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.)
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|Commander / EDH||Legal|
Latest Decks as Commander
Day's Undoing Discussion
1 month ago
Thirst for Meaning and Thirst for Knowledge are both incredibly good cards, and if I know EDH I assume you're running at least a couple mana rocks and one or two enchantments you thought were cool. They also only cost 3 mana, which is great.
Additionally, Frantic Search is great to dig really fast, especially if you have a land that taps for multiple mana. Faithless Looting is just great, Brainstorm is a no-brainer, and there's a couple affordable wheels in Windfall , Wheel of Misfortune and Day's Undoing .
2 months ago
cheffireball Time Walk isn’t necessarily terrible but you have to be mindful that you are resetting your Storm count when you take that turn. I’ve still used it with Mind's Desire in conjunction with Day's Undoing but that works more because the efficiency of wheels.
Brainstorm is more about the advantage over the selection. Treasure Cruise just isn’t going to be cheap enough consistently enough to be as efficient as we need. Brainstorm is just a draw 1 but if it lets us go three deep and we can ring off something like a Mind's Desire or Paradoxical Outcome , we can usually just go right through whatever we have our back on top. There’s just nothing that’s going to come close to Ancestral Recall .
I really ought to set up a discord for it. I only play it on untap. This is as far as my outreach goes on the matter with what time I have. I ought to look into it though. As much as the concept of the format may be viable, the support structure for it may not be. I don’t know if a few discords is going to do anything real and I don’t know that it needs to. What I find on untap is serviceable enough and maybe keeping formats grassroots like this is probably going to be better for the concept itself. I will look into the discord.
2 months ago
If you're playing a very heavy control theme in commander your win condition is going to probably be a game lock. There are a few different kinds of those. Hard locks will literally stop your opponents from being able to play the game at all. You accomplish this by setting up a situation where they can't cast spells, they can't untap, or they can't generate mana. Soft locks are where you severely diminish an opponents ability to play the game. This is often done by forcing your opponents to discard all of their cards.
The hard locks I would suggest with this are the Karn lock and the Knowledge Pool lock. The Karn lock is very specifically Karn, the Great Creator + Mycosynth Lattice . Your opponents can't activate any abilities of permanents on the battlefield. This means that opponents can't tap anything for mana. The cards are also useful to you individually because Karn, the Great Creator stops opponents from using mana rocks and Mycosynth Lattice helps you cast opponent's spells by allowing you to spend your mana as though it were any color.
The Knowledge Pool lock has only one required card. Knowledge Pool exiles every spell that any player casts from their hand. Players can then cast a spell from the previously exiled cards. This means that a player must cast two spells for anything to resolve. Rule of Law prevents casting any spell after the first spell. Effectively this means to no one can play spells from their hands. But you can cast cards from other players hands if you have Sen Triplets out. This is also true for Arcane Laboratory , Eidolon of Rhetoric , Archon of Emeria , Drannith Magistrate , Teferi, Time Raveler and Ethersworn Canonist to an extent. All of those cards, are also things you use to limit the amount of actions other players can take as a part of your control strategy.
The soft locks all involve preventing players from drawing cards. Narset, Parter of Veils , Hullbreacher , Alms Collector , and Notion Thief . All of these prevent opponents from drawing cards to some extent, which benefits your control plan. The lock is formed when you have one of those pieces out and you cast a spell like Windfall , which makes everyone discard their hand and draw new cards. But they can't, so only you draw new cards. Cards like Windfall are also very strong as they allow you to refill your hand. Similar cards are Echo of Eons , Day's Undoing , Jace's Archivist , Time Reversal , Commit / Memory (Probably pick two or three, not all of them).
You could also use the Laboratory Maniac combos as a win condition, since you are in the right colors for it. It's probably the most common win condition in high powered competitive decks. The way it works is you draw through your entire deck while Laboratory Maniac or Jace, Wielder of Mysteries are on the board then you attempt to draw a card and you win. Similarly, you can draw through your entire deck and then play Thassa's Oracle . The ways you "draw" through your deck are either Tainted Pact , Demonic Consultation , or Doomsday . Because they are common competitive win conditions, some of those pieces are expensive.
Allow me to advise you on getting to these win conditions though. You can tutor for these pieces with Vampiric Tutor , Enlightened Tutor , Demonic Tutor , or similar cards; but you probably would rather draw into them because that also gets you your control cards. Two cards that are surprisingly good for this are Ad Nauseam and Peer into the Abyss . You have to keep the mana cost of spells very low for Ad Nauseam, but it's worth it especially because it was reprinted recently and is only a few dollars I think.
2 months ago
3 months ago
adw92: Oh yes, sadly the card price of Time Spiral exploded lately. I recommend to use Pull from Tomorrow , Day's Undoing or Magus of the Wheel instead, maybe Echo of Eons or Wheel of Misfortune could do the same.
3 months ago
Ataraxey Scry can help with reanimator, as it's a soft combo strategy. If you don't have the cards for reanimation on the top of the deck, shift them to the bottom. It's light, but you want to ensure your draws help the process out.
If you want Mob Rule , you might want to sub in some Narset's Reversal and other copy cards and even strive to reach Insurrection , but I've avoided that as taking away everything my opponent built could lead to them not wanting to play against the deck, which I don't want.
I'd probably swap out Day's Undoing for Final Fortune or Last Chance if they reprinted and Shallow Grave for Footsteps of the Goryo . There's a lot of strictly better cards in that sideboard but with old borders. I'd love to see them reprinted.
3 months ago
I would cut Day's Undoing as it does not actually work with Nekusarp. Because it ends the turns, it will exile any of the damage triggers so they will just wheel without taking any damage.
3 months ago
It’s my main phase and I have a Nekusar, the Mindrazer and a Dream Halls in play. I cast Echo of Eons through dream halls, it resolves. Me and my opponents draw 7 cards and they get dealt 7 damage. Now, is it possible to cast all at once without passing priority Torbran, Thane of Red Fell and Day's Undoing through dream halls before my opponent cast Return to Dust through dream halls and thus doing 21 damage (7 new cards drawn)
Side note: with nekusar and days undoing, do you deal damage before you end the turn or does day’s undoing not work with nekusar?