Dawn of Hope

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.

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Format Legality
1v1 Commander Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Commander / EDH Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Tiny Leaders Legal
Unformat Legal
Vintage Legal
Casual Legal
Custom Legal
Quest Magic Legal

Latest Decks as Commander

Dawn of Hope Discussion

abby315 on Oloro Ageless Ascetic Early Draw …

1 month ago

Twilight Prophet is a great option, too!

hejtmane on Oloro Ageless Ascetic Early Draw …

1 month ago

The only way to get more consistent is add more draw power to the deck Necropotence Rhystic Study are your top tier ones

Bolas's Citadel can be kind of like draw

other ones to look at Dark Confidant Phyrexian Arena Dawn of Hope Well of Lost Dreams

then add Alhammarret's Archive with the extra card draw and life gain

kellpiece on Black and White Lifegain Deck

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

Vizkopa Guildmage huge in decks like this. I might consider replacing some Sorin, Vengeful Bloodlord with Sorin, Lord of Innistrad for the vampire and life gain theme.

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.

Rhox Faithmender , Cradle of Vitality and Dawn of Hope all great additions as well

DevoMelvminster on Bounce and Ye Shall Be Healed

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.

I do go back and forth with whether or not to run Well of Lost Dreams or Dawn of Hope , and Mangara, the Diplomat for that matter. The card draw is needed, buy I’m just so unsure what to cut for it.

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.

Any suggestions? I will preemptively warn you that Azor's Gateway  Flip is a pet card that I won’t remove. The feeling of flipping it and tapping it for 100 mana or something is irreplaceable.

As always, thanks for the input!

Tzefick on None

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

brainstorm Show

BrassLord on Firja's Dark Disciples

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!

On the first look, your commander can filter through your deck fairly consistently, so some reanimation spells like Dread Return Unburial Rites Victimize might work out for you!

Revival / Revenge and Light of Promise are both fun cards that offer some utility and can get out of hand.

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!

Soul Warden Soul's Attendant and Suture Priest are decent lifegain triggers, as they trigger on each creature entering the battlefield.

Blind Obedience seems perfect for your deck!

Vampire Nighthawk Indulging Patrician Basilica Bell-Haunt Angel of Vitality are creatures that seem to fit with your gameplan.

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.

Colored mana seems at a premium in your deck, so I'd also look into getting some cheaper artifact ramp like Marble Diamond and Charcoal Diamond .

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!

NensouHiebara on Halvar, Divine Voltron

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.

CavemanlyMan on Halvar, Divine Voltron

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.

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