Eirdu, Carrier of Dawn // Isilu, Carrier of Twilight
Eirdu, Carrier of Dawn // Isilu, Carrier of Twilight (back)

Eirdu, Carrier of Dawn // Isilu, Carrier of Twilight

Color Identity

B mana
W mana

Details

Mana Value

5

Popularity

#1,088

of 3,381 commanders · via EDHREC

Card Text

Legendary Creature — Elemental God // Legendary Creature — Elemental God

Flying, lifelink

Creature spells you cast have convoke. (Your creatures can help cast those spells. Each creature you tap while casting a creature spell pays for {1} or one mana of that creature's color.)

At the beginning of your first main phase, you may pay {B}. If you do, transform Eirdu.

//

Flying, lifelink

Each other nontoken creature you control has persist. (When it dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner's control with a -1/-1 counter on it.)

At the beginning of your first main phase, you may pay {W}. If you do, transform Isilu.

5/5

Playstyle

Midrange · Flexible pace · Supportive · Incremental wins

Aggression
2 of 5
Speed
2 of 5
Interaction
1 of 5
Combat
3 of 5
Engine
4 of 5
Complexity
4 of 5

Card Price

€4.27CardMarket
as of 2026-08-17

Strategy Guides

Aristocrats Strategy Guide

Aristocrats decks are for players who enjoy turning expendable creatures into cards, Treasure, damage, and life drain whenever they die. This strategy wants to make cheap bodies, use sacrifice commanders and free outlets, and convert each death trigger into value to win through drain effects or recursive sacrifice loops. Unlike Tokens, it cares less about attacking with many bodies, and unlike broad Sacrifice decks it is specifically built around death trigger payoffs. The best aristocrats commanders let you grind from small pieces while the table decides whether removing your board helps you or hurts them.

Learn more about aristocrats strategies

Combo Strategy Guide

Combo decks are for players who enjoy finding a narrow line, protecting it, and ending the game with specific cards working together. This strategy wants to assemble combo commanders, tutors, draw, and compact two-card or three-card packages, using infinite combos or deterministic loops, to win in one decisive moment. Unlike Spellslinger it is not paid for every spell cast, unlike Storm it does not need a long chain turn, and unlike Big Mana it does not rely on casting one enormous payoff. The best combo decks EDH players build balance speed with enough interaction to survive the table's disruption.

Learn more about combo strategies

+1/+1 Counters Strategy Guide

+1/+1 counter decks are for players who want small creature upgrades to become permanent pressure across the board. This strategy wants to grow creatures over several turns, using +1/+1 counter commanders, counter doublers, and counter payoffs, to win through combat damage from creatures that keep getting larger. Unlike Tokens, Counters grows creatures over time instead of making many bodies, and unlike Voltron it spreads power beyond one attacker; unlike Proliferate, it focuses on +1/+1 growth rather than every counter type, while Infect is a separate poison plan. Counters matter decks reward pilots who sequence early creatures, multipliers, and protection so each trigger converts into lasting board presence.

Learn more about +1/+1 counters strategies

Tokens Strategy Guide

Token decks are for players who want one card to become many bodies and then decide whether those bodies attack, block, draw cards, or fuel another engine. This strategy wants to flood the battlefield with creatures, using token commanders, repeatable generators, and anthem effects, to win through a go wide attack or by converting the swarm into damage, drain, or mana. Tokens is different from Aristocrats because making bodies comes first, from Counters because it grows wide instead of tall, and from Voltron because it spreads pressure across many creatures. The best token decks EDH players build reward patience against sweepers and careful timing on the finishing turn.

Learn more about tokens strategies

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