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Dáin of the Ancient Halls

Dáin of the Ancient Halls

Legendary Creature — Dwarf Noble

Dáin of the Ancient Halls wants a deck that deals damage straight to its opponents. It also suits a deck that hurts every player at once and outlasts the pain.

  • Mana cost3 genericredwhite
  • White, Red ()
  • Power / toughness4 / 5
  • RarityMythic

Vigilance, haste

Whenever Dáin attacks, he deals damage equal to the number of Dwarves you control to each opponent.

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Themes

Cards That Fit Dáin of the Ancient Halls

Picked for what they do in Dáin of the Ancient Halls's deck. When two cards do the same job, the one with the lower comes first. All of them fit Dáin of the Ancient Halls's color identity.Mana ValueThe total amount of mana a card costs, all added up. A card costing two generic and one green has a mana value of three. Wizards renamed this from "converted mana cost" in 2021, so older cards and articles may still use the old name.Sol RingOpen the full glossary

plan6

The 6 Cards

plan6

The 6 Cards

plan6

The 6 Cards

plan6

The 6 Cards

Rulings for Dáin of the Ancient Halls

explain how Dáin of the Ancient Halls works in tricky situations. They come from Wizards of the Coast, the company that makes Magic.RulingThe official answer to how a card works in a tricky situation. Most rulings are written by Wizards of the Coast, the company that makes Magic, and a few are notes from Scryfall, the card database Magic players use. A ruling explains a card. It does not change what the card says.Open the full glossary

Wizards of the Coast 29 Jun 2026

Use the number of Dwarves you control as Dáin's last ability resolves to determine how much damage is dealt.

1 ruling, all written by Wizards of the Coast. Read the originals on Gatherer ↗

Similar Commanders

Commanders that share the most with Dáin of the Ancient Halls, and what they share.

Color identityEvery color of mana symbol on a card, in its cost and in its rules text. Your commander's color identity sets the limit for your whole deck: every other card has to fit inside it. A deck led by a green and white commander cannot play a card with any blue in its color identity.Open the full glossaryWRPlayers write colors as letters: W for white, R for red.BurnBurn decks win by dealing damage straight to opponents with spells and abilities, rather than by attacking with creatures. Damage that hits every opponent at once counts three times over at a four-player table.Open the Burn pageMass BurnDeals damage to everything, or to every opponent at once, rather than to a single target. In a four player game the same card hits three people, so small repeated amounts add up quickly. Blasphemous Act, Impact TremorsOpen the Mass Burn pageBurnDeals damage directly, to creatures or to players. Because it can hit a player as easily as a creature, the same card can remove a blocker or finish off an opponent. Lightning Bolt, Blasphemous ActOpen the Burn pageGroup SlugGroup Slug decks hurt every player at the table at once, then make sure they can survive the pain better than anyone else. Typical cards make each player take damage or lose life whenever they draw, cast a spell or tap a land for mana.Open the Group Slug pageTypal/KindredTypal decks are built around one creature type, like Elves, Dragons or Zombies, with cards that make that type stronger. The type is printed after the dash on the card's type line, and the strategy is also called kindred or tribal.Open the Typal/Kindred pageTypal PayoffRewards you for playing lots of one kind of creature. That includes "lords" that make every other Goblin or Merfolk you control bigger, and cards that ask you to choose a creature type and then pay you off for it. A creature type is the word on the middle line of the card, like Goblin, Elf or Zombie.Open the Typal Payoff pageDwarvesDwarves are mostly red and white creatures, the miners and smiths of Magic's worlds.Open the Dwarves page