Arcane Foundry › Commanders › Dáin of the Ancient Halls
Dáin of the Ancient Halls
Legendary Creature — Dwarf Noble · {3}{R}{W} · Red/White commander
Vigilance, haste
Whenever Dáin attacks, he deals damage equal to the number of Dwarves you control to each opponent.
Build a Dáin of the Ancient Halls deck →
What Dáin of the Ancient Halls actually does
Read off the card by the same engine the Forge and Analyzer use — this is the mechanical classification, not a summary.
- Triggered ability · attackWhenever Dáin attacks, he deals damage equal to the number of Dwarves you control to each opponent.
- Keyword · vigilancevigilance
- Keyword · hastehaste
What a Dáin of the Ancient Halls deck needs
Plays as dwarf typal. What the commander asks of the other 99 — read from the card and checked by hand.
- dwarf creatures (its text counts them)
- evasion and protection for the commander, and extra combats (its own attack is the engine; it has haste)
The Dáin of the Ancient Halls deck plan
The roles the Forge fills for this commander, and how many cards of each.
- 28× A body of the exact type the commander's trigger requires — the wrong type is worthless here regardless of quality
- 6× Make the commander connect — a body that never deals combat damage never triggers
- 5× Actually remove one problem permanent — preventing its damage is not removing it
- 9× Find the exact card the plan needs
- 1× Answer a whole board at once
- 7× Refill your hand
- 2× Keep a permanent you control alive through removal
- 11× Get ahead on mana
Best cards for Dáin of the Ancient Halls
Ranked by an engine that reads what each card does — its real cost, its delay and how reliably it works — rather than counting how often other people play it.
A body of the exact type the commander's trigger requires — the wrong type is worthless here regardless of quality
- Sram, Senior Edificer2 mana
- Erebor Flamesmith2 mana
- Magda, Brazen Outlaw2 mana
- Magda, the Hoardmaster2 mana
- Reyav, Master Smith2 mana
- Tataru Taru2 mana
- Storm-Kiln Artist4 mana
- Bloodfire Dwarf1 mana
Make the commander connect — a body that never deals combat damage never triggers
- Iroas, God of Victory4 mana
- Elspeth, Sun's Champion6 mana
- Eldrazi Monument5 mana
- Goblin War Drums3 mana
- Akroma's Memorial7 mana
- On Wings of Gold4 mana
- Archetype of Aggression3 mana
- Beamtown Beatstick1 mana
Actually remove one problem permanent — preventing its damage is not removing it
- Path to Exile1 mana
- Swords to Plowshares1 mana
- Wild Magic Surge2 mana
- March of Otherworldly Light1 mana
- Generous Gift3 mana
- Erode1 mana
- Unwanted Remake1 mana
- Angelic Ascension2 mana
Find the exact card the plan needs
- Open the Armory2 mana
- Enlightened Tutor1 mana
- Kellan, the Fae-Blooded // Birthright Boon3 mana
- Templar Knight2 mana
- Idyllic Tutor3 mana
- Imperial Recruiter3 mana
- Ranger-Captain of Eos3 mana
- Magda, Brazen Outlaw2 mana
Answer a whole board at once
- Vanquish the Horde8 mana
- Wrath of God4 mana
- Blasphemous Act9 mana
- Chain Reaction4 mana
- Day of Judgment4 mana
- Street Spasm1 mana
- Shatter the Sky4 mana
- Split Up3 mana
Refill your hand
- Esper Sentinel1 mana
- Ragavan, Nimble Pilferer1 mana
- Skullclamp1 mana
- Herald's Horn3 mana
- Professional Face-Breaker3 mana
- Archivist of Oghma2 mana
- The One Ring4 mana
- Sticky Fingers1 mana
Keep a permanent you control alive through removal
- Flowering of the White Tree2 mana
- Hexing Squelcher2 mana
- Bastion Protector3 mana
- Codsworth, Handy Helper3 mana
- Avacyn, Angel of Hope8 mana
- Lightning Greaves2 mana
- Swiftfoot Boots2 mana
- Chaplain of Alms // Chapel Shieldgeist1 mana
Get ahead on mana
- Sol Ring1 mana
- Boros Signet2 mana
- Palladium Myr3 mana
- Worn Powerstone3 mana
- Chrome Mox0 mana
- Everflowing Chalice0 mana
- Mox Diamond0 mana
- Mana Vault1 mana