All Suns' Dawn MTG Card


All Suns’ Dawn provides significant card advantage by returning up to five cards to your hand. Accelerates game resources without additional mana costs, bypassing restrictions. Despite its limitation to sorcery speed, it readies your hand with versatile answers.
Card setsReleased in 3 setsSee all
Mana cost
Converted mana cost5
RarityRare
TypeSorcery

Text of card

For each color, return up to one target card of that color from your graveyard to your hand. Then remove All Suns' Dawn from the game.


Cards like All Suns' Dawn

All Suns’ Dawn stands out in Magic: The Gathering as a multicolored spell recycler. It shares the stage with other retrieval cards like Eternal Witness, which similarly allows the recovery of cards from the graveyard. What makes All Suns’ Dawn distinctive is its ability to return multiple cards, one of each color, from the graveyard to your hand. Eternal Witness, while restricted to retrieving just a single card, doesn’t limit the selection by color, offering more flexibility with less quantity.

On the other hand, we have Seasons Past, a card that delves into the past turns of the game, offering a broader selection of cards to return based on their varied mana costs. Unlike All Suns’ Dawn, Seasons Past can bring back any number of cards with different converted mana costs, potentially leading to a greater cumulative value. However, All Suns’ Dawn’s potential to pull one of each color makes it uniquely fitted for multicolored decks focusing on color synergy.

In essence, the comparison highlights that All Suns’ Dawn fits snugly within the collection of recursion spells in Magic: The Gathering, catering especially to decks that simultaneously exploit the color wheel for their strategic advantage.

Eternal Witness - MTG Card versions
Seasons Past - MTG Card versions
Eternal Witness - MTG Card versions
Seasons Past - MTG Card versions

Cards similar to All Suns' Dawn by color, type and mana cost

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Double Play - MTG Card versions
Restock - MTG Card versions
Tranquil Path - MTG Card versions
Parallel Evolution - MTG Card versions
Stunted Growth - MTG Card versions
Shamanic Revelation - MTG Card versions
Primal Command - MTG Card versions
Rebuking Ceremony - MTG Card versions
Feast of Worms - MTG Card versions
Natural Spring - MTG Card versions
Predatory Focus - MTG Card versions
Overrun - MTG Card versions
Incremental Growth - MTG Card versions
Savage Conception - MTG Card versions
Bestial Menace - MTG Card versions
Overwhelming Stampede - MTG Card versions
Predatory Rampage - MTG Card versions
Mischief and Mayhem - MTG Card versions
Selvala's Charge - MTG Card versions
Grizzly Fate - MTG Card versions

Card Pros

Card Advantage: One of the most striking benefits of All Suns’ Dawn is its potential to recover up to five cards from your graveyard. This powerful effect can significantly shift the momentum in your favor by reloading your hand with essential multicolored cards, providing a substantial advantage as the match progresses.

Resource Acceleration: By returning multiple cards to your hand, All Suns’ Dawn effectively accelerates your resources without spending extra mana. This card bypasses the usual one-card-per-turn limit, setting you up for a potent follow-up turn, where you can deploy numerous threats or answers simultaneously.

Instant Speed: Although All Suns’ Dawn operates at sorcery speed, its impact is similar to that of an instant-speed effect by prepping your hand with various responses. After a board wipe or when in dire need, casting this on your turn equips you with immediate answers for your next cycle, keeping you at pace with opponents using actual instant speed plays.


Card Cons

Discard Requirement: One notable downside of All Suns’ Dawn is the potential deck construction restraint. It necessitates having a diverse set of colors amongst the creatures in your graveyard to fully harness its effect. This could force players to alter their deck composition or miss out on the card’s full potential if a certain color is absent in their graveyard.

Specific Mana Cost: All Suns’ Dawn comes with a restrictive mana cost, requiring one green and four additional mana of any type. This specific requirement can be a challenge in multicolor decks that might struggle with mana fixing, thus hindering its inclusion in some strategies.

Comparatively High Mana Cost: Another drawback is its relatively high mana cost. For five mana, other cards may provide immediate board impact or more straightforward ways to recoup lost resources. This makes All Suns’ Dawn a less appealing choice in fast-paced games where efficiency and speed are key.


