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White mono

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Celestial DawnEnlarge

Celestial Dawn

{1}{W}{W}

Enchantment

Classic Sixth Edition

Read rules for Celestial Dawn
Lands you control are Plains. Nonland permanents you control are white. The same is true for spells you control and nonland cards you own that aren't on the battlefield. You may spend white mana as though it were mana of any color. You may spend other mana only as though it were colorless mana.

Full card details & printings ›

Date Posted: Sat Nov/17/12 at 9:14 pm

americanwerewolf
Posts: 79
Joined: 23-Dec-11

I don't understand why this has not been posted before.

With these two out and 6 more lands (maybe 3 more Emeria, the Sky Ruin and 3 other lands), you get a creature (or 4) back each upkeep.
Date Posted: Sat Nov/17/12 at 11:48pm

Boyachi
Posts: 1553
Joined: 02-Nov-11

I'm assuming people didn't think of it as a combo so much as synergy.

I acknowledge that you made Emeria accessible to multicolor decks through this method, but it should want speed too. Exploration, Land Tax, Fastbond, Rampant Growth, and the like would be needed for getting the lands out, while Putrid Imp, Buried Alive, Duress, Frantic Research, Thought Devourer, and such would be for getting creatures into the graveyard.
Date Posted: Sun Nov/18/12 at 12:23am

americanwerewolf
Posts: 79
Joined: 23-Dec-11

Oh certainly.
Date Posted: Sun Nov/18/12 at 12:02pm

TheCaptain
Posts: 909
Joined: 13-Apr-11

THe issue with this is that you still need 7 lands to trigger Emeria. If you're playing mono white, then all that Celestial Dawn does is make Emeria and other non-basics into plains. If you're playing more than one color or if you're running a lot of non-basic's this could be useful, but I think in mono-white decks something like the ramps suggested above are going to work better for you.
Date Posted: Sun Nov/18/12 at 12:42pm

knarf_the_dwarf
Posts: 1370
Joined: 30-Nov-11

I would like to point out that all your lands in play are plains. That means, all your lands have 1 ability to add w to your pool for tapping. They do not have any other activated, triggered or static ability or effect or whatever, they simply are just plains.
So your idea with 4 Emerias and 3 plains and CD will not return 4 creatures per turn, it simply will provide wwwwwww.

Also see http://wiki.mtgsalvation.com/article/Land_changers#Land_changers if you're interested for some ressources for card abilities.

What you need to make it work is Prismatic Omen


[Edited by knarf_the_dwarf on 18/Nov/12 at 12:54PM]
Date Posted: Mon Nov/19/12 at 3:55am

americanwerewolf
Posts: 79
Joined: 23-Dec-11

Valid comments Captain and Knarf. I appreciate your thoughts. Green would make a better addition to the deck. Particular the cards mentioned including from Boyachi.
Date Posted: Mon Nov/19/12 at 7:13am

hypnoschaos
Posts: 22
Joined: 15-Feb-11

Celestial Dawn changes the lands type, but nothing else about the card.  Plains natively have the ability to tap for {W} according to the rules, but Celestial Dawn does not remove other abilities. 

As knarf_the_dwarf posted: http://wiki.mtgsalvation.com/article/Land_changers#Land_changers
Date Posted: Mon Nov/19/12 at 9:18am

Boyachi
Posts: 1553
Joined: 02-Nov-11

Yes, all lands are only plains and nothing more, citing gatherer:

"Enters the battlefield" triggered abilities of lands you play won't trigger since the lands will enter the battlefield as Plains. Effects that modify how those lands enter the battlefield, however, will still work. For example, if you play a Dimir Aqueduct, it will enter the battlefield tapped as a Plains, but you won't return a land to your hand.




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