Skip to content
  1. Commander Nexus
  2. Commanders
  3. Lyra, Archangel of Dawn

Command zone

Lyra, Archangel of Dawn

Lyra, Archangel of Dawn

Legendary Creature — Angel Knight

Lyra wants a deck that gains life over and over and gets rewarded for it. It also suits a deck that keeps making its creatures bigger turn after turn.

  • Mana cost2 genericwhite
  • White ()
  • Power / toughness3 / 3
  • RarityRare

Flying

Whenever you gain life, put a +1/+1 counter on each Angel you control.

Build a deck with Lyra Find it in the app

Themes

Cards That Fit Lyra, Archangel of Dawn

Picked for what they do in Lyra's deck. When two cards do the same job, the one with the lower comes first. All of them fit Lyra'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 Lyra, Archangel of Dawn

explain how Lyra 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 21 Aug 2026

If an Angel you control is dealt lethal damage at the same time that you gain life, it won't receive a counter from Lyra's ability in time to save it.

Wizards of the Coast 21 Aug 2026

If more than one creature you control with lifelink deals combat damage at the same time, Lyra's last ability will trigger once for each of those creatures.

2 rulings, all written by Wizards of the Coast. Read the originals on Gatherer ↗

Similar Commanders

Commanders that share the most with Lyra, 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 glossaryWPlayers write colors as letters: W for white.LifegainLifegain decks gain life over and over and use cards that reward each gain with extra cards, creatures or damage to opponents. Everyone starts at 40 life in Commander, so the extra life also keeps you safe while you set up.Open the Lifegain pageLifegain PayoffTurns life gain into an actual effect: draining opponents, drawing cards, or growing creatures each time you gain life. Without one of these, gaining life mostly just delays things. Vito, Thorn of the Dusk Rose, Sanguine BondOpen the Lifegain Payoff pageCounter EngineAdds +1/+1 counters over and over rather than once. A counter here is a small permanent marker that raises a creature's power and toughness for good. It is not a counterspell, which is a different thing entirely. Something that adds them every turn makes your whole board bigger and keeps it that way. Hardened Scales, Corpsejack MenaceOpen the Counter Engine page+1/+1 Counters+1/+1 counter decks put small markers on their creatures that make each one permanently bigger, and keep adding more every turn. Each +1/+1 counter adds one to a creature's power (the damage it deals) and toughness (the damage it can take).Open the +1/+1 Counters page+1/+1 CountersPuts +1/+1 counters on creatures, permanently raising their power and toughness. Unlike a temporary boost that wears off at end of turn, these markers stay put and stack up over a long game. Hardened Scales, The Great HengeOpen the +1/+1 Counters 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 pageEvasionAn ability that makes a creature hard to block, so its attacks reach the player. Flying, menace, landwalk and plain 'can't be blocked' are the common kinds.Open the Evasion pageAngelsAngels are flying creatures, almost all of them white, and many also gain you life or protect your other creatures.Open the Angels page