Dash Hopes

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Format Legality
1v1 Commander Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Tiny Leaders Legal
Vintage Legal

Dash Hopes


When you cast Dash Hopes, any player may pay 5 life. If a player does, counter Dash Hopes.

Counter target spell.

Henchman31 on Notorious B: Ready to Die [Remastered]

5 months ago

I've made some adjustments to the main- and sideboard. I haven't played it yet, but here's what I've been thinking so far:

Main: Myrs are gone and replaced with 3Vault Skirge. The extra 2 damage worked out a couple times but it's hard to compete with a flying lifelinker.

Side: 4 Dash Hopes 3 Geth's Verdict 2 Nihil Spellbomb 2 Feed the Swarm 2 Shrivel 2 Apostle's Blessing

Considering: Unexpected Fangs, Ebony Charm, Shade's Form

Henchman31 on Notorious B: Ready to Die [Remastered]

6 months ago

Gattison: Thanks again for the tips on updating the decks. To celebrate getting out of quarantine, last night I took this deck to my LGS to test it out with the other Pauper players. I made some minor changes beforehand:

Lands: +2 Mortuary Mire, +2 Barren Moor Instants: +4 Deadly Dispute

Sideboard: 2 Nihil Spellbomb, 2 Sylvok Lifestaff, 3 Tragic Slip, 4 Dash Hopes, 2 Feed the Swarm, 2 Shrivel

We're normally a small group but that night we were only 4: myself, another Pauper regular, and two others who are very active in the competitive Modern league. We settled into 3 rounds and... oof: 5 losses, 1 win, and one undecided due to overtime. Here's how it went down:

Round 1: vs. BG Dredge/ Tortured Existence 0-2-0 Not a good matchup at all, I'm afraid. Spore Frog made the combat step irrelevant, Thoughtpicker Witch kept me drawing lands and exiling my answers, and saccing his chump blockers to the deck's namesake kept me from activating any beneficial death triggers. All my card-draw got shuffled to the bottom in both rounds and there wasn't much I could do until he got a couple Gurmag Angler out to end my misery. On a side note: I hate playing against Dredge almost as much as Blink or Tron--all of which are beloved in this local meta. Maybe it's just ze Germans -_-. I'm always on the lookout for answers against these.

Round 2: vs. UB Looting/Control 0-2-0 Things were looking hopeful while I was developing my board and he was just casting different versions of Preordain for the first few turns. His main beater turned out to be Shipwreck Sifters, which got uncomfortably swole thanks to repeatable looting. Dross Golem was a star in this round and almost killed him in the first match. However after sideboarding, his removal became much more aggressive and I wasn't even left with blockers. Missing answers and sigh card draw, he took it home with some beefy spirits.

Round 3: vs. Temur Cascade or Gruul Walls + Mulldrifter -_-' 1-1-1 This was a weird one: aggressively defending and ramping with Tinder Wall, Overgrown Battlement, and Tuktuk Rubblefort until he could cascade into Boarding Party and other beaters. By turn 3 he had at least 6 walls out, each with at least 3 toughness that brushed off anything I could turn sideways. We were both surprised when my card draw engine started working in match 2 and I could slap out my own beaters with multiple rituals and disputes in a single turn. While he was missing his and Winding Way, I managed a Soulcage Fiend and Mortis Dogs by turn 2. After taking the 5-life hit from Dash Hopes twice, I had him on turn 5; clinching it with Howl from Beyond. Although the last round was undecided and he was prepared to kill me with hasty Pirates again, I was still pleased to pull off the primary wincon at least once.

