Day's Undoing

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Legality

Format Legality
1v1 Commander Legal
Block Constructed Legal
Canadian Highlander Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Tiny Leaders Legal
Vintage Legal
Casual Legal
Custom Legal
Quest Magic Legal

Day's Undoing

Sorcery

Each player shuffles his or her hand and graveyard into his or her library, then draws seven cards. If it's your turn, end the turn. (Exile all spells and abilities on the stack, including this card. Discard down to your maximum hand size. Damage wears off, and "this turn" and "until end of turn" effects end.)

wallisface on Narset Control

1 month ago

Some thoughts:

  • Evacuation feels like a bad choice here, as your own creatures really suffer from being bounced.

  • I think you only want to be running 2-3 of Teferi's Puzzle Box, not the full playset.

  • Day's Undoing seems like it belongs here.

  • your land count feels really low, especially considering your really high mana curve. Control decks typically want 24-25 lands at a minimum, and I feel your deck is no exception to this.

Metropolis39 on Narset Control

3 months ago

Firstly, you are prob gonna need more black sources. Id actually lean more into the black as well, right now you are very soft to anything that plays creatures or tries to win before turn 10 lol, so i would add some cheaper interaction like fatal push. Secondly, you dont need so many pay offs like teferis puzzle box, 4 is way too many. Id go 1-2 max, with out narset the card does actually nothing. Next, Day's Undoing this card combos with narset is probably better than puzzle box. Lastly, chasm skulker is ass, pretty much play any other card instead, not much more to say about that lmao. I could go on more but this should be a good spot to start

CheapnFast on

5 months ago

Narset, Parter of Veils could be good to stop your opponent from drawing from Day's Undoing and can dig for Tasha's Hideous Laughter once you shuffle it back in. If you're gonna go that direction and try and abuse symmetrical draw effects, Commit / Memory is a solid removal option that can also double as a wheel in the late game.

Polaris on Day’s Undoing and Underworld Dreams

5 months ago

So this gets to the correct result, but there's one clarification. Triggers don't go on the stack until Day's Undoing finishes resolving and players get priority. However, an effect that ends the turn does make the game miss any triggers waiting to go onto the stack. This is covered in Rule 719.1:

719.1a If there are any triggered abilities that triggered before this process [ending the turn] began but haven’t been put onto the stack yet, those abilities cease to exist. They won’t be put onto the stack. This rule does not apply to abilities that trigger during this process (see rule 719.1f).

Since the draw happens in a separate action from the turn ending, the triggers will be waiting to go on the stack when the "end the turn" action occurs, so they will cease to exist as per 719.1a. They don't go onto or get exiled from the stack. It doesn't change things in this specific case, but triggers do get put onto the stack in a batch once something finishes resolving, even if different actions taken during its resolution triggered those abilities.

Notably, a triggered ability that watches for things being exiled could trigger DURING the "end the turn" action and would be put on the stack during the cleanup step, causing a round of priority to happen then (and another cleanup step afterward). Turn-ending effects can get complicated sometimes.

Caerwyn on Day’s Undoing and Underworld Dreams

5 months ago

Underworld Dreams will not deal any damage due to Day's Undoing's end the turn effect.

Each time they draw a card, Underworld Dreams triggers and the trigger goes on the stack--this occurs mid-resolution of Day's Undoing. (Rules 603.2, 603.2a, and 603.3). Because these items are on the stack when Day's Undoing ends the turn, they are all exiled before they can resolve and thus no damage is dealt. (See Day's Undoing's reminder text).


603.2. Whenever a game event or game state matches a triggered ability’s trigger event, that ability automatically triggers. The ability doesn’t do anything at this point.

603.2a Because they aren’t cast or activated, triggered abilities can trigger even when it isn’t legal to cast spells and activate abilities. Effects that preclude abilities from being activated don’t affect them.

603.3. Once an ability has triggered, its controller puts it on the stack as an object that’s not a card the next time a player would receive priority. See rule 117, “Timing and Priority.” The ability becomes the topmost object on the stack. It has the text of the ability that created it, and no other characteristics. It remains on the stack until it’s countered, it resolves, a rule causes it to be removed from the stack, or an effect moves it elsewhere.

hiddengibbons on Day’s Undoing and Underworld Dreams

5 months ago

I was doing some research and I found different interpretations. Will Day's Undoing cause your opponent to take damage from Underworld Dreams if cast during your turn or does ending the turn prevent the damage?

Caerwyn on Wheel and Deal

8 months ago

Couple suggestions:

  1. Cut Day's Undoing - Because it ends the turn, you do not receive any of the damage triggers from Nekusar.

  2. Font of Mythos/Howling Mine/Dictate of Kruphix/etc. effects are a bit of a trap. They look like they should be good with Nekusar but, in actuality, are rather lackluster and tend to help your opponents more than they help you. Nekusar's biggest problem is that he gives your opponents additional cards, making it easier for some opponent to draw into whatever they need to stop you. Each Font of Mythos or similar effect increases the chance your opponents will draw into the card they need to stop you, while only providing a small amount of damage--and only providing that damage if you can keep your Nekusar-like effects on the field. I would include Temple Bell and Geier Reach Sanitarium on this list of cards that should be cut.

  3. Add Teferi's Puzzle Box--unlike Font of Mythos effects, Teferi's Puzzle Box does not provide card advantage to opponents, and can severely disrupt their ability to run tutors and such. It can provide massive, consistent damage per turn, helping you win the game rather quickly.

  4. Curiosity combos with Niv-Mizzet, the Firemind to draw your entire deck and take out an opponent in the process.

  5. Helm of the Ghastlord also draws your entire deck with Niv-Mizzet and has the added advantage of forming a soft lock when put on Nekusar. If you play a wheel-type effect (including having Teferi's Puzzle box afield), Ghastlord will force an opponent to discard each card they draw, locking them out of anything other than instants or cards with flash.

  6. Phyresis and Glistening Oil greatly reduce the amount of effort it takes to win with Nekusar.

  7. Bloodchief Ascension is relatively easy to get online with Nekusar and goes infinite with Mindcrank to mill your opponents to death.

  8. Sigil of Sleep is a low-cost enchantment that turns each of your wheel effects into a mini-Cyclonic Rift.

  9. Windfall is another wheel effect that you missed that isn't all that expensive.

  10. Do not run Izzet Boilerworks, or any others of these bounce lands, ever. They are just bad cards, and are actually worse in a budget mana base, because of the high likelihood you might have to bounce (and eventually replay) a "this land enters tapped" land.

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