|Commander / EDH||Legal|
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|Tempest Remastered (TPR)||Mythic Rare|
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Rather than pay the mana cost for a spell, its controller may discard a card that shares a color with that spell.
Dream Halls Discussion
2 weeks ago
K1ngMars, I don't know how to answer to someone's comment but I hope you're gonna see it. Thanks for your comment at first,
I'm definitely going to improve mana rocks, hopefully with Moxes but they are quite expensive so I think I'll start with 2 mana ones, for Izzet Signet there is a big NO from me, it's only 2 colors deck and I need mana to activate it what makes it inefficient if i played it for my last mana and it got replaced by Talisman of Creativity .
Timecrafting is pretty good if I go for casting cards out of suspend. I'm not really sure about Leyline tho, on one hand it's cool to have but but, on the other, I'll probably replace it soon with something better like another tutor or combo piece.
Shivan Sand-Mage seems to be bad tbh,it has suspend 4, to make it efficient I need to suspend it at least 2 turns before something else, I might not have anything to suspend what makes it useless then, if I do, I show it to everyone and become the target most likely what is not a good thing.
As Foretold is also interesting but very slow, to become useful it needs at least 5-6 counteres, you won't get to that moment, in addition, it seems dangerous what makes you the potential target while you have nothing to do with it for 5 turns anyway. I'd never play it in a deck that is supposed to be serious and ready high level.
Also, banning extra turns and land destruction in your playgroup makes jhoira kind of useless, you have no other ways to win tbh, casting big creature once upon a time out of suspend is not that good unless it happens very early otherwise you need to wipe the board or get more turns. It actually kills this deck, maybe it's not the best to lose to that but it seems to be more fair that other combat oriented decks which lose to board wipe killing 1 person before who then has to wait long for another game whereas with those board wipes you secure the victory (most likely) but it requires at least 2 spells to resolve and it's not that easy.
Furthermore, I'm looking forward to improve the deck with fetch lands, Scroll Rack and more tutors like Intuition or Personal Tutor helping me to combo off with Dream Halls / Omniscience and get my infinite turns.
1 month ago
Just to say it, I personally hate infinite combos. I try to avoid them in my decks (except for long, over-complicated ones); however, if you're looking to do better and win harder and faster, then Parun is perfect.
I know that this will raise your budget by a little bit, but if you're looking for combos to win off of, I would suggest adding Kiki-Jiki, Mirror Breaker to your deck as well as a few combo pieces to go along with him. I'll list a few combo pieces:
- Helm of the Host . Make it to declare attackers step, copy Kiki-Jiki, Mirror Breaker and then the copy can clone itself (as it has haste). Though this doesn't win the game itself, creating 1 million Kiki-Jikis can get you close. But, if you have the next card on the list, then you should be able to win
- Intruder Alarm . Basically, copy a creature and then untap Kiki-Jiki, Mirror Breaker . Infinite of any non-legend and attack with all of them to win assuming no interaction
- Breaching Hippocamp , Deceiver Exarch , Pestermite , and Corridor Monitor . All of these allow you to untap Kiki as you clone them and then attack with 1 million of those guys.
I think that all of those also work with Splinter Twin which is a bit cheaper.
Enter the Infinite is also quite good. If you have Parun out, you deal a lot of damage with his ability. Usually, it's easiest to cast that spell if you have Omniscience which then allows you to play your whole deck for free. Easiest way to win from there is to play Jace, Wielder of Mysteries and +1.
The only other thing I can recommend is more wheels I suppose that's not just straight upgrades (I understand that budgets are a thing lol). Wheels allow you to find your combo pieces faster while also allowing you to do some damage with Parun. If you really want to make your wheels that much better and are willing to really extend on the budget, you could add Mind Over Matter and Dream Halls .
I'd make sure you actually enjoy playing infinite combos as well as make sure that you have an extra deck with you if you play a lot of the cards I recommended. A lot of people (myself included) don't enjoy games that last as long as shuffling your deck.
Regardless, best of luck with your deck!
1 month ago
Guys sorry it took me that long to answer you all!
ToolisMaynard The site is a bit buggy and sometimes it happens. :( Sould be working fine now! But I need to warn you that the primer isn't 100% updated with the list.
2 months ago
I got to play this deck this week, and it does perform. Usually able to make a run for the game around T-4 or T-5. Given that Dream Halls is much more glass canon than Paradox Engine you do open yourself up to some disruption, but you are reliably able to chain wheels.
Ironically, creating infinite mana did not come into play for me to win games due to being exiled.
2 months ago
2 months ago
I was gunna suggest Primal Surge and Dream Halls but that may turn this into a more linear combo deck. They're definitely powerful cards and typically give you an I win button and fuel for muldrotha. At the end of the day it's up to you. Youd need to remove all instants and sorceries but the power spike will definitely be there the moment you cast Primal Surge if you have the new jace from war of the spark and lab man you can win easily.
2 months ago
I'm not sure what you play group finds "degenerate" so I can't make some suggestions but here are some cards. drop the number of lands you are playing by like 3 and instead put in mana dorks.
now here is the part where im not sure is degenerate
Dream Halls (works for you and your opponents, and yes you can cast stuff from your graveyard or even muldrotha)
To be honest i would remove most cards above like 5cmc in your deck but I don't know your meta...how are you supposed to win with this deck? besides just board-wiping for 5 with Pernicious Deed or a 5/6 card combos i dont see how you win...or is that the point?
it confuses me how you/your playgroup says no degenerate combos and yet you have all the pieces except the fast mana for a competitive deck. you might want to get people to proxy out cards to just play competitive edh.
Dream Halls occurrence in decks from the last year
Commander / EDH:
All decks: 0.01%