{"id":965,"date":"2023-07-12T06:30:56","date_gmt":"2023-07-12T10:30:56","guid":{"rendered":"https:\/\/fabrec.gg\/articles\/?p=965"},"modified":"2023-07-10T17:11:31","modified_gmt":"2023-07-10T21:11:31","slug":"dusk-till-dawn-set-review-light-and-illusionist","status":"publish","type":"post","link":"https:\/\/fabrec.gg\/articles\/dusk-till-dawn-set-review-light-and-illusionist\/","title":{"rendered":"Dusk Till Dawn Set Review &#8211; Light and Illusionist"},"content":{"rendered":"<p>Hello there! Today I&#8217;ll be reviewing Light and Illusionist cards from <em>Dusk Till Dawn<\/em>, the upcoming set from <em>Flesh and Blood<\/em>. I&#8217;ve always had an affinity for Prism. Playing cards that stay around long after the turn is over, and then using those cards as minor advantages over a long game is exactly my play style. That style helped me take down The Calling: Las Vegas 2021 with <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Prism, Sculptor of Arc Light\"href=\"#\" target=\"_blank\">Prism, Sculptor of Arc Light<\/a><span class=\"edhrecp__link-image\"><\/span><\/span>. So without further adieu, let&#8217;s jump into the new cards.<\/p>\n<h2><span style=\"font-size: 14pt;\">A New Hero Enters&#8230;<\/span><\/h2>\n<div class=\"edhrecp__cards\"><div class=\"edhrecp__card-container\" name=\"Prism, Awakener of Sol\"><\/div><\/div>\n<p><span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Prism, Awakener of Sol\"href=\"#\" target=\"_blank\">Prism, Awakener of Sol<\/a><span class=\"edhrecp__link-image\"><\/span><\/span> is actually a very easy hero to understand. The first ability lets you tutor (search your deck) for a Figment whenever a Herald goes to soul during an action phase. Each Figment card comes into the arena with its own ability. The easy way to think about this is that anytime a Herald goes to soul it gets an additional ability of whatever Figment you want to tutor. Most of the time this will happen because the Herald will hit your opponent, but keep in mind that <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Halo of Illumination\"href=\"#\" target=\"_blank\">Halo of Illumination<\/a><span class=\"edhrecp__link-image\"><\/span><\/span> and <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Soul Food\"href=\"#\" target=\"_blank\">Soul Food<\/a><span class=\"edhrecp__link-image\"><\/span><\/span> are additional ways of getting a Herald into your soul.<\/p>\n<p>Unfortunately, <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Genesis\"href=\"#\" target=\"_blank\">Genesis<\/a><span class=\"edhrecp__link-image\"><\/span><\/span> is not a way to trigger Prism because it doesn&#8217;t trigger during an action phase. Prism also has a second ability which flips Figments that you&#8217;ve tutored into their Angel side. These Angels have powerful abilities which usually correspond with the Figment side and are Allies that can attack your opponent.<\/p>\n<p>Traditionally, Prism has done well into classes that:<\/p>\n<ol>\n<li>Don&#8217;t have enough six-attack cards to trigger phantasm.<\/li>\n<li>Can&#8217;t go wide enough to pressure her permanent cards and the life total at the same time.<\/li>\n<\/ol>\n<p>This doesn&#8217;t change with <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Prism, Awakener of Sol\"href=\"#\" target=\"_blank\">Prism, Awakener of Sol<\/a><span class=\"edhrecp__link-image\"><\/span><\/span>. She should have strong matchups into Ranger, Guardian, and Warrior that all have problems in one or both of these categories.<\/p>\n<h2><span style=\"font-size: 14pt;\">But How Much is a Figment Worth?<\/span><\/h2>\n<div class=\"edhrecp__cards\"><div class=\"edhrecp__card-container\" name=\"Figment of Erudition\"><\/div><div class=\"edhrecp__card-container\" name=\"Figment of Protection\"><\/div><div class=\"edhrecp__card-container\" name=\"Figment of Triumph\"><\/div><\/div>\n<p>The difficult part of Prism will be how best to leverage your Figments into victory. Each Figment ability will be better in some situations and worse in others, making them very difficult to play. The first time a Herald goes to soul you will presumably have up to eight options to choose from (assuming you don&#8217;t have one in your hand or arena). In addition to choosing the best Figment to tutor from your deck, you also have to choose the best time to flip these Figments into their Angel side. All of this together will make Prism a difficult deck to play to its highest potential. That being said, Figments\/Angels are going to be the easiest way for <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Prism, Awakener of Sol\"href=\"#\" target=\"_blank\">Prism, Awakener of Sol<\/a><span class=\"edhrecp__link-image\"><\/span><\/span> to win a game of <em>Flesh and Blood<\/em>.