|Commander / EDH||Legal|
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|Magic 2014 (M14)||Rare|
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Dismiss into Dream
Each creature your opponents control is an Illusion in addition to its other types and has "When this creature becomes the target of a spell or ability, sacrifice it."
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Dismiss into Dream Discussion
2 weeks ago
jessniem those three are definitely all-stars. Other all stars are the untappers like Murkfiend Liege and Quest for Renewal. I love this deck, lots of moving parts and choices to be made, and lots of options and interaction. The downside is it's obviously not super aggressive when it comes to ending the game. Things like Willbreaker and Dismiss into Dream are basically mandatory just so you can control the board enough to close out the game.
3 weeks ago
This isn't super sorted, but I tried to keep similar effects together, sorted by cost as well.
General Tip - Since Narset can only cast things whenever they could be cast, instants are a big advantage
About Wraths - You won't want to cast them with Narset out, but it's better than dying(probably get 4-6)
Things to cut:
any equipment - equipment is okay, but since you don't get the equip cost for free you want to focus on low equip costs, or things that protect narset
about aura's - normally they're just card disadvantage but narset probably offsets that
bounce lands - (like Boros Garrison) are usually a little awkward and slow, in three colors you're better off with basics
Aether Gale - tricky since it needs six targets and that won't always be possible
Sea God's Revenge - bounce that only targets creatures usually isn't worth it in EDH, probably better to have hard removal
Breath of Fury - while decent if you have the creatures (and you have some token generation) it's probably not consistent enough, just run sorcs that give extra combats
Dissipation Field - often gives too much value to opponents, maybe even being a lure (lightmine field might be a decent replacement)
Dismiss Into Dreams - you're not targeting that often, and if you are it should be removal anyways
Assemble the Legion - Seems to slow to be effective
Throne of the God-Pharaoh - Need to go wide for this to be really effective
_cheap$$(around or less than a dollar): _
Swords to Plowshares(removal) - excellent creature removal, cheap if you happen to draw it
Crib Swap(removal) - still exiles a creature outright, but 3cmc
Banishing Stroke (removal, tuck, utility) - expensive hard cast without narset/miracle but tucking is often better than destroying(worse than exiling)
Relentless Assault(extra combats) - Extra attack steps with Narset is dumb, do it
Fury of the Horde(extra combats) - extra attack steps (they're the best)
Boros Charm(protection, burn) - versatile, keeps narset alive
Return to Dust(utility removal) - Exiling artifacts and enchantments is better than not
Vandalblast(Mass artifact removal) - not an exciting card, but taking out only opponents artifacts cripples some decks
Sunforger(tutor/equipment) - only good if you have enough cards it can search for, is mana intensive but if you have enough cards it can fetch it'll be worth it
Lightmine Field(pillowfort/defense) - Narset can attack through it, and keeps token swarms off your back
Crawlspace(pillowfort/defense) - Against, stops large swarms, still you'll probably get hit by the two biggest creatures
Counterflux(counterspell) - strong counterspell, wins counter wars
Render Silent(counterspell) - Makes people sad, locks them out of whole turns
Insidious Will(counterspell, spell copy) - versatile, let's you copy stronger effects from narset as well
Reverberate(spell copy) - often is what you need it to be, can be a counterspell or raw value, great for piggybacking on green ramp
Wild Ricochet(spell copy) - copy a spell, twice!
Spelltwine(spell copy, recursion) - recursion is great since you're putting so much stuff in your graveyard
Call to Mind (recursion) - you have spells, may as well re-use the best ones
Mystic Retrieval (recursion) - same but with flashback!
