|Commander / EDH||Legal|
Printings View all
|Ultimate Masters (UMA)||Uncommon|
|Planar Chaos (PLC)||Common|
Combos Browse all
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- Prevent all combat damage that would be dealt this turn.
- Regenerate target creature.
- Counter target spell that targets you.
Dawn Charm Discussion
5 days ago
Fetches would be nice for sure but unfortunately i just dont have ANY in the entire WUBRG Color pie... The manabase isnt exactly competitive (neither is my Modern environment/competition) but it appears to be playable in the repeated Naya Zoo matchups I've been playtesting; I've been losing more often than winning but I dont think its mana related and moreso my spell list...im hoping with the addition of Dawn Charm ill be able to stave off the topdecked Lightning Bolt / Lightning Helix now... However I do have a few Expedition Map s not doing anything that I can certainly put in here to help out my Gatecreeper Vine ! I'll see if that helps.... I actually saw a Primeval Titan at the LGS I got my 2x Hinterland Harbor s from and almost bought it with this deck in mind but I decided against it because I dont really think I have the space to add any means to protect him/give him haste... but maybe?... its kinda a neat idea? but it might end up costing me changing the direction/focus of the deck kinda like you were alluding too... I mainly thought He'd just speed up Maze's End and didnt even consider his synergy with Field of the Dead ... Im kinda having a love/hate for that card so far... the extra chump blockers are really nice sometimes but Whelming Wave kinda nonbos with it and sometimes I just wish it was another copy of Mazes End... Im gonna keep tinkering/playtesting with this list to make it better; thanks again!
1 week 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.
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.
1 week ago
I was thinking alchemist refuge could be used for turning Whelming Wave into an AEtherize would be good or even better being able to cast it after the opponents 2nd main phase would buy me extra time... same going for playing kiora but eh... the only reason I think I might wanna keep presence over hearth is because of the lack of protection for kiora...now I'm playing with/playtesting with 5color gates to gain budget access to mainly... for possible Dawn Charm / Supreme Verdict ... gonna see if 2x basics with Gatecreeper Vine could be viable in a Blood Moon scenario before getting too carried away thought... I know fulminator mage and ghost Quarter are everywhere but the main focus is still kiora.
2 weeks ago
You might want to run Lapse of Certainty , Rebuff the Wicked , and/or Mana Tithe ; and/or protective spells like Dawn Charm , Unbreakable Formation , Selfless Spirit , Rootborn Defenses , Make a Stand , and those that give Protection from a color (I forget their names).
You really don't want to get blown out aftet swapping life but before you can attack.
4 weeks ago
Griselbrand for sure, this guy's money.
Avacyn, Angel of Hope is just a beast.
The Ur-Dragon seems terrifying here.
Shadowborn Apostle could fill in some huge gaps.
Id say give yourself a lot less removal and stuff to make your big guys untouchable like Lightning Greaves / Whispersilk Cloak / Darksteel Plate since your getting to cast big creatures for free, use your mana to protect them.
Removal can come from other stuff too like Sunblast Angel .
There are all sorts of fun control too like Dash Hopes / Dawn Charm to counter stuff. Once Kalia is un-touchable you should be good to go. Whip of Erebos can bring stuff back to play that gets killed.
Check out EDHREC, if you need more suggestions and can't get them here.
1 month ago
Dawn Charm is a fun utility for white. Nice deck I like these kinds of responses.
1 month ago
I see PIayswithFlRE had a very similar idea to what I had in mind.
The mechanic Show
Feedback on PlayswithFIRE Show
Removing a permanent from combat, such as a planeswalker, is not really something you can do under the current rule set. You can remove attacking creatures from combat and in certain abilities blocking creatures, but that's where it stops. Planeswalkers are not actively in combat and is merely a target for damage. By this mechanic's definition, you could essentially sideline it with removing yourself from combat (and thus any harm). I know this says permanent and thus cannot select yourself but the idea is the same.
As such I think I would have to advice that the mechanic be changed to only target creatures.
Anyway, onto my suggested mechanic:
It's kind of a combined mechanic, where one is setup and the other is payoff. It will be featured mainly on creatures but occasionally also on instants/sorceries. It will be mainly in white with a secondary group in green and in red.
When ~ is returned from the battlefield to your hand, gain effect.
Extract cost - Whenever a nonland permanent you control becomes the target of a spell or ability an opponent controls, you may cast ~ for its extract cost. If you do the targeted permanent becomes marked for extraction.
When ~ enters the battlefield (/spell resolves), return all permanents marked for extraction you control to their owner's hand. If you control no permanents marked for extraction, you may return a nonland permanent you control to its owner's hand.
The setup can obviously be utilized with other bounce effects, such as Cunning Evasion to gain the actual payoff, and the Extract cards can be used against any sort of targeting or just to self-bounce nonland permanents.
The idea is that Extract can be a resource generator by protecting permanents you would otherwise perhaps lose and because the Extract cost is an alternate cost, it could be lower than the card's printed cost and thus be a tempo-trade in addition to being a counter to spot removal.
