Arcane Foundry › Commanders › Katilda, Dawnhart Prime
Katilda, Dawnhart Prime
Legendary Creature — Human Warlock · {G}{W} · Green/White commander
Protection from Werewolves
Human creatures you control have "{T}: Add one mana of any of this creature's colors."
{4}{G}{W}, {T}: Put a +1/+1 counter on each creature you control.
Build a Katilda, Dawnhart Prime deck →
What Katilda, Dawnhart Prime actually does
Read off the card by the same engine the Forge and Analyzer use — this is the mechanical classification, not a summary.
- Activated abilityHuman creatures you control have "{T}: Add one mana of any of this creature's colors."
- Activated ability{4}{G}{W}, {T}: Put a +1/+1 counter on each creature you control.
- Keyword · protectionprotection
What a Katilda, Dawnhart Prime deck wants
The plan the Forge derives for this commander: the roles it fills and how many of each.
- 8× Put haste on the commander the turn it resolves — a tap ability is unusable otherwise
- 5× Untap the commander so the tap ability is an engine, not a one-shot
- 26× A body of the exact type the commander's trigger requires — the wrong type is worthless here regardless of quality
- 14× Put +1/+1 counters on creatures you control, or multiply the ones already there
- 5× Actually remove one problem permanent — preventing its damage is not removing it
- 1× Answer a whole board at once
- 9× Find the exact card the plan needs
- 7× Refill your hand
- 2× Keep a permanent you control alive through removal
Best cards for Katilda, Dawnhart Prime
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.
Put haste on the commander the turn it resolves — a tap ability is unusable otherwise
- Thousand-Year Elixir3 mana
- Lightning Greaves2 mana
- Swiftfoot Boots2 mana
- Runadi, Behemoth Caller3 mana
- Akroma's Memorial7 mana
- Super State7 mana
- Ulvenwald Oddity // Ulvenwald Behemoth4 mana
- Lavaspur Boots1 mana
Untap the commander so the tap ability is an engine, not a one-shot
- Bear Umbra4 mana
- Reconnaissance1 mana
- Sword of Feast and Famine3 mana
- Wilderness Reclamation4 mana
- Amulet of Vigor1 mana
- Nature's Will4 mana
- Sting, the Glinting Dagger2 mana
- Umbral Mantle3 mana
A body of the exact type the commander's trigger requires — the wrong type is worthless here regardless of quality
- Esper Sentinel1 mana
- Avacyn's Pilgrim1 mana
- Mother of Runes1 mana
- Serra Ascendant1 mana
- Soul Warden1 mana
- Soul's Attendant1 mana
- Sylvan Safekeeper1 mana
- Grand Abolisher2 mana
Put +1/+1 counters on creatures you control, or multiply the ones already there
- Karn's Bastion0 mana
- Bristly Bill, Spine Sower2 mana
- Cankerbloom2 mana
- Thirsting Roots1 mana
- Evolution Sage3 mana
- Mossborn Hydra3 mana
- Contagion Clasp2 mana
- Fangs of Kalonia2 mana
Actually remove one problem permanent — preventing its damage is not removing it
- Path to Exile1 mana
- Swords to Plowshares1 mana
- March of Otherworldly Light1 mana
- Flicker of Fate2 mana
- Beast Within3 mana
- Generous Gift3 mana
- Nature's Claim1 mana
- Erode1 mana
Answer a whole board at once
- Final Showdown1 mana
- Vanquish the Horde8 mana
- Martyr's Cry2 mana
- Split Up3 mana
- Cathedral Membrane2 mana
- Citywide Bust3 mana
- Harsh Mercy3 mana
- Retribution of the Meek3 mana
Find the exact card the plan needs
- Green Sun's Zenith1 mana
- Nature's Rhythm2 mana
- Celestial Reunion1 mana
- Worldly Tutor1 mana
- March of Burgeoning Life1 mana
- Archdruid's Charm3 mana
- Chord of Calling3 mana
- Eldritch Evolution3 mana
Refill your hand
- Esper Sentinel1 mana
- Skullclamp1 mana
- Garruk's Uprising3 mana
- Archivist of Oghma2 mana
- Beast Whisperer4 mana
- Smothering Tithe4 mana
- The One Ring4 mana
- Pip-Boy 30001 mana
Keep a permanent you control alive through removal
- Flowering of the White Tree2 mana
- Innkeeper's Talent2 mana
- Bastion Protector3 mana
- Greater Auramancy2 mana
- Sterling Grove2 mana
- Codsworth, Handy Helper3 mana
- Guardian Augmenter3 mana
- Cryptothrall4 mana