Overall thoughts: This was my first outing with the deck so I still need to play it more to see the clear differences between the inherent weaknesses and my own misplays. I like aggressive decks and when this got going, I was down to clown. All-stars of the night were Mortis Dogs, Dross Golem, and especially Deadly Dispute. So much value. Add a dash or two of Dark Ritual and Sign in Blood in a single turn? chef's kiss That being said, I still think some adjustments are in order: First, that Mortuary Mire got to go. It slowed down the deployment of creatures and messed with my draws. Silly me. Unearth is much better recursion hands down. Second, sadly the goblins and newts must make room for another 1 or 2 Festering Mummy and a full set of Shambling Ghast. The latter does the same thing as the others but gives the option to ramp--which is especially relevant in my meta where creature decks are scarce. Third, better quicker removal? I left out Innocent Blood this time but either that or the asymmetrical Geth's Verdict could work. Fourth, mass removal or damage-dealing ala Crypt Rats or Pestilence? Sure, it would kill our forces but isn't that the point?

After looking at some other Suicide Black lists, I've seen what makes this deck unique and I'm still interested in making it work. I like the focus on death triggers and I'd love to find more ways to exploit them. Other creature-based lists use beaters like Guul Draz Vampire, Dauthi Slayer, and Carnophage to drop that life total to the floor. Pumping beaters like these and/or giving them lifelink seems appealing, but I'd like to stay true to the spirit of this deck as much as I can.

Sorry for the wall of text, I just wanted to get this all out now while it was still fresh. I hope this proves interesting to you or any others looking to try this deck out.

wallisface on Merchant of Death (Modern Mono-Black)

8 months ago

berryjon I would suggest against Dash Hopes. It isn't really a "counterspell", as the opponent will get to decide whether their spell resolves or not - and usually they'll just take the 5 life and think nothing of it. But in either case, the opponent will pick the option that's best for them (and so, worst for you).

Black Devotion wins through board presence and midrange-grind. Its not a deck that gains anything particularly from "burning" the opponent (or they'd be commonly seen running Lightning Bolt). Dash Hopes has no reasonable place here (imo, it doesn't really work in any deck unless you're actively playing something ultra-casual).

berryjon on Merchant of Death (Modern Mono-Black)

8 months ago

Dash Hopes is a cheap counterspell that can help set up a victory by forcing the opponent to pay 5 life.

Epicurus on Card creation challenge

9 months ago

Deathdragon610 love your card, but I have 2 things mention:

  • The name No Mercy is already taken

  • Dash Hopes is a more closely associated comparison. To which end, your card is certainly better.

Ectoplasmic Transmogrification


Counter target spell. Its controller creates a 3/3 green Ooze creature token.

Continue the cycle. Only red is left.

legendofa on What is Your Opinion of …

11 months ago

My thoughts on every independent color's counterspell potential:

can unconditionally counter anything.

taxes and delays all types of spells. At higher rarities, I can see something like "Counter target enchantment spell. Its controller creates a 1/1 Soldier token." or something, but that would be very occasional.

can maybe counter creatures or be prevented by a payment. I'm looking at cards like Cradle to Grave, Dash Hopes, and Force of Despair as variations of this, but Planar Chaos shouldn't really be a precedent for anything and two of those aren't really counterspells.

explicitly shouldn't counter its own stuff, it should be more like a randomizing effect, and it should only appear at higher rarities. If Tibalt's Trickery said "Counter target spell an opponent controls." it would work. This isn't just to cut down on combo abuse, but doesn't really have that kind of subtle, what-are-you-planning approach that would lead to knowingly setting something up to fail. Red self-sabotages haphazardly, not deliberately.

counters and spells that target its creatures. Specifically. That's all it should get, and even that could be pared down.

SynergyBuild on What is Your Opinion of …

11 months ago

I'd love to see more cards like Dash Hopes and Rebuff the Wicked, maybe even Dawn Charm, Avoid Fate, Tibalt's Trickery (that says opponent's spell), etc. too.

wallisface on Rakdos For Fundos

1 year ago

With stuff like Dash Hopes, opponents will always choose the option you don’t want them to - but you can make life harder for them by doubling down with things like Vexing Devil, as well as lots of direct damage through red-spells and big-cheap green creatures, so that they can’t keep doing that for long.

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