<\/p>\n<p>The best 3 Figments:<\/p>\n<ol>\n<li><span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Figment of Erudition\"href=\"#\" target=\"_blank\">Figment of Erudition<\/a><span class=\"edhrecp__link-image\"><\/span><\/span><\/li>\n<li><span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Figment of Protection\"href=\"#\" target=\"_blank\">Figment of Protection<\/a><span class=\"edhrecp__link-image\"><\/span><\/span><\/li>\n<li><span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Figment of Triumph\"href=\"#\" target=\"_blank\">Figment of Triumph<\/a><span class=\"edhrecp__link-image\"><\/span><\/span><\/li>\n<\/ol>\n<h2><span style=\"font-size: 14pt;\">The Equipment Facilitates the Whole Game Plan.<\/span><\/h2>\n<div class=\"edhrecp__cards\"><div class=\"edhrecp__card-container\" name=\"Luminaris, Celestial Fury\"><\/div><div class=\"edhrecp__card-container\" name=\"Empyrean Rapture\"><\/div><div class=\"edhrecp__card-container\" name=\"Diadem of Dreamstate\"><\/div><\/div>\n<p>While two resources is a lot to pay for go again from the new <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Luminaris, Celestial Fury\"href=\"#\" target=\"_blank\">Luminaris, Celestial Fury<\/a><span class=\"edhrecp__link-image\"><\/span><\/span>, the instant speed timing makes it worth it. Consider the case where you have <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Phantasmal Footsteps\"href=\"#\" target=\"_blank\">Phantasmal Footsteps<\/a><span class=\"edhrecp__link-image\"><\/span><\/span> in play with a <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Wartune Herald red\"href=\"#\" target=\"_blank\">Wartune Herald red<\/a><span class=\"edhrecp__link-image\"><\/span><\/span> attacking. If your opponent decides to pop Phantasm you can pay one resource to get an action point. If they decide to block without popping Phantasm, you can now use Luminaris to give the card go again after blocks. These can become a losing situation for your opponent when deciding how to block.<\/p>\n<p><span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Empyrean Rapture\"href=\"#\" target=\"_blank\">Empyrean Rapture<\/a><span class=\"edhrecp__link-image\"><\/span><\/span> makes putting Heralds into your soul even more potent, because now making them into Angels becomes free. Gaining two resources (think <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Heartened Cross Strap\"href=\"#\" target=\"_blank\">Heartened Cross Strap<\/a><span class=\"edhrecp__link-image\"><\/span><\/span>) is a very powerful ability and can definitely rival <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Fyendal&#8217;s Spring Tunic\"href=\"#\" target=\"_blank\">Fyendal&#8217;s Spring Tunic<\/a><span class=\"edhrecp__link-image\"><\/span><\/span> for the chest slot.<\/p>\n<p><span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Diadem of Dreamstate\"href=\"#\" target=\"_blank\">Diadem of Dreamstate<\/a><span class=\"edhrecp__link-image\"><\/span><\/span> is a powerful effect, but doesn&#8217;t exactly outclass other head pieces that can be played in the same spot. But what makes Diadem so interesting is that it can be played in a Prism deck that focuses on Ward rather then Heralds, opening up completely different play styles for Prism or even for Dromai.<\/p>\n<h2><span style=\"font-size: 14pt;\">These Cards Help Make Heralds a Hit!