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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Printings View all

Set Rarity
Guilds of Ravnica (GRN) Rare

Combos Browse all



Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Arena Legal
Standard Legal
Pioneer Legal
Leviathan Legal
Legacy Legal
Brawl Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Dawn of Hope occurrence in decks from the last year

Commander / EDH:

All decks: 0.03%

White: 0.33%


All decks: 0.19%

Dawn of Hope Discussion

Silverdrake on Orzhov

1 hour ago

Looks fun! 26 lands is pretty high for a deck like this though, I'd cut down to 23 or 24. You could fill those extra land slots with Dawn of Hope - gives you a mana sink for late game, tokens to sac, and card advantage if you need it.

Silverdrake on angel token

2 days ago

I'd second the Idyllic Tutor suggestion. I'd also strongly recommend Dawn of Hope. You have enough independant life gain to make the card draw ability consistent, and if you stick a divine visitation then it becomes an engine that spits out 4/4 flying vigilance angels at instant speed for 4 mana.

itsbuzzi on Mono-White Spamchantments

5 days ago

Important to note: You cannot cast Daybreak Chimera nor Brine Giant for 0 mana. The cost reduction is only for the colorless cost and so the cheapest you can cast each for is and respectfully.

I would also keep at least 2x Dawn of Hope as you were correct in your first assessment of having no good draw.

Looks like blue could be a way to go, or black. Or mono. Up to you.

itsbuzzi on Mono-White Spamchantments

6 days ago

Hey, I playtested the deck against mine and it does very well. I know someone that runs life gain and will show them an updated list of this when I make one. I would change just a few things.

The lands are one thing, you could run 21-22. I use this link here then I subtract 1 or 2 due to how many mana sinks I have; you don;t have many so 21 or 22 would work. You could also run a playset of Castle Ardenvale, it has the same ability at Dawn of Hope but the creature doesn't have lifelink, but good for blocks or using up mana.

I considered making one white black has you have the Temple of Silence and Godless Shrine and Sorin, Vengeful Bloodlord can be really good in this, not to mention the black and black white removal. Always an option.

Speaking of Dawn of Hope you could cut one or two as having multiple out hurt rather than help. Pious Wayfarer is kind of weak but he is a 1 drop with enchantment buffs. Maybe run Healer's Hawk instead for more life gain triggers? Transcendent Envoy is an enchantment but only currently helps with your 1 aura. Noted that arua is very good but I'm not sure if this guy could be cut for another 2 drop that does something better. Idyllic Tutor is also way better than Heliod's Pilgrim as you can only search for 1 card whereas Idyllic Tutor can search for pretty much the entire deck for 3 mana which isnt a bad rate for what it can do in the deck.

For sideboard you could run more things like Banishing Light and the like and boardwipes because white is plentiful in that. Otherwise good build one day I might copy it and make some adjustments.

Minousmancer on Mono-White Spamchantments

1 week ago

I'd cut down to about 18x Plains It's a Mono-colored deck so you don't 24x Plains . I run 12x Plains in my Mono-White deck: Ignis-Fatuus I also have 4x Field of Ruin s and 4x Altar of the Pantheon for Mana. I'd definitely replace the Dawn of Hope s with Pacifism s it just seems like it would be more beneficial with this decks strategy. I think for your Sideboard you should have 4x Disenchant s.

Do you really need 4x Daxos, Blessed by the Sun ? He's a Legendary creature so you call only have one on the battle field at any given time.I roll with 2x but I wouldn't do more than 3x of anything Legendary.

Maybe run 2x Daxos, Blessed by the Sun and 2x Taranika, Akroan Veteran ?

Sorin_Markov_1947 on Mono white agro(ish)/devotion/life gain

1 week ago

Write a longer description. A big long description helps other people who want to give advice (like me) see your reasoning for certain card choices or even for the archetype. It also makes you think out your combos and your reasoning for each card. If you look at my decks, none of them have a description shorter than about a paragraph.

This is actually probably going to be one of the big archetypes. But I still have a few suggestions. Gideon's Company is a bit clunky, so probably cut that in favor of another payoff (probably going to have to wait for the full release of THB to find that). Dawn of Hope is pretty clunky too, since you have to spend at least 6 mana to get any value out of it.

I think Planar Cleansing and Shatter the Sky rather work against yourself, since combo decks like this one like to build up a big boardstate (and are unlikely to out-pace other decks if the board gets reset).

Castle Ardenvale is worth putting a few in, just because it's strictly better than a plains.

austintayshus on austintayshus

2 weeks ago

ZendikariWol I understand that each color has its strengths and weaknesses. What I don't understand is why White's weaknesses are fundimentally important parts of the game that each other color has access to.

Green has the best ramp, I would also argue that it has the second best card draw. It is tied to creatures and lands, but that is barely a drawback.

Red can draw card by discarding first, but red also has many 'temporary' card draw effects like Light Up the Stage . Red also has plenty of ramp through ritual effects.

Black can definitely draw cards and ramp, usually at the cost of paying life. But over the years magic has definitely proven that life is a very small price to pay.

Blue has the best card draw. Blue also has access some to ramp. Some of it is tied to artifacts like Grand Architect and Urza, Lord High Artificer . They also have effects that can untap permenents like Fatestitcher and even more if you count cards like Rewind . It's not the best ramp, but it is there.

And now white. White's best card draw spells are Dawn of Hope , Mesa Enchantress and Mentor of the Meek . Those are good cards, but must be built around. These cards probably shouldn't be in the same deck together. Knight of the White Orchid and Kor Cartographer are white's best ramp spells and they are not great.

This is why White is not doing well in commander.

The only reason anyone ever gives as to why White can't draw or ramp is 'Color Pie'. A few years ago, Red couldn't draw either except through rummaging. Then WOTC introduced Commune with Lava in Khans block (I believe this was the first effect of its kind, I could be wrong). It immediately opened up a new avenue for red to gain card advantage without breaking the color pie and has since been well supported. Red is still a very aggressive color that wants to win quickly, but they now have to tools to compte in longer formats like commander.

There is a way to allow white the tools to compete with the other colors that doesn't break the color pie. Again, I think Ugin, the Ineffable 's +1 ability feels very white and could be a route to fix this problem. And if WOTC still doesn't want to do that, then they need to give White more stax effects like Spirit of the Labyrinth .

TheRussBuss on Lyra Dawnbringer Memorial Deck

2 weeks ago

Have you thought of Divine Visitation ? It works with Dawn of Hope , as well as giving your Angelic Accord angel's vigilance. Also it goes pseudo-infinite with Bishop of Wings . Add a Phyrexian Altar and it goes truly infinite with mana and life.

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