← MTG Rules

Rules guide · Enchantment

Dawn of the DeadHow it works & interactions with other cards

By the ManaCount desk· 2 min read· Torment· February 4, 2002
Carte Magic Dawn of the Dead

Dawn of the Dead is one of those cards players keep asking about. Here is, in plain words, what its official text says, the rulings published by Wizards of the Coast, and the combos players actually run.

01

Official card text

At the beginning of your upkeep, you lose 1 life. At the beginning of your upkeep, you may return target creature card from your graveyard to the battlefield. That creature gains haste until end of turn. Exile it at the beginning of the next end step.

Complete guide

Dawn of the Dead is a powerful black enchantment that offers a continuous cycle of life and death, perfect for players who view their graveyard as a second hand. While it demands a toll of life each turn, it grants you the ability to call spirits back for one final, hasty strike. Mastering this card requires understanding the timing of its triggered abilities and how to maximize the temporary presence of your creatures.

A Two-Part Upkeep

Dawn of the Dead has two separate triggered abilities that occur at the beginning of your upkeep. The first is a mandatory loss of 1 life, and the second is an optional ability that targets a creature card in your graveyard. Because both trigger at the same time, you choose the order in which they are put on the stack. The creature you return will gain haste, allowing it to attack or use tap abilities immediately, but its time is limited: it must be exiled at the beginning of the next end step.

Step-by-Step Resolution

When your upkeep begins, both triggers go on the stack. First, resolve the life loss, then resolve the return ability. You choose a target creature card in your graveyard. As the ability resolves, that card enters the battlefield and gains haste. This creature is now 'marked' for exile. At the beginning of the next end step, a delayed triggered ability will fire, attempting to exile that specific creature. If the creature has already left the battlefield before this trigger (perhaps due to a sacrifice effect), it will not be exiled if it somehow returns later, as it is considered a new object.

Timing and Tactical Tips

Common mistakes often involve the 'end step' clause. If you bring a creature back during your upkeep, it will be exiled at the beginning of your own end step. However, if the creature is removed from the battlefield by other means (like a sacrifice outlet) before the end step trigger resolves, you can bypass the exile clause entirely. Remember that the creature is only exiled if it is still on the battlefield when the end step trigger happens; if it's already gone, the ability does nothing.

When to Play Dawn of the Dead

This enchantment shines in decks that possess high-impact 'enters the battlefield' or 'dies' triggers. It is particularly effective in monoblack or Orzhov strategies where you can mitigate the life loss or use the temporary creature as fodder for other spells. It serves as a consistent engine for aggressive pressure or utility, provided you have a graveyard well-stocked with targets.

Interaction examples

Sustaining the Toll

During your upkeep, Dawn of the Dead triggers, causing you to lose 1 life. However, if an opponent loses life later in the turn (perhaps from the hasty creature you just reanimated), Exquisite Blood will trigger, allowing you to gain that life back. This helps offset the recurring cost of the enchantment's upkeep tax.

Weaponizing the Life Loss

While Dawn of the Dead forces you to lose life, Sanguine Bond requires you to gain life to trigger. If you use Dawn of the Dead to return a creature with a life-link ability or a 'gain life' enter-the-battlefield effect, Sanguine Bond will trigger when that life is gained, turning your reanimation engine into a direct damage source against your opponents.

The Infinite Loop Potential

With both Sanguine Bond and Exquisite Blood on the field, Dawn of the Dead provides the initial momentum. Once you return a creature and deal damage or gain life, the two enchantments will trigger each other in a loop. Every time an opponent loses life, you gain life; every time you gain life, an opponent loses life. This continues until your opponents have no life left, all started by a single reanimated creature.

Guide written with AI from the official text and rulings. Official English text prevails.

How it works : Dawn of the Dead

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    If the creature leaves the battlefield, but returns to the battlefield before the triggered ability resolves, you won’t exile it. This is because it is treated as a different object than the one to which the ability refers.

    No other card is named in this ruling.

  2. #2· Wizards of the Coast

    The creature is only exiled if it is still on the battlefield at the beginning of the end step.

    No other card is named in this ruling.

02

Legal formats

legacyvintagecommanderoathbreakerduelpremodernpredh
0 Image

Commentaires

  • Sois le premier à commenter cette carte.

Read next

Meta decks with Dawn of the Dead

No archived Top 8 deck with this card yet.

Explore the meta
Official source