<\/span><\/h2>\n<div class=\"edhrecp__cards\"><div class=\"edhrecp__card-container\" name=\"Angelic Wrath red\"><\/div><div class=\"edhrecp__card-container\" name=\"Celestial Reprimand blue\"><\/div><div class=\"edhrecp__card-container\" name=\"Lumina Lance\"><\/div><\/div>\n<p>Forcing through Herald hits is going to be an important part of making Prism work. Being able to increase the attack to go over the top of a full block, or reducing the attack of a popper, is just what Prism needs. While <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Angelic Wrath yellow\"href=\"#\" target=\"_blank\">Angelic Wrath<\/a><span class=\"edhrecp__link-image\"><\/span><\/span> looks playable in any color, <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Celestial Reprimand blue\"href=\"#\" target=\"_blank\">Celestial Reprimand<\/a><span class=\"edhrecp__link-image\"><\/span><\/span> is best in blue because the overwhelming majority of Phantasm poppers are going to be exactly six attack. There is a major cost of putting these cards into your deck though: they don&#8217;t block! Between the Figments and these cards you might end up with hands full of cards unable to block your opponent&#8217;s effects, which is a surefire way to lose from 32 health.<\/p>\n<p><span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Lumina Lance\"href=\"#\" target=\"_blank\">Lumina Lance<\/a><span class=\"edhrecp__link-image\"><\/span><\/span> is such an interesting card, because instead of coming with a resource cost it comes with a cards from soul cost. It&#8217;s drawn comparisons to <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Celestial Cataclysm\"href=\"#\" target=\"_blank\">Celestial Cataclysm<\/a><span class=\"edhrecp__link-image\"><\/span><\/span> and <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Enlightened Strike\"href=\"#\" target=\"_blank\">Enlightened Strike<\/a><span class=\"edhrecp__link-image\"><\/span><\/span>, which are both very powerful effects, but it&#8217;s really its own thing. This card is on the cusp of being playable in both <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Prism, Awakener of Sol\"href=\"#\" target=\"_blank\">Prism, Awakener of Sol<\/a><span class=\"edhrecp__link-image\"><\/span><\/span> and <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Ser Boltyn, Breaker of Dawn\"href=\"#\" target=\"_blank\">Ser Boltyn, Breaker of Dawn<\/a><span class=\"edhrecp__link-image\"><\/span><\/span> decks, but it doesn&#8217;t quite hit the mark. In either deck having lots of cards in soul is a surefire way to tell if a deck is winning or not. Therefore, if you have extra cards in soul, it makes Lumina Lance a win-more card, but I&#8217;m happy to be proven wrong on this one.<\/p>\n<h2><span style=\"font-size: 14pt;\">Sideboarding Vs. Shadow<\/span><\/h2>\n<p><span style=\"font-size: 12pt;\"><div class=\"edhrecp__cards\"><div class=\"edhrecp__card-container\" name=\"Lay to Rest red\"><\/div><div class=\"edhrecp__card-container\" name=\"Defender of Daybreak blue\"><\/div><div class=\"edhrecp__card-container\" name=\"Break of Dawn red\"><\/div><\/div><\/p>\n<p><em>Dusk Till Dawn<\/em> continues the tradition of printing Light cards that get buffs from being played against Shadow heroes, and vice versa. With two Shadow heroes in <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Levia, Shadowborn Abomination\"href=\"#\" target=\"_blank\">Levia, Shadowborn Abomination<\/a><span class=\"edhrecp__link-image\"><\/span><\/span> and <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Vynnset, Iron Maiden\"href=\"#\" target=\"_blank\">Vynnset, Iron Maiden<\/a><span class=\"edhrecp__link-image\"><\/span><\/span> bound to be popular, these anti-Shadow cards are worth considering for sideboard purposes.<\/p>\n<p><span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Lay to Rest red\"href=\"#\" target=\"_blank\">Lay to Rest<\/a><span class=\"edhrecp__link-image\"><\/span><\/span> is probably not interesting enough to consider for either Light hero. On its face a one-for-six is above rate, but that&#8217;s all the card does, and only if your opponent is one of the two Shadow heroes.<\/p>\n<p><span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Defender of Daybreak blue\"href=\"#\" target=\"_blank\">Defender of Daybreak<\/a><span class=\"edhrecp__link-image\"><\/span><\/span> and <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Break of Dawn red\"href=\"#\" target=\"_blank\">Break of Dawn<\/a><span class=\"edhrecp__link-image\"><\/span><\/span> both have tank Prism vibes from the old days of <em>Flesh and Blood<\/em> where fatigue with any deck was a possibility. These cards both bring major defensive upgrades to a deck that traditionally blocks very well when it wants to.