Sunset Cleave, Sunrise Recovery
Dusk // Dawn fits a game plan that wants to clear the board and then recycle small threats. The Dusk half resolves as a straightforward mass removal that destroys all creatures with power 3 or greater. In vintage and Commander play this resolves timing and board state questions quickly. Play it when your opponents lean on big bodies you cannot deal with through combat or targeted answers.
The Dawn half carries Aftermath allowing a second use from the graveyard. Dawn returns creature cards with power 2 or less from your graveyard to your hand. That sequence rewards a two step approach. Cast Dusk to reset the battlefield then later cast Dawn from the graveyard to rebuild a low curve. It reads like a short scene in the Karlov Manor narrative where endings and small salvations occur in sequence.
Card Details:
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Mana Cost – Dusk {2}{W}{W} // Dawn {3}{W}{W}
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Card Type – Sorcery // Sorcery
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Subtypes – Aftermath on the Dawn half
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Card Text / Rules Text (Printed) – Dusk — Destroy all creatures with power 3 or greater. Dawn — Aftermath (Cast this spell only from your graveyard. Then exile it.) Return all creature cards with power 2 or less from your graveyard to your hand.
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Power / Toughness – n A