The Dawning Archaic is the new colorless legendary heart-throb from Secrets of Strixhaven. But, I have a feeling he’ll break your heart pretty quickly.
He gets a discount for each instant/sorcery in our graveyard, and he lets us recur those spells for free whenever he attacks. The problem is that there aren’t a lot of colorless spells we can run, so sometimes the deck slows down.
But, when you can get him out on turn 5 or 6, the Dawning Archaic is a pretty cool commander. Let’s take a look at how to make him work.
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I’ve run through a lot of test hands with this deck to see what the curve is really like, and the key to having a good game is to mulligan aggressively. I’d like to see at least 3 lands and either a 2-mana rock, 2-mana spell, or a 2-3 mana creature. You want to make sure that you’re having a good mix of spells in yard and rocks on board to cast your commander, because relying on one or the other is going to be too slow.
Phases of the Game
Early-Game – Looking to ramp as much as possible with rocks, dorks, and land-search spells. The ideal plan is to try for 6 mana on turn 4 or 5 with 3-4 spells in your graveyard.
Mid-Game – Dawning Archaic should be out, and you should be able to continue ramping by casting spells for free from your graveyard and controlling the board with removal.
Late-Game – We’re looking to double up triggers on stuff like Ulamog's Dreadsire to make an army of Eldrazi and swing out.
Card Breakdowns
Ramp
Ramp was not as hard to put together as I had anticipated, though we are ramping with rocks and dorks primarily. Aang's Journey and Environmental Sciences are both great spells to cast on turn 2 for a land, as well as filling your yard to discount the commander.
We’ve got quite a few rocks as well, including Sol Ring, Thought Vessel, Mind Stone, and Priusmatic Lens. The Eternity Elevator is also a good one because it can help make loads of mana for Eldrazi or another cast of the Dawning Archaic later in the game.
Card Draw/Card Advantage
So card draw is tough in this deck, but creating card advantage is a bit easier. We want cards in our graveyard to make our commander cost less, and to be able to cast them later on. To achieve that, I’ve included some mill. Codex Shredder and The Warring Triad help us fill our yard, and Triad even gives us mana as a bonus. Millikin does a similar thing.
Mystic Forge helps us manipulate the top of our library and cast pretty much anything there. Ugin's Mastery is also a solid card, because it can help us get creatures out for free just by attacking with The Dawning Archaic.
Removal
The removal available to us in colorless is kind of expensive to cast, and it’s almost always exile instead of destroy. We have Warping Wail’s first mode to exile a creature with 1 or less power/toughness, but I think I would almost always save this as a counterspell or a Scion.
There are limited options for protection in colorless alone. We have Warping Wail, as mentioned, as well as Not of This World and Null Elemental Blast as counterspells.
While not conventional protection, Wandering Archaic can get us copies of counterspells, removal, or even ramp if our opponents don’t have enough mana to pay 2.
Utility / Support
My main idea with the deck was to lean into the Dawning Archaic’s attack trigger, so I tried not to include the conventional Eldrazi package. Instead, I slotted in a few things that double triggers.
Abstruse Archaic lets us copy a trigger for 1 mana and tapping him, and Echoes of Eternity does the same thing. Being able to get two triggers for attacking is pretty powerful. You can also use these to double up on stuff like Anticasual Vestige triggers.
I also threw in Glamdring to help the Dawning Archaic get bigger and to cast stuff for free from our hand. Spellbinder is similar, but we can cast instants/sorceries repeatedly when we deal combat damage.
And finally, Darksteel Monolith, because being able to cast stuff for 0 is pretty freaking good, especially in a deck with such a high CMC.
Mana Base
This deck runs 37 lands, with 13 basic Wastes. Most of the cards don’t have awesome abilities, but I wanted to get a bit more utility out of the landbase since the spells are a bit linear.
Demolition Field, Buried Ruin, and Bonder's Enclave are basic utility for land destruction, recursion, and card draw. Deserted Temple can help us eke out a bit more mana with its untap ability. If you have Eldrazi Temple or Muraganda Raceway at max speed, you can use a mana to untap one of them and get a bit more value. You can do this with just Deserted Temple and Raceway, but for Eldrazi Temple or Shrine of the Forsaken Gods, you’ll need another colorless mana, since their double pip ability is restrictive.
I also threw in the Urza lands, so they can get us some double mana as well.
The Biblioplex is kind of a terrible card, but it comes in untapped and makes colorless, so there’s no harm in having it on the off chance it gets to do it’s thing.
Win Conditions
The way we win with this deck is mainly just outlasting our opponents and trying for combat damage. A lot of the spells we’re casting are board wipes or exile-related, so clearing the field for free with Dawning Archaic attack triggers is a pretty surefire way to get in some commander damage. Ulamog's Dreadsire and Emrakul, the World Anew are also powerful ways to end the game.
Strengths of the Deck
Big creatures and free spells.
Ramp is pretty decent
Weaknesses of the Deck
Sometimes can be hard to end the game.
Graveyard gets exiled and thats very bad.
Conclusion
I think Dawning Archaic is a neat card, and it definitely can do very nifty stuff in a conventional, colored spell slinger deck. As a commander, we’re limited to some more expensive, less valuable instants and sorceries.
If you play this deck and it tickles your fancy, consider adding more expensive trigger duplicators like Roaming Throne or Panharmonicon. You can also pivot and make it more Eldrazi focused, with heavy hitters like Kozilek and Ulamog.
Commander
The Dawning Archaic
Bracket 2
EDH
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