There's an obvious issue in the Extract cards because they are based on a "Gotcha!"-moment, which in general is a bad player experience. However I don't think the mechanic is tempo-wise powerful enough to warrant much of an issue against anything but control decks and to a certain degree tempo decks. It's an alternate way to provide white with some pseudo card advantage. It's basically Whitemane Lion , the mechanic.
The cards Show
Creature - Soldier (Uncommon)
Extract - Whenever a nonland permanent you control becomes the target of a spell or ability an opponent controls, you may cast Deft Platoon for its Extract cost. If you do, the targeted permanent becomes marked for extraction.
When Deft Platoon enters the battlefield, return all permanents marked for extraction you control to their owner's hand. If you control no permanents marked for extraction, you may return a nonland permanent you control to its owner's hand.
Creature - Human Cleric (Common)
Extract - Whenever a nonland permanent you control becomes the target of a spell or ability an opponent controls, you may cast Shedale Runner for its Extract cost. If you do, the targeted permanent becomes marked for extraction.
When Shedale Runner enters the battlefield, return all permanents marked for extraction you control to their owner's hand. If you control no permanents marked for extraction, you may return a nonland permanent you control to its owner's hand.
Creature - Human Soldier (Rare)
When Shedale Agents enters the battlefield, return all permanents marked for extraction you control to their owner's hand. If you control no permanents marked for extraction, you may return a nonland permanent you control to its owner's hand.
Creature - Human (Uncommon)
Extract - Whenever a nonland permanent you control becomes the target of a spell or ability an opponent controls, you may cast Armored Caravan for its Extract cost. If you do, the targeted permanent becomes marked for extraction.
When Armored Caravan enters the battlefield, return all permanents marked for extraction you control to their owner's hand. If you control no permanents marked for extraction, you may return a nonland permanent you control to its owner's hand.
Creature - Human Wizard (Rare)
When Extraction Mage enters the battlefield, return all permanents marked for extraction you control to their owner's hand. If you control no permanents marked for extraction, you may return a nonland permanent you control to its owner's hand.
Return a creature you control to its owner's hand. Draw a card.
Extract - Whenever a nonland permanent you control becomes the target of a spell or ability an opponent controls, you may cast Mistcovered Reinforcements for its Extract cost. If you do, the targeted permanent becomes marked for extraction.
Create two 1/1 white Soldier creature tokens.
If Mistcovered Reinforcements was cast for its Extract cost, return all permanents marked for extraction you control.
Creature - Human Wizard (Common)
When Distracting Mistmage is returned to your hand from the battlefield, create two 1/1 white Soldier creature tokens.
Creature - Human (Uncommon)
Whenever Shedale Scout deals combat damage to an opponent, you may return it to its owner's hand.
When Shedale Scout is returned to your hand from the battlefield, draw a card.
Creature - Human Artificer (Rare)
When Tinkering Gadgeteer enters the battlefield, create 2 1/1 colorless artifact Thopters with flying.
Creatures you control get +1/+0.
2 months ago
So now I'm going to organize this post is from different types of cards and alternatives and/or strictly better cards that have the same Converted mana cost!
Let's start with enchantments! It seems like your all over the place, which is fine, but you have aura enchantments and land enchantments. which seems a little weird to me! Normally you want to either go a route for your deck, and this seems unorganized, so let us fix that! Serra Aviary is a bad card, cause it also gives opponents fliers +1/+1, we don't want this. So id suggest either going with some like Citadel Siege cause sure, it won't buff all creatures, and it'll give a boost to one creature you want per turn, or it can be used defensively which is always a plus! I'd also suggest going Dictate of Heliod cause it gives an extra +1/+1 for one extra mana, AND IT HAS FLASH! For cards that are better for the 4 cmc are Light from Within , Force of Virtue , Marshal's Anthem .
For protection cards or cards that accumulate value, instead of Angelic Renewal and Angelic Accord , cards which can be good, but you don't have a whole lof of life gain or recursion to run these two! So I'd suggest cards like Sigil of the New Dawn , Kindred Boon , Privileged Position and Asceticism are 100% more effective in protecting your creatures or giving good value.
Now that we got enchantments out of the way! lets work on these instants! I love some of these instants, Absorb is a fun card that I'm 100% gonna get, same with Archmage's Charm ! Disdainful Stroke , Essence Scatter (and the like), Commencement of Festivities and Guardian Angel are all weaker versions of cards like Mana Drain and Counterspell which I'd upgrade with. I'd also suggest getting some artifact/enchantment removal such as Krosan Grip one of the best in this as it has split second, another card I highly recommend is Bant Charm one of the most versatile instant printed in these colors. some other instants i enjoy and have seen good results with are Teferi's Protection , Plasm Capture / Mana Drain , Render Silent , Arcane Denial , Dawn Charm and Heroic Intervention . Those are just some of my recommendations! I may have some more but You'd really need to let me know what direction you want to go!!
