should be played mostly with other lands that ETB untapped, like Basic lands, bouncing an ETB tapped land is not fun in my experience.

I would encourage you to lean into Green ramp, there is lots of it that's very good, including options that find dual lands that have Basic types (or even Triomes if your budget permits, but there are budget fetchable duals out there). To make that Green ramp work you probably would want more Forests because a Forest and ramp spell can fix your mana for you.

Another thing I noticed that helps 5 Colour decks is the fact that you can use budget fetchlands of all sorts. The worst of my favourite 3 is Myriad Landscape, followed by Blighted Woodland and Krosan Verge. Krosan Verge can technically find all 5 colours by itself if you use Triomes, because it can find non-Basics, but there is also Murmuring Bosk to help. In addition to these types of fetchlands, you might find some use for the old Panorama cycle from Alara, Esper Panorama, Jund Panorama, Bant Panorama, Grixis Panorama, and Naya Panorama. None of those are truly great cards, but in a pinch they both enter untapped while eventually offering good fixing. A nice perk to using more Basics is that you are better at enduring non-Basic hate, not sure if people use stuff like that in your area.

Their is the odd good land worth looking at if you want budget mana fixing, the pain lands Sulfurous Springs or Adarkar Wastes are very strong fixing options that are relatively cheap, people use these in budget cEDH builds, they're perfect if you want good non-Basics for a low price, the Enemy pair from that cycle (Shivan Reef and Caves of Koilos are generally quite cheap, the Ally pairs are pricy). There is also the odd land like Exotic Orchard that can fix pretty well, but most 5 colour lands that enter untapped are pricey.

My final suggestion is that I found it helpful to run more ramp than usual in my 5 Colour decks, as well as more lands total. My 5 Colour Sisay deck has 39 lands and iirc over 20 ramp spells/effects (some work as combo pieces), and my Reaper King deck has 38 lands and around 15 ramp sources. It's a big hassle to get 5 colours consistently, but if you straight up run extra lands and ramp it becomes much easier.

A few more general pointers, I noticed you don't have Crux of Fate in here, it's usually pretty good in a Dragon deck. You also might like Stinging Study as a big draw spell. It's usually not as good as Stinging Study, but Imposing Grandeur also exists. Bring to Light and Wargate are two pretty strong tutors, perfect if you want to power your deck up a bit.

K4nkato on Tomb of Annihilation (Venture into the Dungeon)

1 year ago

I have a few observations:

1) Your curve is too high. Too many hands have nothing to do on turn 1 & turn 2. Against midrange decks like Rakdos Midrange they’ll likely have Bloodtithe Harvester in play with Fatal Push ready to kill your three drop (they sack a blood token to trigger Revolt). Unless you open an Intrepid Outlander you’ll be defenseless until turn 4 or 5. You should diversify your curve with more 1 and 2 drops to smooth out your plays. While it’s not directly dungeon related I think Mosswood Dreadknight would be a great 2-drop.

2) You don’t have enough interaction. A combo deck like Greasefang, Okiba Boss can combo on turn 3 before you have a chance to remove her with Murderous Rider. If you remove her vehicle with You Find a Cursed Idol but don’t kill her she’ll just combo again the next turn. There’s a lot of great removal options in G/B like Abrupt Decay or Assassin's Trophy that handle tons of different matchups.

3) You don’t have a good plan for over-the-too value decks. The dungeon plan takes time to grind (not a bad thing), but your need to give yourself the time to grind. If you play against a deck with something like Bring to Light or Enigmatic Incarnation you might get completely ran over by Omnath, Locus of Creation or The Scarab God. You can fight back against these decks with unconditional removal like Go for the Throat and discard spells like Duress and Liliana of the Veil.

4) You need some more card draw. If you’re lowering your curve you should expect to play longer games & can pull ahead of opponents with card draw engines. Castle Locthwain pulls you ahead of your opponents in long games. Hive of the Eye Tyrant gives you an option to win the Dungeon back from an opponent when you’re out of creatures & closes long games against control decks. Field of Ruin is great for midrange mirror matches bc it blows up your opponent’s castles.

