|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.
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Dream Halls Discussion
19 hours ago
My only issue with Dream Halls is that it benefits everyone, though ideally it would benefit only me.
Jin-Gitaxias, Core Augur, while oppressive, is neither a wizard nor makes wizards, so he's off theme as far as the creatures in this deck go. I could include him, but I think of all the things you suggested he's the most definite no.
20 hours ago
Maybe add in Vedalken Orrery so you never have to do anything on your turn.
Toss in a Thought Vessel so that you don't have to worry about silly things like maximum hand size
5 days ago
The reason I dont use Fevered Visions is becuase I feel like it doesnt do a whole lotThe reason I feel that way is becuase of the fact that it only does 2 damage. And thats only if your opponent has more than 4 cards in there hand. The extra draw is nice however there are cheaper options out there. Like Howling Mine and similar cards, however I will test it in the deck and give it a feel again.
Forced Fruition is a great card and I do love it in Nekusar decks however this deck isnt designed to give your opponents card advantage over you. What I mean is that your opponent draws more cards then you in a turn. And the above fore mention card leads to them getting answers without really punishing them. (Basically a Necropotence effect), 2. its a really heavy drop and I mean you can cheat it with a Dream Halls effect but by that time you already win anyways, 3. If this was a player effect not an opponent effect it would be in the deck.Thank you for the suggestions ColdHeartedSith
2 weeks ago
I have a build with a specific focus on Dream Halls. I run lots of search to get it and then the scariest most expensive creatures I can find. Its not great but it makes for interesting games. Winding Constrictor really breaks the Myojins. Also during an attack or block make 10 mana with Ramos, The Dragon Engine discard Welcome to the Fold to cast Flying Crane Technique with Dream Halls, Ramos, The Dragon Engine gets 3 more counters. Play Welcome to the Fold for madness cost X = 8 and Ramos gets another counter.
2 weeks ago
The first card that comes to mind is Yahenni, Undying Partisan; it's a step toward the speed problem and not enough fatty problem, and fits the sac theme if you decide that. Sometimes to speed up your game, you have to slow down your opponent with Frozen AEther, Urabrask the Hidden, Baral's Expertise (which speeds you up as well), Vandalblast, Static Orb, etc. Beside that, there's ramp and sneaking in cards to really speed up your game. Consider Sneak Attack or Quicksilver Amulet, Deathrender or Clone Shell; also consider rocks like Commander's Sphere, Dreamstone Hedron, Hedron Archive, Heartstone/ Carnival of Souls for unearth, Semblance Anvil and Nightscape Familiar. There's also cards that help your opponent as well, but if you've more value it could work: Mana Flare, Dream Halls, Braids, Conjurer Adept.
Situations where you're in a stahlwart, loosing, and have huge problems, are different from situation where you're at parity and have equal footing. At parity, card advantage and evasion rule. Chariot of Victory and Haunted Cloak, Archetype of Endurance/ Archetype of Aggression/ Filth/ Wonder/ Brawn, Hot Soup/ Deepfathom Skulker/ Whispersilk Cloak, maybe Trailblazer's Boots or Prowler's Helm, all of these can help close a game. This deck needs much more draw, especially with some discard outlets you have. Cards like Arcanis/ Humble Defector (good unearth target), Skullclamp, The Immortal Sun, Harvester of Souls, Phyrexian Arena, Divination/ Faithless Looting/ Concentrate, Chandra, Flamecaller, Open Into Wonder. If you're loosing, usually board wipes are the best answer. Black Sun's Zenith, Toxic Deluge, Archfiend of Depravity, Perilous Vault/ Worldfire, All Is Dust, all for dealing with indestructible. You could also add some fatties or deathtouchers like Taurean Mauler, Consuming Aberration, Scourge of Geier Reach, Nighthowler, Ophiomancer, Ogre Slumlord.
It's rather hard to suggest versatile cards without answering direct metas, do you have any specific cards or strategies giving you trouble right now?
For general versatility, there's Rakdos Charm/ Rampaging Ferocidon, Gravepurge/ Footbottom Feast to protect your graveyard, which is rather important in this deck, Thief of Blood/ Vampire Hexmage for atraxa/ planeswalkers. For a combo heavy meta, there's Time Stop/ Summary Dismissal, Torpor Orb/ Kalitas, Traitor of Ghet, Praetor's Grasp/ Sadistic Sacrament to extract combo pieces. Stranglehold, Defense Grid/ Wild Ricochet (which is a counterspell) for control decks. Clever Impersonator or Phyrexian Metamorph adds a bunch of versatility, maybe some tutors to directly answer something.
For this deck, I would reinforce your themes of mill, reanimation, and draw, and probably add more ramp and board wipes. I personally like ETB/ death triggers over big 'uns and tokens, so that's going to heavily influence my opinion. If you were to go wide, you could add threaten effects and Faerie Artisans to sac them, you could add Genesis Chamber/ Grave Titan/ Wurmcoil Engines/ Spawning Pit for tokens, Dragon Throne of Tarkir for combat tricks. Also, to make the deck stronger, I could point out some of the weaker cards. Like Worn Powerstone, I'd rather add Hedron Archive or Dreamstone Hedron; Star Compass is OK, but I wanted to point it out because it doesn't fix your colors, I'd suggest Realmwright to unearth/ Fellwar Stone; Spell Pierce is not too good in my opinion as is way too easy to pay, I'd rather have Mental Misstep/ Foil; Death's Approach can be replaced with Snuff Out, Sudden Death, Sickening Shoal with all the big creatures you have. You made a lot of good picks though, like Teferi's Veil, Flayer of the Hatebound, Stitch Together, etc., those are rather strong in my opinion.
If I had the commanders or strategies you're facing I think I could answer better, but I hope this helps you take step towards a stronger deck! I'm always here
1 month ago
The important stuff goes in this order here:
- Choose targets.
- Pay costs (discard to Dream Halls).
- Spell gets cast.
- Cast triggers go on stack.
- Things resolve in last-first order if there are no responses.
- Anything that triggers from the spell resolving goes on the stack.
Blood Speaker triggering from the demon ETB happens in number 6, so it will trigger and go back to your hand.
Verdant Eidolon is in the graveyard for number 4, so it will also trigger and go back to your hand.
You can't target the card you discarded to cast Regrowth because you have to choose targets at number 1, before you discard the card at number 2.
Nice interaction on the first two though.
1 month ago
aha - i total misread Voidmage Husher - i thought it returned itself from the graveyard, not the battlefield.
how about - i discard Blood Speaker to Dream Halls and cast a demon card. is the blood speaker now 'in the graveyard' when the demon 'enters the battlefield'? and thus returns Blood Speaker to hand.
1 month ago
Your primer makes sense to me with this deck. I play a weirder list with instant-speed direct damage and draw-to-mill X spells fueled by Kindred Discovery and mana producing sac outlets and enchantments.
I love the inclusion of Dream Halls, by the way. A favorite card of mine - Karn!