Dash Hopes

Dash Hopes

Instant

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

Counter target spell.

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Legality

Format Legality
Casual Legal
Legacy Legal
Leviathan Legal
Oathbreaker Legal
Limited Legal
Unformat Legal
Commander / EDH Legal
Vintage Legal
1v1 Commander Legal
Duel Commander Legal
Highlander Legal
Tiny Leaders Legal
Modern Legal
2019-10-04 Legal
Block Constructed Legal
Canadian Highlander Legal
Pauper EDH Legal
Pauper Legal
Custom Legal

Dash Hopes occurrence in decks from the last year

Latest Decks as Commander

Dash Hopes Discussion

Metroid_Hybrid on Burn It All

1 month ago

I feel like the Madness shennanigans with Thrill of Possibility/Faithless Looting are cute, at best. There are SO many better draw spells in (the premium of which being Sign in Blood because it can double as a game-ending Shock). I would also trade-out an Alms of the Vein for a 4th Sovereign's Bite.

Some other cards to consider to replace Fiery Temper with: Vicious Rumors, Dash Hopes, Geth's Verdict, Lava Spike, Chain Lightning, Rift Bolt..

Finally, I wonder if you were aware of Piranha Marsh & Sunscorched Desert as well..

HalbrechtHalbrecht on Ellie's Rats

2 months ago

Thanks for your help on my deck; I thought I'd return the favor!

First of all, +1 from me for rats! I've been working on a rats deck off and on for a while now, and I'll be taking some notes from your deck. ;)

So I know you said you're avoiding the high-CMC dudes like Ogre Slumlord in this version... but are you suuuuuure you don't want 1x Marrow-Gnawer??? I just think in a deck like this that's dropping so many rats, it makes for a great late-game play. In the right matchups, just dropping it and giving your rats Fear might win the game (though obviously side it out against opponents playing black / lots of artifact creatures). But if it can stick around one turn and get back to you, man, that tap ability will seal your victory. Obviously the issue with that is it'll be a major target for removal (assuming they haven't already used up their removal on your Pack Rats / Pipers), but on that note, consider....

Counter magic. Yep, in black. I've been playing around with both Imp's Mischief and Dash Hopes, but I think in the case of protecting specific threats like Pack Rat or Gnawer, I'd go with the former. No one sees it coming in black, so it can make for great game 1 blowouts.

Now, I love your Unearth find, and I'm thinking of trying it in my deck, but have you considered Call to the Netherworld as a discard target for Pack Rat? I know returning to play is better than to hand, usually, but hear me out:

  • With Unearth: You discard creature 1 to Pack Rat, pay 1 mana for Unearth, then discard creature 2 for another Pack Rat.
  • With Netherworld: You discard creature 1 to Pack Rat, discard Netherworld for another Pack Rat which you cast for free to return creature 1, and then you play creature 1 for 1-2 mana (you still have creature 2 in your hand).

The net result is that you pay the same or one more mana (depending on which creature you bring back), but you only use 2 cards to achieve two activations of Pack Rat plus an extra rat in play, rather than 3 cards. In other words, you have creature 1 in play and creature 2 in hand rather than creature 1 in play and creature 2 in the yard. I wouldn't recommend it if you had a lot of 3-CMC rats, but in your case, I think it's actually marginally better.

What I'm completely ignoring in that comparison is the Cycling on Unearth. Count how many times you actually cycle it instead of cast it, and consider that as well. Guess it might be matchup dependent.

In my deck, I haven't been keeping it format specific, so as my sac outlet, I'm using Diabolic Intent. It's perfect for getting the Pack Rat engine going, grabbing a late-game Merrow-Gnawer, searching up a removal spell, or just going for a big mana turn by tutoring a Cabal Coffers. Sadly, it's not Modern-legal!

Instead, I looked through all the free sac effects (either as an activation on a permanent or as an additional cost on a spell), and the best one I think is Village Rites. It's only 1 mana, it turns on BOTH Tragic Slip's Morbid and Fatal Push's Revolt, it's instant-speed so it pairs nicely with that removal, and it adds card draw to your deck, which is great in a deck where you empty out your hand quickly due to a low curve and discard effects.

The only other option I found is Fiend Artisan. Not a rat, unfortunately, but it's the closest thing to Diabolic Intent you can get in Modern. It not only provides a sac outlet, but it also tutors straight to the battlefield, and because of your low curve, you'll only ever be paying 2-3 mana.

Well, that about does it for me. I ended up writing quite a lot more than I originally thought I would, hence adding the accordion, so I hope at least something in all that rambling helped!


P.S. If you don't mind me prying, where do you live that Time Spiral cards are hard to come by? Feel free to ignore entirely if you'd rather keep your location private. :)

Icaruskid on Tinybones

2 months ago

Ohhhh I really like Dash Hopes in this list! I'll have to think about adding it to my Tinybones deck too. Thanks for the inspiration!

griffstick on Is Competitive Phage Possible?

2 months ago

Withering Boon, or Thrull Wizard, or Nether Void, or Dash Hopes to counter phage, then retrieve her from the grave to cast her from your hand.

Epicurus on Suicide spicy dogs

4 months ago

This deck looks like a perfect candidate for Dash Hopes.

Poseidon31 on Mardu Reanimator

4 months ago

Damping Sphere against Tron and Storm. Fulminator Mage against Tron and other Decks with special lands, like an Azcanta. Infernal Reckoning against tron or Eldrazi. Pithing Needle or Murderous Rider against Planeswalker heavy decks. Nihil Spellbomb against Dredge or just for grave hate. Ashiok, Dream Render for grave hate. Damping Matrix against Affintiy/Eggs. Dash Hopes for surprise Counter Magic (I Like this alot, espacially in aggro styled decks). Spellskite against Burn, Boggles or Infect. Abrade against Artifacts. Disenchant against Artifacts and Enchantments. Leave No Trace against Enchantments. Kambal, Consul of Allocation against Burn or Control. Collective Brutality against Burn or Control. Rakdos Charm against creature heavy decks like Elfes or Tokens or Artifacts or for grave hate. Wear / Tear against Artifacts or Enchantments. Crumble to Dust Against Tron.

Depends on your meta, what decks you want to side against and what do you need in addition to your main 60. Which Match ups are bad for you and ho to play against that. I play the following Sideboard in my Mardu Vehicle Deck: 1x Chandra, Torch of Defiance 1x Collective Brutality 3x Duress 2x Kambal, Consul of Allocation 1x Nahiri, the Harbinger 2x Nihil Spellbomb 1x Rakdos Charm 1x Settle the Wreckage 2x Wear 1x Wrath of God

MagicMarc on Non-Blue Counterspells

4 months ago

I am wildly guessing,DemonDragonJ, maybe they worded Dash Hopes the way it is for two headed giant or any other team play format? Or for funky political stuff in commander or conspiracy games.

DemonDragonJ on Non-Blue Counterspells

4 months ago

Massacar, do not forget Dash Hopes, another excellent none-blue counterspell, although I do not understand why that card allows any player to pay life, rather than the controller of the targeted spell.

SynergyBuild, what makes Mana Tithe and Lapse of Certainty different from Illumination?

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