Dawn of Hope
Whenever you gain life, you may pay . If you do, draw a card.
: Create a 1/1 white Soldier token with lifelink.
|Have (2)||metalmagic , CompleteWaste|
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|Commander / EDH||Legal|
Latest Decks as Commander
Dawn of Hope Discussion
1 month ago
Bolas's Citadel can be kind of like draw
then add Alhammarret's Archive with the extra card draw and life gain
1 month ago
Karlov of the Ghost Council is an INSANE card for a deck like this when you combo it with ajani. its pricey, but kicks major ass. I'd look into cheaper dual lands like Caves of Koilos and Temple of Silence . They both work pretty well for me
Kaya's Guile and Mortify are super strong here too. perhaps consider ditching Vampire of the Dire Moon and Vizkopa Vampire for Gifted Aetherborn or Vampire Nighthawk since those 1 drops are easy targets for cheap removal.
1 month ago
I could definitely try running both of those in place of the 3 cmc ones. It would probably help smooth out the early game.
As for the +1 counter payoffs, I’d probably find a slot to add Heliod, Sun-Crowned back in if I find i want more of it.
As always, thanks for the input!
2 months ago
While the effect in essence is powerful, especially for white. I don't think this is a good route to achieve it for white. It becomes too mana intensive to achieve card draw, and the worst part would be to cast this, only to have another player nuke it with a Reclamation Sage or well... a Counterspell .
Personally I always found it a bit puzzling, seeing as white is bad at card draw and mana acceleration, the "solution" is often to pair card draw with high mana costs - either through straight cost ( Staff of Nin , Mind's Eye ) or through activations - like Dawn of Hope .
Red gets their impulse draw on a 4-mana enchantment Outpost Siege with no additional investment and red is the second worst color in Magic to draw cards.
If WotC had made Dawn of Hope with a 1 mana activation, I think it would have been an interesting card. As it is, it's pretty poor. And yes it can create tokens at a very poor rate as well, but that is unrealistic to matter in constructed formats, so that isn't much of a positive.
I believe it would be more interesting to attempt to craft a better solution for white's lack of card draw than simply putting high costs and drawbacks on it.
White has always been a combat focused color and I think it would be appropriate to create at least some kind of synergy that results in card advantage. We have cards like Sun Titan and Bishop of Rebirth that directly reanimates smaller permanents/creatures whenever they attack. However this is bound behind there being anything in your graveyard and seeing how white doesn't deal in discarding, or selfmilling, or having an oversized hand the only way they get cards into their graveyard is by casting them and having them destroyed - or utilize a small array of artifacts like Key to the City .
What if we made other mechanics that combines with White's strengths and ideology?
Now we're just entering brainstorm mode
Remove three Scout counters: Draw a card.
This plays well into white board wide strategies and plays fairly well with their ability to protect their creatures through indestructible and with Reconnaissance .
At the beginning of each opponent's end step, if you didn't lose life this turn, put a counter on WhatsHisFace.
Remove X counters: gain card advantage (draw, scry , self-mill)
At the beginning of your turn, if there are X counters on WhatsHisFace, do A. If there are Y counters, do B (instead or in addition).
It could be
At the beginning of each opponent's end step, if you didn't lose life this turn, put a counter on Lawmaking.
At the beginning of your upkeep, if Lawmaking has at least 2 counters on it, you may have each player mill three cards. Then if it has at least 5 counters on it, you may draw a card. Then if it has at least 10 counters on it, you may return a permanent card from your graveyard to the battlefield.
There's some milling to enable white's reanimation tools, there's straight card draw for a moderate amount of effort, there's a large payoff for having it stick around for a long time that also ties in with the self-milling.
It would be better to restrict the condition to only count combat damage dealt to you, so you cannot just be kept out with a Pestilence or afflict or any kind of non-combat damage that white has limited means to counter. But then again it would require the opponents to play white's game of creature combat to counter this enchantment. That is not necessarily a bad thing, having a card that "forces" the opponent to play at a game white is already pretty good at, and if they don't you reap some benefits.
It could be more interesting if the opponent had to do something to get their benefit.
You draw two cards and target opponent draws a card.
That opponent may pay or have you create a Treasure. If they do, you and that opponent each draw three cards instead.
This means if they want the goodies, they'll have to pay up or grant you some additional benefits to get their part - both prosper the most when they are willing to give fair compensation.
The catch-all with the Treasure could be removed so the White player can choose to just draw 2 and have an opponent who can't or wont pay the draw 1. Pretty similar to Divination but that card is already seen as poor in blue - at least in the Commander format.
However the Treasure token does present itself as a possibility for white early mana ramp in addition to the card draw, if you target someone who cannot pay the mana. The choice between giving the caster a Treasure and netting two cards for yourself is a deal that most players would take.
Anyhow, that's just a brainstorm on ideas how to give white some card draw/advantage mechanics that ain't just plastering high costs on a card draw engine. I would love to see some more creativity in that direction.
