Arcane FoundryCommanders › Eirdu, Carrier of Dawn // Isilu, Carrier of Twilight

Eirdu, Carrier of Dawn // Isilu, Carrier of Twilight

Eirdu, Carrier of Dawn // Isilu, Carrier of Twilight

Legendary Creature — Elemental God // Legendary Creature — Elemental God · {3}{W}{W} · Black/White commander

Flying, lifelink Creature spells you cast have convoke. (Your creatures can help cast those spells. Each creature you tap while casting a creature spell pays for {1} or one mana of that creature's color.) At the beginning of your first main phase, you may pay {B}. If you do, transform Eirdu. Flying, lifelink Each other nontoken creature you control has persist. (When it dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner's control with a -1/-1 counter on it.) At the beginning of your first main phase, you may pay {W}. If you do, transform Isilu.
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What Eirdu, Carrier of Dawn // Isilu, Carrier of Twilight actually does

Read off the card by the same engine the Forge and Analyzer use — this is the mechanical classification, not a summary.

What an Eirdu, Carrier of Dawn // Isilu, Carrier of Twilight deck wants

The plan the Forge derives for this commander: the roles it fills and how many of each.

Best cards for Eirdu, Carrier of Dawn // Isilu, Carrier of Twilight

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.

Evasion that does NOT target or attach — for a commander your own auras and equipment cannot legally touch

  1. Secret Tunnel0 mana
  2. Akroma's Will4 mana
  3. Delney, Streetwise Lookout3 mana
  4. Rhonas's Monument3 mana
  5. Enter the Avatar State1 mana
  6. Glaring Spotlight1 mana
  7. The Wind Crystal4 mana
  8. Elspeth, Sun's Champion6 mana

A creature that HAS the keyword the commander's trigger counts — a card that merely says the word is not one

  1. Lesser Masticore2 mana
  2. Putrid Goblin2 mana
  3. Obstinate Gargoyle3 mana
  4. Persistent Constrictor5 mana
  5. Puppeteer Clique5 mana
  6. Restless Apparition3 mana
  7. Lingering Tormentor4 mana
  8. Kithkin Spellduster5 mana

Actually remove one problem permanent — preventing its damage is not removing it

  1. Path to Exile1 mana
  2. Swords to Plowshares1 mana
  3. Defile1 mana
  4. Tragic Slip1 mana
  5. March of Otherworldly Light1 mana
  6. Infernal Grasp2 mana
  7. Flicker of Fate2 mana
  8. Fatal Push1 mana

Answer a whole board at once

  1. Final Showdown1 mana
  2. Vanquish the Horde8 mana
  3. Amalia Benavides Aguirre2 mana
  4. Do or Die2 mana
  5. Martyr's Cry2 mana
  6. Pest Control2 mana
  7. Force of Despair3 mana
  8. Split Up3 mana

Find the exact card the plan needs

  1. Demonic Tutor2 mana
  2. Diabolic Intent2 mana
  3. Vampiric Tutor1 mana
  4. Imperial Seal1 mana
  5. Insatiable Avarice1 mana
  6. Diabolic Intent2 mana
  7. Grim Tutor3 mana
  8. Liliana Vess // Liliana Vess0 mana

Refill your hand

  1. Esper Sentinel1 mana
  2. Skullclamp1 mana
  3. Orcish Bowmasters2 mana
  4. Black Market Connections3 mana
  5. Braids, Arisen Nightmare3 mana
  6. Morbid Opportunist3 mana
  7. Phyrexian Arena3 mana
  8. Archivist of Oghma2 mana

Keep a permanent you control alive through removal

  1. Flowering of the White Tree2 mana
  2. Bastion Protector3 mana
  3. Greater Auramancy2 mana
  4. Codsworth, Handy Helper3 mana
  5. Cryptothrall4 mana
  6. Avacyn, Angel of Hope8 mana
  7. Lightning Greaves2 mana
  8. Swiftfoot Boots2 mana

Get ahead on mana

  1. Chrome Mox0 mana
  2. Everflowing Chalice0 mana
  3. Mox Amber0 mana
  4. Mox Diamond0 mana
  5. Mox Opal0 mana
  6. Mana Vault1 mana
  7. Sol Ring1 mana
  8. Wayfarer's Bauble1 mana

Build this deck in the Arcane Forge →

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