Dungeons can be a hard mechanic to work with but it rewards you for playing long games & slowing your opponent down. If you run a solid midrange deck with Dungeon cards to break parity and pull you ahead you’ll have a solid game plan.

enpc on Two Colored Decks / First …

1 year ago

Like all the others above have said, it is super dependent. But generally it's a tradeoff between ease of producing mana for the deck and specific mechanics you want to run.

For example, if you were wanting to leverage cards like Bring to Light, you'r going to have a bad time if you try to make your deck even two colours. Decks that want to make this card work will run a 5 colour mana base, even if they're a 4 colour deck for example. But if you're building a deck around cheap anthem effects like Honor of the Pure or are wanting to run really heavily costed cards (like Cryptic Command for example) you're (generally) going to be limiting the number of colours you're running. Though even for this kind of stuff, it's not uncommon to see a mono-coloured deck splashing another colour (if you're unfamilar with the term, it means adding one or two cards of another colour but not commiting to that colour for the deck).

For most eternal 60 card formats though, the better access to mana bases they have, the more colours they will run to give the biggest card pool. Legacy and vintage decks will commonly be 3-4 colours as they have one of the best mana bases available, so you may as well take advantage of it. On the flipside, you will see decks specifically designed to punish this attitude; modern blue moon made some waves a few years back running a very basic heavy mana base (mainly blue with some red) and then ran Blood Moon to hate on the fact that most modern decks are like 3 colour and they all rely heavily on shocklands.

For formats like commander which have a buildaround card, people wanting to play that particular card is usually the driver and whatever colour(s) that card is will come second to what it does (typically). People will then make the card work with what they have available in the legal card pool, so sometimes you will see some interesting card choices to overcome colour identity restrictions.

legendofa on Aether Battle

1 year ago

I don't fully understand the utility of Bring to Light. Is it just to find Aether Snap, or Supreme Verdict or one of the two creatures as needed?

nbarry223 on Viga-BOOM! (Scapeshift + Analyst)

2 years ago

I’d like to replace my second Bring to Light with some kind of midrange ramp card. The closest thing I could come up with was Soul of Windgrace but I didn’t really care for it. I’m thinking one of the Sakura tribe creatures (scout or elder) but they are both a little underwhelming too.

The newly spoiled Bitter Reunion looks like something I can at least try out, because it helps me dig and gives haste as a bonus. If it’s not a creature, I’d want it to do something reusable or at instant speed preferably. I’m excited for the full command cycle as well, because a solid versatile card could definitely fill that slot as well.

I’m leaning towards some type of ramp currently, but anything that stabilizes and helps my game plan progress would be a solid option as well.

nbarry223 on Viga-BOOM! (Scapeshift + Analyst)

2 years ago

So yeah, thinking about it logically, Savor the Moment isn't the worst card on its own. It's also pretty good with an Amulet of Vigor out, and not a lot of lands in play (one of the scenarios where Scapeshift is bad). It basically translates into "draw a card, take an additional combat phase, your land plays for the turn reset" - which seems pretty good for only 3 mana. If I have nothing going for me already, I would basically be paying 5 mana to draw a card, when finding this off of Bring to Light, which doesn't sound all that great. However, I do think it may be a step in the right direction, since it is a lower CMC and is actually relevant in a lot of situations where Scapeshift isn't. I can also find Dryad of the Ilysian Grove as a backup if I'm in a position where it's just a glorified "draw a card."

The main thing I can think of that is a potential downside I need to play around is casting Summoner's Pact during the normal turn, then being unable to pay for it during my extra turn without an untap step, if I am silly enough to forget (completely my fault if I end up losing that way).

I think I'm going to make the switch, thanks for the idea! I'm hopeful it will be a more relevant card than The Gitrog Monster was. I may tweak my manabase and sideboard alongside the swap, because I am thinking 2 copies of Bring to Light is feasible now that there's a failsafe option that's relevant enough (Savor the Moment can always go out in games 2/3 for more powerful and narrow targets).

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