Mirari(spell copying) - copying any instant or sorcery for three is a pretty good deal if you don't have to pay for the spell already
Clone Legion(wincon) - With how many etb creatures people run, this can be a game ender, or enough raw value to put you ahead
Blatant Thievery(card advantage, removal) - stealing things makes people mad, but it's very effective
Journeyer's Kite(ramp) - slower than rocks, but more reliable, a slow and steady way to get mana
Brass's Bounty(ramp) - only good if you need a lot of mana one time
Chain Reaction(mass removal) - board dependent, and kills narset, sometimes you need more wraths
Day of Judgment(mass removal) - very strong
Final Judgment(mass removal) - against some decks destroying all creatures isn't enough, exiling is
_LANDS(can be boring, but are often a big part of how your deck performs): _
Command Tower - Must have in three colors
Mystic Monastery - Tapped lands aren't great, tri-color tap lands in your color are
Rogue's Passage(unblockable) - Being colorless is bad, being unblockable is good
not so cheap$$(around three or more dollars):
Path to Exile(removal) - a second StP, not all decks need it, but it is strong
Darksteel Plate(protection) - keeps your commander safer, isn't super powerful, cheap equip
Rite of Replication(wincon, value) - You still have to pay the kicker but this card is incredible
Waves of Aggression(extra combats) - take extra combats, plus you can play it from the graveyard
Wrath of God(mass removal) - it's the best, but day of judgment is as good 99% of the time
Austere Command(mass removal) - hit's only what you need it to hit, can ignore narset if necessary
Cyclonic Rift(mass removal) - one sided, but you have to pay for the kicker with narset, still can steal games
Blasphemous Act(mass removal) - often one mana
1 month ago
Dismiss into Dream says your opponents creatures have "When this creature becomes the target of a spell or ability, sacrifice it." So your Icy Manipulator becomes , : "Target creature gets sacrificed." effect. All of your targetable effects are now creature removal that can't be regenerated or prevented for the most part. Cauldron of Souls becomes a board wipe effect if Willbreaker isn't on deck.
Taking your opponents creatures is almost always the better option, unless they have something you wouldn't want on your side (Abyssal Persecutor for example), but Dismiss into Dream gives all of your targetable effects additional value. If Willbreaker is not in play or gets killed, than your deck does some disruptive tapping and not a lot else. You have no real combat strategy other than using your opponents creatures against them.
1 month ago
Thank you for the great suggestions! Although I don't feel like Dismiss into Dream is very useful here. It doesn't say "target creatures", which makes the mechanic iffy. Also, if I target any other creatures after I cast it, they will die, and I don't want that.
1 month ago
1 month ago
To make it stronger, consider a hidden gem in UW: Energy Arc! So good. First and foremost, it fogs. It also untaps any number of creatures, so it pairs well with Dismiss into Dream/Willbreaker, can uptap your glorious 5 toughness Sidar Kondo and others for further combat steps, and be political. Have an Arcanis player? Boom, draw three my friend. Have an elfball player? Here's some mana, sir. Have a Derevi player? None for you, you've had enough untapping. It can also help with an alpha swing, as you can save the blocked while ensuring damage. Besides saving your underdog allies, you could also help the dominant player who alpha swing'd you if he has something you want or just to show you are also capable of mercy. Energy Arc is either broken, or I have too much sentiment for it.
Also, I thought I should mention my similar deck, my phelddagrif group hug, to mention another strategy. I built this turbo fog deck to be political, combo-stopping to ensure a healthy game, have tons of ramp/draw for everyone! All the upkeep draw also syngergizes with my secret plan of Approach of the Second Sun, but there's only one wincon because I don't play to win with this deck. Any suggestions for this deck?
Anyway, here's a cool picture of phelddagrif :)
1 month ago
The program is correct here.
Targets are always chosen when an ability is put onto the stack. If a triggered ability has a cost associated with it, the cost is paid on resolution.
Since Dismiss into Dream's ability tiggers when an opponent's creature becomes the target of a spell or ability, it'll trigger as you declare the target for Yasova Dragonclaw's ability. The sacrifice ability will therefore resolve first. When Yasova's ability resolves, the creature will be gone (although you can still pay the cost if you want).
If Yasova's ability were an activated ability, then you'd have to pay to activate it and declare targets for it.