
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
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 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.
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.
Synergy graph
Min strength
Showing 2 of 2 connections · click a card to explore its graphLine thickness = strength