Reasons to Include All Suns’ Dawn in Your Collection

Versatility: All Suns’ Dawn provides exceptional flexibility, allowing players to return up to five cards from their graveyard to their hand – one of each color. This makes it suitable for multi-colored decks, enabling dynamic plays across various archetypes.

Combo Potential: With its ability to recur multiple cards, All Suns’ Dawn can reintegrate key pieces into your hand, setting the stage for powerful combo interactions in subsequent turns that can swiftly shift the tide of the game.

Meta-Relevance: In the ever-shifting landscape of the metagame, having a card that can adapt and provide value in prolonged matches is crucial. All Suns’ Dawn thrives in environments where strategic recovery and resilience are essential to outmaneuvering opponents’ tactics.


How to beat

All Suns’ Dawn is a versatile recovery card in MTG that allows players to reclaim a multitude of resources from their graveyard. Standing out in decks that capitalize on multicolor cards, its value is undeniable as it can bring back a bevy of options to a player’s hand. To strategically outmaneuver an opponent utilizing All Suns’ Dawn, one should focus on graveyard control. Implementing cards that exile or shuffle the opponent’s graveyard into their library can mitigate the card’s impact significantly.

Considering cards like Relic of Progenitus or Tormod’s Crypt can serve as direct counters, keeping the graveyard clear and All Suns’ Dawn’s potential at bay. Rest in Peace is yet another powerful enchantment that can neutralize graveyard strategies altogether. Moreover, instant speed interaction like Surgical Extraction can remove key pieces before All Suns’ Dawn gets a chance to work its magic. These methods not only disrupt All Suns’ Dawn but also other cards that rely on graveyard synergy, effectively blunting a cornerstone of many multicolor decks.

In essence, a proactive approach targeting the graveyard will hamper your opponent’s ability to maximize the effectiveness of All Suns’ Dawn, ensuring that what sun has set remains beyond the horizon.


Where to buy

If you're looking to purchase All Suns' Dawn MTG card by a specific set like Fifth Dawn and Modern Masters 2015, there are several reliable options to consider. One of the primary sources is your local game store, where you can often find booster packs, individual cards, and preconstructed decks from current and some past sets. They often offer the added benefit of a community where you can trade with other players.

For a broader inventory, particularly of older sets, online marketplaces like TCGPlayer, Card Kingdom and Card Market offer extensive selections and allow you to search for cards from specific sets. Larger e-commerce platforms like eBay and Amazon also have listings from various sellers, which can be a good place to look for sealed product and rare finds.

Additionally, Magic’s official site often has a store locator and retailer lists for finding Wizards of the Coast licensed products. Remember to check for authenticity and the condition of the cards when purchasing, especially from individual sellers on larger marketplaces.

Below is a list of some store websites where you can buy the All Suns' Dawn and other MTG cards:

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Printings

The All Suns' Dawn Magic the Gathering card was released in 3 different sets between 2004-06-04 and 2015-05-22. Illustrated by Glen Angus.

#ReleasedNameCodeSymbolNumberFrameLayoutBorderArtist
12004-06-04Fifth Dawn5DN 812003NormalBlackGlen Angus
22015-05-22Modern Masters 2015MM2 1382015NormalBlackGlen Angus
32020-09-26The ListPLST 5DN-812003NormalBlackGlen Angus

Legalities

Magic the Gathering formats where All Suns' Dawn has restrictions

FormatLegality
CommanderLegal
LegacyLegal
ModernLegal
OathbreakerLegal
VintageLegal
DuelLegal
PredhLegal
PennyLegal

Rules and information

The reference guide for Magic: The Gathering All Suns' Dawn card rulings provides official rulings, any errata issued, as well as a record of all the functional modifications that have occurred.

Date Text
2004-12-01 All Suns’ Dawn can have from zero to five targets, one for each color.
2004-12-01 You can target two blue-and-white multicolored cards by choosing one as the blue card and one as the white card.
2004-12-01 You choose the color each target must be when you choose it as a target, so if the card you targeted as a blue card is red when All Suns’ Dawn resolves, the card is an illegal target, even if the spell doesn’t target another red card.