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Moxonomy

False Dawn

Sorcery1 generic manaWhite mana

Most fixing in Magic adds the colors you lack; this one takes the colors you already make and launders them into white, then unlocks that white to pay for anything. It is a fixer aimed at the wrong half of the problem, which is exactly why it never found a home in a fair deck. The interesting reading is the combo one: any source that produces a meaningful quantity of colored mana (a ritual, a creature with a big mana ability, a doubler) gets converted to white and then spent as though it were any color, so a deck producing off-color mana in bulk can recolor it all and pour it into a colorless or off-color payoff in a single turn. The cantrip on the back end is the small mercy that lets a fragile build run it without flooding on dead draws: even a misfire replaces itself. The white-mana-pays-for-anything clause was a recurring motif in this era of design, a set built around enemy-color and allied-color tension, and this is the white piece of that conversation. It reads as a niche enabler because it is one: a card that does nothing until you have decided precisely what you are turning your mana into.

False Dawn (apc)
APC · #10rare
Pricing
Normal: $0.25
Foil: $9.02
Oracle Text

Rules text

Until end of turn, spells and abilities you control that would add colored mana instead add that much white mana. Until end of turn, you may spend white mana as though it were mana of any color. Draw a card.
Legalities

Format Status

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