Last Light of Durin's Day
Last Light of Durin's Day1 R
Enchantment
Whenever a Mountain you control enters, put a quest counter on this enchantment. If it has six or more quest counters on it, sacrifice it. If you do, search your hand and/or library for a Dragon card and put it onto the battlefield. If you search your library this way, shuffle. Mountaincycling 2 (2 , Discard this card: Search your library for a Mountain card, reveal it, put it into your hand, then shuffle.)
rare

Versions

Last Light of Durin's Day — Base #103
Base #103
Last Light of Durin's Day — #228
#228
Last Light of Durin's Day — #264
#264

Last Light of Durin's Day

AI draftAI-generated draft analysis — not yet human-reviewed. Treat with healthy skepticism.

Limited summary

Two-mana quest: six Mountain triggers, then tutor a Dragon directly onto the battlefield. Mountaincycling makes it never dead. A mono-red build-around that pays off with the set's scariest creatures.

Roles

Build-AroundRole — Worth warping your deckbuilding to support.EnablerSets up the condition its archetype's payoffs reward. Count your enablers before valuing payoffs highly.

Gameplay notes

It needs Mountains ENTERING, so it wants to come down early. If you have no Dragon in your pool, it's just a bad cycler — check before you draft the quest.

Key synergies

Smaug the Magnificent
Smaug the MagnificentBuild-AroundOne card gets much better because the other exists.Synergy strength 3/3 — Strong

The quest cheats Smaug into play directly from your hand or library — the single best hit in the set.

Roll-Roll-Roll-Roll
Roll-Roll-Roll-RollEnabler → PayoffOne card sets up the condition the other rewards.Synergy strength 3/3 — Strong

Each of the Saga's four chapters can blink a Mountain to trigger Last Light again, supplying up to four of the six required quest counters without additional land drops.

Desert Were-Worm
Desert Were-WormBuild-AroundOne card gets much better because the other exists.Synergy strength 2/3 — Meaningful

The Worm is a Dragon, and the Mountain-heavy deck the quest demands is exactly what pumps the Worm's power.

Lake-town Mariners // Gone Fishing
Lake-town Mariners // Gone FishingDirect SynergyExplicit mechanical interaction between the two cards.Synergy strength 2/3 — Meaningful

Gone Fishing can blink two Mountains, producing two additional quest counters without using land drops. The Mountains return untapped, so they can also be tapped for mana before being exiled.

Smaug, the Great Calamity // Spew Flame
Smaug, the Great Calamity // Spew FlameBuild-AroundOne card gets much better because the other exists.Synergy strength 2/3 — Meaningful

Smaug is a premium Dragon for Last Light to tutor directly onto the battlefield, bypassing its seven-mana creature cost. Last Light's Mountaincycling also helps ensure the red mana and land count needed when the game calls for casting Smaug normally.

Troop of Ponies
Troop of PoniesEnabler → PayoffOne card sets up the condition the other rewards.Synergy strength 2/3 — Meaningful

Troop of Ponies can put one basic Mountain directly onto the battlefield and another into hand, immediately adding a quest counter and securing a second Mountain trigger for the following land drop.

Smaug, Wicked Worm
Smaug, Wicked WormBuild-AroundOne card gets much better because the other exists.Synergy strength 2/3 — Meaningful

Last Light can search for Smaug and put the five-mana Dragon directly onto the battlefield, guaranteeing a sizable flying payoff while also triggering Smaug's Treasure-producing enters ability.

The Lonely Mountain
The Lonely MountainDirect SynergyExplicit mechanical interaction between the two cards.Synergy strength 2/3 — Meaningful

The Lonely Mountain is a Mountain card, so Last Light can Mountaincycle for it; playing it then adds a quest counter while providing a useful late-game token engine.

Through the Forest Gate
Through the Forest GateBuild-AroundOne card gets much better because the other exists.Synergy strength 2/3 — Meaningful

In a Mountain-heavy deck, Through the Forest Gate can put several Mountains onto the battlefield simultaneously, rapidly reaching six quest counters and deploying a Dragon from hand or library.

Beorn, Reluctant Host // Till and Tend
Beorn, Reluctant Host // Till and TendEnabler → PayoffOne card sets up the condition the other rewards.Synergy strength 1/3 — Nice to have

Till and Tend permits an additional Mountain land drop, letting Last Light gain two quest counters in one turn and reach six sooner.

Synergy graph

Min strength
Through the Forest Gate ↔ Desert Were-Worm Enabler → Payoff · strength 2/3Desert Were-Worm ↔ Troop of Ponies Enabler → Payoff · strength 2/3Desert Were-Worm ↔ The Lonely Mountain Build-Around · strength 2/3Roll-Roll-Roll-Roll ↔ Smaug, Wicked Worm Build-Around · strength 2/3Smaug the Magnificent ↔ Smaug, Wicked Worm Direct Synergy · strength 2/3Last Light of Durin's Day ↔ Smaug the Magnificent Build-Around · strength 3/3Last Light of Durin's Day ↔ Roll-Roll-Roll-Roll Enabler → Payoff · strength 3/3Last Light of Durin's Day ↔ Desert Were-Worm Build-Around · strength 2/3Last Light of Durin's Day ↔ Lake-town Mariners // Gone Fishing Direct Synergy · strength 2/3Last Light of Durin's Day ↔ Smaug, the Great Calamity // Spew Flame Build-Around · strength 2/3Last Light of Durin's Day ↔ Troop of Ponies Enabler → Payoff · strength 2/3Last Light of Durin's Day ↔ Smaug, Wicked Worm Build-Around · strength 2/3Last Light of Durin's Day ↔ The Lonely Mountain Direct Synergy · strength 2/3Last Light of Durin's Day ↔ Through the Forest Gate Build-Around · strength 2/3Last Light of Durin's Day ↔ Beorn, Reluctant Host // Till and Tend Enabler → Payoff · strength 1/3Last Light of Durin's Day (this card)
Showing 15 of 15 connections · click a card to explore its graphLine thickness = strength