Choose one —
- Prevent all combat damage that would be dealt this turn.
- Regenerate target creature. (The next time it would be destroyed, instead tap it, remove it from combat, and remove all damage from it.)
- Counter target spell that targets you.
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|Commander / EDH||Legal|
Latest Decks as Commander
Dawn Charm Discussion
2 weeks ago
Right off the bat you can cut 2 lands, possibly more after play testing. But 39 is entirely too many.
Esper Sentinel probably doesn't do enough without ways to pump his power.
Meteor Golem is expensive to cast and doesn't seem like something you would want to reanimate with all of the other targets.
Boros Charm usually doesn't do enough in Commander.
Endless Atlas doesn't seem like it would be turned on enough of the time to be worth it.
3 months ago
cfost827 Archaeomancer's Map has been strong so far. It's good against green ramp, smooths out early turns, and can turn iffy hands into good ones. I haven't had a turn or game where I was unhappy to see it in my hand yet. As for Second Sunrise and Brought Back , they're not as inconsistent as they may seem. I ran the numbers in a card probability calculator, and we have about a 60% chance of drawing a fetchland by turn 2. At that rate, we can play BB as a stronger Rampant Growth on curve. However, if we get a bit luckier, we could double Rampant Growth on turn 2 for untapped dual lands at instant speed. Since they both also double as recursion, they're super strong with aristocrats. So yes, they aren't as consistent as 2 mana rocks, but they provide a much higher ceiling combined with versatility. We're also not hurting in terms of the amount of ramp we have. Some of our ramp might be a bit conditional, like BB, SS, Knight of the White Orchid , etc. but we have access to 13 pieces plus additional sources of mana in the form of Pawn of Ulamog , Ashnod's Altar , Nykthos, Shrine to Nyx , etc. I'd play Coldsteel Heart , Marble Diamond , and/or Charcoal Diamond if I felt we needed more consistent or more early ramp. In testing though, SS, BB, and the ramp package as a whole proved consistent enough.
Dawn Charm is a good card. I could see it being good against certain decks or strategies. If any of the modes are something you frequently find yourself needing, I'd play it. I haven't found myself needing a fog or that type of counterspell very often myself, but if you play in a combat heavy meta or against a player who loves to target you for graveyard hate, it could be useful. Another similar card which you might want to consider is Orim's Chant . It's also good against players who like to target you with spells or in combat. I play it in some lists and find it to be a great political tool by saying, "Hey, you better agree not to screw with me this turn, or I'll skip your whole turn basically."
3 months ago
I'm a bit skeptical about Second Sunrise and Brought Back but think they could both still work. I mean it's a lot of setup and even with running a lot of fetches, I wouldn't consider them to be "ramp" spells. Things usually don't always seem to work out perfectly in EDH. However, I would like to see if you have success with using them. Also, has Archaeomancer's Map seen any success? I'll keep an eye out for your feedback.
Additionally, for ramp, while it sucks sometimes to rely on mana rocks..it's sometimes the sacrifice one must make for playing 2 colors haha. But i was thinking about Marble Diamond and Charcoal Diamond , etc. Those could also be used as ramp instead.
Lastly, any thoughts on Dawn Charm ? It's actually a crazy versatile card to add into any deck with white.
But anyways, thanks again for all your knowledge and I'll keep an eye out for your feedback :)
4 months ago
Empyrial Armor is a beast of a card and should definitely make your maindeck.
In a multiplayer environment, Predatory Hunger does excellent work.
Dawn Charm is an excellent option for you, probably better than Turn Aside (sorry!).
New Horizons is interesting because it offers a bit of pump with your ramp. I like this over something like Obelisk of Bant. Bonus value with Wickerbough Elder.
5 months ago
Almost all counterspells in white are colorshifted versions of blue spells: ( Mana Tithe -> white Force Spike , Rebuff the Wicked and Dawn Charm -> white variations of Turn Aside , Lapse of Certainty -> expensive white version of Memory Lapse ), originating from Conflux and Planar Chaos, which are exempt from following the rules of the color pie because of lore reasons. The one exception being Illumination , being specifically limited to the same targets as Disenchant , but answering them on the stack instead of in play, combined with a similar downside as Swords to Plowshares .