For sorceries, you're in gosh darn green! WHERE ARE THE RAMP SPELLS?!!??!!? Add Farseek , and since we have big fatty CMC angels, Recross the Paths puts in some work! Kodama's Reach and Explosive Vegetation are better than cards like Rampant Growth because 1) it gives card advantage (2 lands for 1 card) and 2) gives us more mana to work with during the late game! (this is when angel decks typically win). other ramp spells I use are Cultivate and Traverse the Outlands .
I've noticed this deck does not have a SINGLE BOARD WIPE, as big as our angels are for the CMC, we won't be able to cast them until later, board wipes are essential to have especially since you aren't running any pillow forts kind of cards, I HIGHLY recommend adding some, cards that I've always had in my white decks are Austere Command , Rout , Supreme Verdict , Cleansing Nova , Descend upon the Sinful , Planar Cleansing and Mass Calcify . Some other sources that are more focused with tribal is Harsh Mercy sure each player gets to pick a creature type, but that typically is one creature for them, and of course we'll pick angels, so we get the upper-hand in this!
We need some card draw, and this is important as I don't see any in this deck and that is a HUGE mistake. Think about adding cards like Rishkar's Expertise , Praetor's Counsel , Blue Sun's Zenith , Sphinx's Revelation , Finale of Revelation just to name a few that come to mind.
For Lands, these look just.....fine albeit slow, but not quite optimized. I totally understand how people on a budget don't run cards like Misty Rainforest and the like. But as a 3 color deck, I suggest adding in cards like Temple of Enlightenment and Temple of Plenty at least you'll get value from them coming in tapped. Other cards I'd suggest are Krosan Verge , Prairie Stream , Flooded Grove , Wooded Bastion , Seaside Citadel , Path of Ancestry , Forbidden Orchard (cause what is a 1/1 to our angels? PFFT) other lands that give some utility in a pinch are: Scattered Groves and Irrigated Farmland ! other good cards are Glacial Fortress (and it's kin), Hinterland Harbor and Temple Garden !
For Artifacts, I see the signets, I don't typically run the
and X signets just cause I like my land ramp better and won't get destroyed with target removal or artifact/enchantment wipes. but as a 3 color deck, you 100% NEED
basically makes all your mana problems go away, just tap lands for whatever color you need! If you're trying to go for some voltronish cards, I'd suggest going like
, which basically secures that you keep whatever creature you want alive for the rest of the game (unless they exile it with a spell somehow).
is also a good card as people won't want to block because it exiles shit, which is GREAT, let me tell you how many times people didn't block because they wanted to keep their creature(s).
For tribal support cards, there is a very small pool to chose from, So you might want to grab a Vanquisher's Banner , Herald's Horn , Urza's Incubator , Door of Destinies , Coat of Arms , Stoneforge Masterwork and Cryptic Gateway are some cards to look at!
Ok, lets finally get this creature situation fixed! first of, YOU'RE AN ANGEL DECK WITHOUT ITS PRIME GURL!?! WHERE IS MY Avacyn, Angel of Hope ?!?!?!??!!?!?!? I'm disappointed!!!! But for real, add her.
Other cards considering should be Metallic Mimic (if you're going for a 1/1 counter theme.) Solemn Simulacrum should go in here, he's just too good not to have here! Rhonas the Indomitable is a great mana sink, and if you really need to give trample to your creatures, Nylea, God of the Hunt is also a good alternative. Resplendent Angel is a great 3 cmc angel, don't underestimate this gurl! Sephara, Sky's Blade is also a great (shittier) version of our gurl Avacyn, Angel of Hope but still a good effect none-the-less! Iridescent Angel , for a 7 mana angel, I was hesitant at running her in my jenara deck, but has proved to be SO GOSHDARN STRONG! Can literally take ANY damage from ANYTHING (don't mention the Eldrazi to this gurl) but it has soaked up a lot of damage over my games. Archangel of Tithes is a great 4 cmc angel that gives taxes for attacking and defending! great include! Angel of Invention a fabulous card, especially if you have something that gives +1/+1 counters, say a Bow of Nylea , is a great addition to our squad! Angel of Serenity is a good card here as well! great recursion for this deck! since we're in bant, Stoic Angel is also a good include! Akroma, Angel of Wrath can't go wrong with an 8/8 creature with so many keywords and protection(s)!
Also, there is ONE card that is SO GOSHDARN UNDERRATED AND NEVER PLAYED and has literally been the BIGGEST beater I've EVER seen is non-other than Selfless Squire . THIS GURL...Where are my words for this card. It's a fog effect but you get a MASSIVE creature that has to be answered or your opponent die! I've had people swing at me for 20+ damage, not worried because of Selfless Squire and she becomes a huge creature, give her trample and/or indestructible, good game! This gurl is so badass she can oftentimes beat an ELDRAZI TITAN 1v1 (in terms of power/toughness). Best and most fun card I'VE EVER PLAYED IN A CREATURE! 50/10 would recommend!
Dawn Charm occurrence in decks from the last year
All decks: 0.03%
Commander / EDH:
All decks: 0.01%