Bring to Light is different than any tutor we’ve seen before because you cast the card immediately, without paying for its mana cost. While some of the time this can be detrimental (if you want to search for a card with converge, for example, that’s not going to go very well for you), most of the time that’s exactly what you want anyway.

Bring to Light escalates with the colors of mana you have available. It is possible to play it with just green or blue, but then it’s not a very good card. Even with three colors I think you’re struggling a little bit, as most 3-mana cards are not worth 5 mana.

4 is really the money threshold for Bring to Light, because a lot of the 4 mana cards are actually worth 5 mana, and the flexibility is huge as they have vastly different effects. Would you play 5-mana Siege Rhino? Probably not, but it wouldn’t be an embarrassment. Would you play 5-mana Languish? Again, probably not, but it would be great against some decks.

Now, would you play a 5-mana Languish/Siege Rhino split card? Probably. What if it’s Languish/Rhino/Abzan Charm/Ruinous Path/Utter End? That’s definitely worth 5 mana! Getting to 4 colors is not trivial, but it doesn’t seem that hard with the ridiculous mana bases you can have with the new fetchable duals.

If you manage to get all 5 colors of mana, you’re effectively paying zero for the ability to get the card you want at the time you want, which is unprecedented in Magic. In a Dragons deck, being able to get a spot removal spell, an Ojutai, or a Crux of Fate is huge.

Here are the things I think are worth grabbing with Bring to Light:

Zero CMC

Bring to Light brings an entirely new perspective to those decks, because now they don’t have to rely on the cascade spells, which means they can play whatever cheap interactive spells they want. If you have Living End in your deck, Bring to Light is a 3UG Living Death that can randomly search for other tools if you want.

1-2 CMC

You can substitute whatever discard spell and spot removal spell is legal in your format for this list. 1 and 2 are unexciting, but sometimes you really want that Thoughtseize and it’s worth paying 5 mana for it.


3 is also not great and it’ll mostly be used for removal spells, but the added flexibility of being able to get those in the late game is important.


This is the number I’m most interested in.


These are all very powerful effects that are situationally going to win you the game (and some solid creatures).

Here are two potential deck lists:

Standard 4c Bring to Light

Plus 26 lands (I’m not going to try to estimate a mana base when I don’t know what lands will exist yet, but I’m sure it can work).

I think that now that you don’t have Thoughtseize and Courser, you might need some early plays, so I’m playing the full 4 Hangarbacks because I can’t think of another defensive card you’d want to play (Ultimate Price can be pretty awkward if people play a lot of Eldrazi), and it’s also good with Gideon (if you have Gideon emblem you can even search for Hangarback with Bring to Light!). You might need some more late game here, since you don’t have Elspeth, but maybe the planeswalkers and the Raptor package are enough. Jace is also a possibility, if you want to include more blue.

Modern Scapeshift

Plus 26 lands, including black or white sources.

I think Scapeshift is the perfect deck for Bring to Light—you have a combo card you absolutely need to draw, and you really don’t mind paying one more mana for it. Scapeshift is also a card you don’t want to draw two copies of in most matchups, so you can shave 1 and play 3 Bring to Lights, since those will actually do something if you have multiples (they can get you two lands via Cultivate for a Scapeshift the following turn, or a blocker in Sakura-Tribe Elder, or a sweeper with Anger/Clasm).

Post-board, Bring to Light also gets you bullets like Nature’s Claim or Creeping Corrosion, so it’s a very powerful effect. It’s possible the deck should play 4, though I don’t know if you want seven Scapeshifts and I think I want three copies of the card itself in case you play against counterspells or discard.

You do gain an extra color, of course, but I couldn’t think of a single black or white card I actually wanted to play in my deck, so right now I only have it for Bring to Light, but I’m sure there is a black or white sideboard card that you will want to play at some point.

That’s what I have for today! Again, these are only sample deck lists, and completely untested, but even if they happen to be bad, I think the card is definitely worth exploring.