So in the next set where color functionality gets scrambled? Sure, print another white counterspell, maybe we can get a white Stifle , or maybe a white Spell Swindle this time, to fall in line with Smothering Tithe .
But my internal reasoning says: to counter a spell, you'd need a lot of knowledge about magic, be a wizard that has seen and done enough magic to recognize on the fly what spell is used against him, and prepare an according response before it's too late. That doesn't feel white at all, white is all about setting up and enforcing rules to prevent bad stuff from happening before it actually happens. And if that fails, White's way of preventing the bad stuff is by Gods Willing or a battalion of soldiers' Unbreakable Formation , just defending what you have, unable to offensively mess with your opponent's magic. Which Stifle very much does.
I'd say white can already counter plenty of triggered abilities though, mainly through Hushbringer , Tocatli Honor Guard and Hushwing Gryff . Again, enforcing rules before the bad stuff happens, instead of fighting it just before it's too late.
6 months ago
Update from testing... Deck is pretty vulnerable to sweepers obviously and has a hard time against mono red burn. Often win the first round but them lose after my opponent sideboards. Was thinking maybe Dawn Charm would be a good option in the sideboard? Pretty versatile and can counter a burn spell?
6 months ago
All in all, everything looks pretty tight and it seems like you have bases covered pretty well. Heres a few things I might explore. First up I am BIG fan of Sword of Sinew and Steel I think only feast and famine is better when getting only a single sword trigger. Next, Ardenn is an insane card that you definitely want to be running, if you cant find a cut I would switch it for Sigarda's Aid which ive always been luke warm on. Keeper of the Accord of the is much better than Verge Rangers, more lands and tokens give you sacrifice protection and blockers. Akroma's Will and Faith's Shield have both been ridiculously good in my decks. Akromas is protection and a finisher, and Faiths Shield is protection for ANY PERMANENT and/or unblockable as needed so I would definintely clear room for these. And if you are able to cut a basic you can run Sejiri Shelter Flip as a 3rd one of these. I very much like to have 2 fog effects whenever I can swing it. Teferi's proteciton is one, Comeuppance is another that I really like, but you can also use Settle the Wreckage or Dawn Charm as additional ways to not get run over by stuff. Finally, if you are facing stronger and/or more value based decks I always recommend a few key hatebears to stop your opponents from going wild Hushbringer is hilarious in how many different strategies it inteferes with Archon of Emeria or Rule of Law can slow down a player who is very far ahead, if you don't want to use Winter Orb which is a powerful, skill intense, but also salt inducing card. Landwise I would get yourself a Bonders' Enclave and a War Room but ive always used Mikokoro, Center of the Sea and Geier Reach Sanitarium to good effect in mono white...id probably just run all of them and tutor for Feast and Famine asap.
7 months ago
psionictemplar, thanks again! Several of these will definitely work. I've added Act of Heroism to my Maybeboard and I'm looking to see how the others might fit in. In order to play the ambushers at little to no cost, I'd need most everyone tapped to draw in an attack. I'm still tweaking this concept and playtesting, but after turn 4-5, I lose momentum with the ambushers unless I can get a Wilt-Leaf Liege and several enchantments on the board.
Turn 1: Play a land (Forest). Play a Birds of Paradise
Turn 2: Play a land (Plains). Play Behemoth Sledge. Flash in Qasali Ambusher if attacked.
Turn 3: Play a land. Equip the sledge and smash with ambusher. Use Fog effect or Dawn Charm if BoP gets targeted. Taking damage is fine, here, too.
Turn 4: Play a land. Play Wilt-Leaf Liege as a 5/5 creature and boosting all others by 1 or 2. One mana left for fog after attacking.
Turn 5: Play a land. Play Loxodon Hierarch as a 6/6 creature. Two mana left for Ephemerate or Fog effect at end of turn.
I don't want to take advantage of your time and generosity, but do you have any thoughts here?