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Moxonomy

Dawn Charm

Instant1 generic manaWhite mana

Three white instants that already existed in isolation, stapled onto a single mode selection: a Fog, a regeneration shield, and a counter narrowed to spells aimed at you. Each mode is individually playable but unremarkable; the trick is that you commit two mana without committing to a problem, then answer whichever one shows up. The alpha strike you didn't see coming gets fogged. The removal aimed at your blocker gets eaten by the regenerate. The burn spell or edict pointed at your face gets countered outright. That last mode is the most interesting structurally, because it functions as a narrowed relative of the spells that protect a player from being targeted: it does nothing against a sweeper or a creature kill spell, but against the specific class of "you, the player, are the target" effects it is a clean Negate that the opponent cannot play around by sequencing. The trade for that flexibility is that no single mode is the best version of itself, and you only ever pick one per cast. It is a card built for the deck that wants to leave white mana up and refuse to telegraph what the answer is, then choose the answer on the stack once the threat declares itself.

Dawn Charm (uma)
UMA · #13uncommon
Pricing
Normal: $1.93
Foil: $6.13
Oracle Text

Rules text

Choose one — • Prevent all combat damage that would be dealt this turn. • Regenerate target creature. • Counter target spell that targets you.
Legalities

Format Status

Standard
N/A
Pioneer
N/A
Modern
Legal
Legacy
Legal
Vintage
Legal
Commander
Legal
Pauper
Legal
Brawl
N/A
Historic
N/A
Alchemy
N/A
Timeless
N/A
Standard Brawl
N/A
More formats
Old School
N/A
Premodern
N/A
PreDH
Legal
Pauper Commander
Legal
Oathbreaker
Legal
Gladiator
N/A
Penny Dreadful
N/A
Duel Commander
Legal
Future Standard
N/A
COMPETITIVEBRAWL
N/A
TLR
Legal
Printings elsewhere

Other printings

2 sets
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