<\/p>\n<h2><span style=\"font-size: 14pt;\">In Fact There is a Defensive Sub-Theme to These Cards&#8230;<\/span><\/h2>\n<div class=\"edhrecp__cards\"><div class=\"edhrecp__card-container\" name=\"Radiant Forcefield\"><\/div><div class=\"edhrecp__card-container\" name=\"Flicker Trick\"><\/div><div class=\"edhrecp__card-container\" name=\"Celestial Resolve red\"><\/div><\/div>\n<p><span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Radiant Forcefield\"href=\"#\" target=\"_blank\">Radiant Forcefield<\/a><span class=\"edhrecp__link-image\"><\/span><\/span> has a powerful ability to turn cards in soul into life, but there are two things working against it. First, a card in soul might be worth more then a life if used in other ways already. Second, there are more good anti-prevention effects to punish playing these types of cards. I think <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Radiant Forcefield\"href=\"#\" target=\"_blank\">Radiant Forcefield<\/a><span class=\"edhrecp__link-image\"><\/span><\/span> is a powerful effect that can be used in the future to create a new archetype (defensive Boltyn anyone?)<\/p>\n<p><span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Flicker Trick\"href=\"#\" target=\"_blank\">Flicker Trick<\/a><span class=\"edhrecp__link-image\"><\/span><\/span> blocking five for zero resources is a powerful effect, but it only works in such niche scenarios. Any attack that is more than five is an automatic no-block. Any attack three or less makes this card inefficient in your deck. Any attack reaction that can bring an attack six or above can make it worthless. There are just simply too many bad scenarios to consider <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Flicker Trick\"href=\"#\" target=\"_blank\">Flicker Trick<\/a><span class=\"edhrecp__link-image\"><\/span><\/span> as a good card.<\/p>\n<p><span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Celestial Resolve red\"href=\"#\" target=\"_blank\">Celestial Resolve<\/a><span class=\"edhrecp__link-image\"><\/span><\/span> is the best card of the bunch. There was already a push for <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Reinforce the Line red\"href=\"#\" target=\"_blank\">Reinforce the Line<\/a><span class=\"edhrecp__link-image\"><\/span><\/span> in decks that could support it as an answer to <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Azalea, Ace in the Hole\"href=\"#\" target=\"_blank\">Azalea, Ace in the Hole<\/a><span class=\"edhrecp__link-image\"><\/span><\/span>. Celestial Resolve has a slightly lower card pool to work with but defends for one more. I can envision this becoming a niche sideboard card in Herald heavy decks as an answer to the dominate key word.<\/p>\n<h2><span style=\"font-size: 14pt;\">A Few Random Cards to Round Out the Bunch<\/span><\/h2>\n<div class=\"edhrecp__cards\"><div class=\"edhrecp__card-container\" name=\"Lost in Thought\"><\/div><div class=\"edhrecp__card-container\" name=\"Searing Ray red\"><\/div><div class=\"edhrecp__card-container\" name=\"Light of Sol\"><\/div><\/div>\n<p>I wish I could count all the things <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Lost in Thought\"href=\"#\" target=\"_blank\">Lost in Thought<\/a><span class=\"edhrecp__link-image\"><\/span><\/span> does badly, but I&#8217;ll just give you three. The first, and most obvious, is giving your opponent a <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Ponder\"href=\"#\" target=\"_blank\">Ponder<\/a><span class=\"edhrecp__link-image\"><\/span><\/span> token, which means you aren&#8217;t even taking a full card from your opponent unless that card completely makes the hand. Second, you&#8217;re paying a resource, which means this is more than one card to take a card out of your opponent&#8217;s hand. Third, it can only take attack actions, which in some cases doesn&#8217;t ruin the hand or even take a card. Imagine your Runeblade opponent shows you four non-attacks with an attack in arsenal, or a hand reliant on <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Sonata Arcanix\"href=\"#\" target=\"_blank\">Sonata Arcanix<\/a><span class=\"edhrecp__link-image\"><\/span><\/span>. You just paid one resource to look at your opponent&#8217;s hand at that point. Lost in Thought is one of the most overhyped cards in this set.