Not to discredit your suggestion Mcat1999, it is a strong card for multiplayer formats, but I also feel like it is a trap. Both in terms of gameplay and in design. The latter mostly because simply gating card draw behind mana requirements is just attempting to fix one of white's issues by forcing them to do something else they are poor at performing.
2 months ago
Looks like a fun starter commander! Black White lifegain is a definite fun archtype to build, maybe work up towards something like Karlov of the Ghost Council or Oloro, Ageless Ascetic ! I know starting out budget is important as you don't want to invest in cards you might not like, so I've made the recommendations with that in mind!
Spirit Loop seems like it could have a home in your deck, as it's a consistent 2cmc spell that you can keep casting and getting back to trigger your commander.
Well of Lost Dreams Dawn of Hope Cosmos Elixir Are all sources of card draw that synergize with your lifegain gameplan! Your commander's colors are notoriously known for lacking card draw and ramp, so these might help keep you in the game!
Blind Obedience seems perfect for your deck!
Lurrus of the Dream-Den offers consistent recursion and allows you to cast lower cmc permanents. Kami of False Hope could also pair with this really well, as it's basically a fog effect that you can cast for cheap over and over!
In your current list, it appears a little removal light (which to be fair is meta dependent). since you're playing white, you have access to cards like Darksteel Mutation and Reprobation , which can be a headache for your opponents to deal with if you enchant their commander. Also Victimize is a great catchall removal spell.
For cuts, I'd recommend evaluating your cards in terms of whether they actively win the game or help you do what you want. In your current list Fortified Rampart I've found to be underwhelming and doesn't further your gameplan. I'd also recommend replacing the following: Star-Crowned Stag Skeleton Archer Reaper of Night Kor Scythemaster Inspiring Captain Hailstorm Valkyrie Gargoyle Sentinel Fiend Binder Angel of the Dawn Courier Griffin Silverflame Ritual Chaplain's Blessing Splendid Agony Djeru's Renunciation Sinister Possession .
That being said, it can sometimes be fun just trying your best with whatever cards are lying around! Hopefully the suggestions can give your deck a little pep!
2 months ago
Dawn of Hope trumps Well of Lost Dreams just by the fact it can fuel itself. Yes, it costs a substantial amount of mana and effort to get it started, but it's better than a draw engine that's completely dead without outside help.
Winning the entire game that early is too extreme for me. I prefer Commander when it plays like a board game: a lot of back and forth and anyone has a chance of victory. Curbstomping like that will alienate my deck and is not something I want to participate in.
Our decks function differently. Inspiring Statuary works in yours, but not in mine.
2 months ago
So I don't know if someone has suggested it before, and I'm not even sure if I'm totally on board with the suggestion myself, but here it is.
Perhaps it is worth comparing Well of Lost Dreams and Dawn of Hope . The main reason being that the amount of card draw you get out of well of lost dreams is simply higher. The amount of card advantage it generates for you is better, BUT it doesn't have the second ability that makes tiny lifelinkers. So, you'd have to rely on other cards to gain you life and draw you cards. You have exactly 9 other sources of life gain in your deck (10 if you consider that recruiter can get Serra Ascendant/Danitha Capashen)
Then you have to think about the issue of mana cost, which I would say (even though the cmc is obviously lower on Dawn of Hope) is about equal.
-Dawn of Hope costs 1W BUT it costs 3W more to make a lifelinker (that will probably die in the process of gaining life (if it isn't equipped (which costs more mana to do by the way))) AND it simply costs more to draw the cards. So in the end you are sinking 8 mana (or more) in to draw 1 card. The only case in which you wouldn't be doing that is if you are using your other life gain sources, but both cards can utilize those.
-Well of Lost Dreams on the other hand costs 4 to play, and 1 to draw 1 card (so 5 total) OR, even better, 6 mana to draw 2, 7 to draw 3, 8 to draw 4, ect. That is however relying on outside sources of lifegain and how much life they gain you. At worst, it draws you the same amount as Dawn of Hope for less mana
In all reality you have a 1 in 10 chance of a card in your deck being an independent source of life gain. Assuming you use at least 10 cards during a given game, which you will assuming you don't die before turn 3, then you will (on average) have at least one other source of lifegain at least once during a game. Therefore, the fact that it relies on outside sources of life gain seems negligible.
The one exception to it being negligible that I can think of is trying to recover from a board wipe, of which you have several. If you think about it though, you are going to be drawing sources of life gain more often than you are going to be drawing board wipes. But idk, maybe this will be the one thing you find issue with.
So: pros: costs less mana overall, draws more cards, is an artifact (for things like Puresteel Paladin ) cons: higher initial cmc, doesn't make lifelinkers (negligible), doesn't help recover from board wipes quite as well.
Anyways, that was a long post and I think I persuaded myself that one was better than the other in the process. I only made this so in depth because almost every time I or someone else has suggested something in the recent past you have completely shot down the suggestions. Thus, I've made it a point to not suggest something unless I've really thought about it.
But by all means, enlighten me on the things that I didn't think about.