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10 for 10 Dawnsire, Sunstar Dreadnought

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I'm not sure about you, but when I see a 20/20 with Flying for five mana, I'm willing to jump through some hoops. Let's take a look at Dawnsire, Sunstar Dreadnought, shall we?

Dawnsire, Sunstar Dreadnought

Dawnsire, Sunstar Dreadnought

We get a Station for our five mana. If Dawnsire is our Commander, we're limited to only colorless sources of mana, but if it's in a 60-card deck or one of the 99 in another Commander deck, we don't have that limitation. It gets a Charge Counter for each Creature we tap for its Station ability. With 10 or more, whenever we attack, we get to deal 100 damage to a Creature or Planeswalker. At 20 or more, we've got our 20/20 Flyer. Here are 10 different sets of cards which you might want to consider as you build with Dawnsire!

Number 10 - Artifact Ramp and Cost Reduction

The Eternity Elevator
Ultima, Origin of Oblivion
Jhoira's Familiar

Normal Artifact ramp like Sol Ring and Mind Stone work great here, but there are plenty of fun ways to make more mana. The Eternity Elevator leans into existing Station uses, and Ultima lets us mess with our opponents in addition to doubling our mana. Jhoira's Familiar is one of many ways of reducing the cost of Artifact or Colorless spells.

Number 9 - Creature-Based Ramp

Palladium Myr

Any Creature you can fit in which taps for mana plays double-duty here, because it can be tapped for Station when it's not needed for mana. There's a whole suite of Myr which do this, plus any regular mana dorks work here too.

Number 8 - Lifelink Granters

I'm betting somewhere someone at Wizards of the Coast is regretting how they designed Lifelink, because it works with any damage, not just combat damage, so stuff like Basilisk Collar works. That means if you give Dawnsire Lifelink and deal 100 damage to something, you'll gain 100 life! Combine with Felidar Sovereign or Aetherflux Reservoir to just kind of win the game.

Number 7 - Proliferate

Contagion Engine
Karn's Bastion

Contagion Clasp works great here too, if Dawnsire is your Commander. Go into other colors and there are a bunch more, but either way, these abilities are excellent here. We want to get Dawnsire to 10 Charge Counters as soon as possible, and these supercharge those efforts. They're extra-great when tacked on to a spell like Tezzeret's Gambit.

Number 6 - Mess with Charge Counters

Energy Chamber
Coretapper
Vedalken Infuser

Who knew there were so many ways to mess with Charge Counters? Something like Coretapper is very strong here, and Energy Chamber keeps working even after Dawnsire comes to life. Power Conduit and Surge Node are worth considering as well.

Number 5 - Token Generators

Myr and Eldrazi both make a bunch of tokens, and they can make a lot of them. Myr Battlesphere is a common Commander which spits out four; there are plenty of other ways to generate Myr and Eldrazi including Myr Turbine and Glaring Fleshraker. Two turns with five Tokens is all it takes to activate Dawnsire, so while not strictly necessary, a few ways to pop out a number of Creatures quickly will be very helpful.

Number 4 - Artifact and Colorless Support

Cryptothrall
Forsaken Monument
Mystic Forge

There is a sheer ton of support for Artifact Creatures out there, and it gets even crazier when you add in just regular Artifact support (Darksteel Forge, anyone?) and Colorless support like Ghostfire Blade. You may wonder why you might want to run a Steel Overseer in a deck with Dawnsire as the Commander, but with a single +1/+1 Counter Dawnsire kills in a single hit. Plus, there's a good chance you'll have a bunch of Myr or Eldrazi Tokens, so leaning into them as a secondary (go-wide) win-condition isn't a bad idea. Note Forsaken Monument doubles a mana acceleration!

Number 3 - Be really mean to everyone

All is Dust

In the right build, this is completely devastating to everyone else. It gets around Indestructible because it forces a Sacrifice, and if we're a Commander deck with Dawnsire at the helm, it will hit exactly none of our stuff but almost everything of our opponents'. Nasty.

Number 2 - More is always better

Echoes of Eternity
Strionic Resonator
Tawnos, Urza's Apprentice

Dawnsire's 100-damage is a Triggered Ability, so anything which doubles it means we can do 100 damage twice. Echoes of Eternity will also copy any colorless spells we happen to cast (without getting rid of the Legendary rule we can't have two Dawnsires, of course). Lithoform Engine is kind of Strionic Resonator part two, and Abstruse Archaic will certainly find use in any deck led by Dawnsire. Tawnos would make a great general for a deck with Dawnsire in it, or heck, build a 60-card with Tawnos and Dawnsire and make everyone sad!

Number 1 - Win the game

It seems pretty obvious if you're hitting someone for 20 (or 21, if Dawnsire is the Commander), you're probably beating them. But what if you could take out two players at once?

Stuffy Doll

You'll need to figure out how to flicker the Doll if you want to hit more than one player, but I kind of love the idea of a Commander game where you tap five for Stuffy Doll and drop it, then just look around - who's getting named? Note you can attack with Stuffy Doll to trigger Dawnsire, which is sort of hilarious.

I hope this gives you some ideas for using this powerful new spaceship!

Thanks for reading.

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