<\/p>\n<p>On the other hand, I haven&#8217;t heard anyone talk about <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Searing Ray red\"href=\"#\" target=\"_blank\">Searing Ray<\/a><span class=\"edhrecp__link-image\"><\/span><\/span>, which looks perfect as a Boltyn card. Boltyn looks to be the new deck that will be reliant on yellow cards, which will not only make this a one resource for six attack, but also will be easy to use Boltyn&#8217;s go again ability on. This might be an unassuming all-star for Boltyn going forward.<\/p>\n<p>The very last card I want to talk about is the Fable itself, <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Light of Sol\"href=\"#\" target=\"_blank\">Light of Sol<\/a><span class=\"edhrecp__link-image\"><\/span><\/span>. Most recent Fables have been lacking in power and not seen competitive play. Light of Sol will likely end that streak. Let&#8217;s start with the obvious. Prism wants to get free cards into soul to trigger her Figment ability and be able to flip Angels. She also has the perfect card to set up a yellow Herald on top of the deck in <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Figment of Rebirth\"href=\"#\" target=\"_blank\">Figment of Rebirth<\/a><span class=\"edhrecp__link-image\"><\/span><\/span>. This card allows Prism to have three or even four Figment turns!<\/p>\n<p>Now turn your attention to what Light of Sol does in Boltyn, who just got a fancy new set of Banneret cards (which will be discussed in the Warrior set review) that want to go into soul for bonus effects. On top of this, if you hit a yellow card, which is very likely since Boltyn wants to play yellow now, you automatically turn on &#8220;charged this turn&#8221; for all cards such as <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Battlefield Blitz red\"href=\"#\" target=\"_blank\">Battlefield Blitz<\/a><span class=\"edhrecp__link-image\"><\/span><\/span>. This might actually be the most busted Fabled ever printed in <em>Flesh and Blood<\/em>.<\/p>\n<h2><span style=\"font-size: 14pt;\">In Conclusion<\/span><\/h2>\n<p>Light and Illusionist cards are as interesting as ever and present complex puzzles for deckbuilding. Some of these cards are absolutely pushed in power level (<span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Light of Sol\"href=\"#\" target=\"_blank\">Light of Sol<\/a><span class=\"edhrecp__link-image\"><\/span><\/span>) and others are absolutely lacking (<span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Lost in Thought\"href=\"#\" target=\"_blank\">Lost in Thought<\/a><span class=\"edhrecp__link-image\"><\/span><\/span>). I&#8217;m excited to tackle a new Prism deck myself, but what do you think? Was there a card in this review where you think I missed the mark? Let me know in the comments below what you think of Light and Illusionist in <em>Dusk Till Dawn<\/em>.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Tyler (aka Pony Puddle) is here with his first article for FABREC, and it&#8217;s a doozy! Come along on this guided journey through the Light and Illusionist cards from Dusk Till Dawn, the newest set of Flesh and Blood.<\/p>\n","protected":false},"author":14,"featured_media":783,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[9],"tags":[152,35,180,36,179,171,178],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v21.3 - https:\/\/yoast.com\/wordpress\/plugins\/seo\/ -->\n<title>Dusk Till Dawn Set Review - Light and Illusionist - FABREC<\/title>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"https:\/\/fabrec.gg\/articles\/dusk-till-dawn-set-review-light-and-illusionist\/\" \/>\n<meta property=\"og:locale\" content=\"en_US\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"Dusk Till Dawn Set Review - Light and Illusionist - FABREC\" \/>\n<meta property=\"og:description\" content=\"Tyler (aka Pony Puddle) is here with his first article for FABREC, and it&#039;s a doozy! 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