Creature — Illusion
When Dream Stalker enters the battlefield, return a permanent you control to its owner's hand.
Printings View all
|Duel Decks: Jace vs. Vraska (DDM)||Common|
|Time Spiral (TSP)||Common|
Combos Browse all
|Commander / EDH||Legal|
Dream Stalker occurrence in decks from the last year
Commander / EDH:
All decks: 0.0%
Dream Stalker Discussion
2 weeks ago
An area to ponder about improving is the the high avg. CMC which is 3.7. Currently here for ramp there's only seven reliable additional mana sources (Sol, Talismans, Wood Elves, Springbloom and Reach) which is low. What I mean by reliable are cards that don't require you to have another card to be ramp. Burgeoning, Azusa, Coiling, Risen, Uro are all good cards, but to be ramp sources they require that you either have a land in your hand or a land on top of your library which is not reliable.
Mystic Remora is a powerful one drop in multiplayer Commander. It's not ramp, but it helps as a way to keep making land drops because it will draw you a lot of cards. Dream Stalker can be a backup for Shrieking Drake for the combo. You have a backup for Cloud of Faeries, but don't have one for Shrieking.
Cards to consider adding to reduce the avg. CMC:
Cards to consider cutting to reduce the avg. CMC:
Plague is a nine drop, In Garruk's Wake is another nine drop and is better for this effect. Sire and Bonds have good triggered abilities with Yarok, but they only trigger when your opponents do something. This makes both of them in my opinion the least good of the five/six drops since you don't want to have to rely on your opponents to get value from a five/six drop. Splendid Reclamation is good with Scapeshift, but that's really it since you've cut mill and The Gitrog Monster.
2 weeks ago
An example for each from the ones I have gone through. Let me know if my reasoning is still not clear or if you disagree with any of them.
SE- Deputy of Acquittals and Dream Stalker. They have the same effect and that effect does not provide any unusual advantage with multiples. I guess this is a subreason of NSI, but I have seen it often enough that it feels like it might be something to take note of as a way people are misusing the combo syntax. Just making a list of cards that have the same or similar effects.
MI- Korozda Guildmage and Neheb, the Eternal and Tree of Perdition. This code would be used exclusively for "combos" with three or more pieces. Korozda Guildmage and Tree of Perdition have a synergistic interaction. Neheb, the Eternal and Tree of Perdition have a synergistic interaction. The three cards together do not have a further interaction than the two separate two card interactions.
2 weeks ago
Cazual and freeworlder, there's some misinformation on the internet. When Necromancy leaves the battlefield, all creatures it brought back from the graveyard get sacrificed (even though it only attaches to a single creature at a time). The second triggered ability only cares about creatures that entered due to the first triggered ability, not what creature it is attached to.
As to the Dream Stalker double trigger: Necromancy can be cast in instant mode. Thus, Necromancy enters the battlefield and triggers twice. The first trigger resolves, returning Cloud of Faeries, which double triggers. We only need two lands since the Cloud of Faeries trigger only untaps two lands at a time. So we resolve both faerie triggers and get four mana. Now we let the second Necromancy trigger resolve, returning Dream Stalker, which double triggers. We let the first trigger resolve, bouncing Necromancy and sacrificing both creatures. We now have another Dream Stalker trigger to resolve, but we can cast Necromancy again before doing so. This repeats arbitrarily to generate however much mana we need and then however much draw we need off of Coiling Oracle. Then, yes, we have a huge stack of bounce triggers to resolve, but we don't really care since we have whatever we want to combo out at that point anyway.
3 weeks ago
With only 10 creatures that cost or less, those first few counters on Animar are slow and unreliable. I would recommend more early mana creatures and you've got options.
Wild Cantor is a turn 2 Animar option.
Cloud of Faeries type land reuse is great at any point in the game but especially early.
1 month ago
Your avg. cmc is astronomically high my man. Even with a more casual Animar deck your avg. cmc should be about 3.8 TOPS. As the deck stands, your first few counters on Animar will be very slow and inconsistent.
Sorry if that comes off as overly critical. I have several suggestions for you and I'll try to break it down by category and keep things budget and casual friendly (mostly).
Feel free to check out my list for inspiration. Upvotes on any of my decks are appreciated. Animar, Gaea's Hemorrhoid
2 months ago
Hey, good start and upgrade of the precon. Nice Oko, Thief of Crowns :)
The creatures that make Chulane a real value engine are the ones that can bounce themselves back to your hand after they ETB (enter the battlefield):
With Chulane you can cast one of these creatures which draws a card and lets you put a land onto the battlefield from your hand. The creature can then return to your hand and you can cast it again. As long as you play a land that ETB untapped you can keep casting one of these creatures which can make a lot of draw and ramp. Whitemane and Drake are the two best of the bunch. Whitemane because it has flash meaning you can cast it an instant speed triggering Chulane during your opponents turns. Drake is only one mana making it the best to loop casting it to get value.
These creatures and to get more land drops from Chulane's trigger can benefit from more lands in the manabase. More basic lands because you can make mana the turn you put a basic land onto the battlefield and basic lands are budget land options. Normally 36 lands is a fine amount for a Commander deck, but when your General, in this case Chulane, cares about lands then playing more lands can help to get more out of Chulane.
These are some budget lands to consider adding. Mana creatures are good with Chulane because they can help to make ramp to play him faster and/or afterwards they can be cast to trigger Chulane. They're the better ramp options to play because they're creatures.
Cards to consider cutting:
- Azorius Guildgate
- Selesnya Guildgate
- New Benalia
- Meandering River
- Woodland Stream
- Tranquil Expanse
- Charmed Sleep
- Planewide Celebration
- Circuitous Route
- Firemind Vessel
- Commander's Sphere
- Parhelion II
- Jace's Ruse
- Jace, Arcane Strategist
- Feasting Troll King
- Jace's Projection
I offer more advice. Good luck with your deck.
3 months ago
@ClockworkSwordfish: I think I might also have some ideas for cuts as well:
Voidmage Apprentice : This deck already has enough Counterspell use, & is repeatable w/o needing to flip the table. There isn't that much danger from Split Second stuff anyway...
All down to you in case you accept these 3 as cut worthy.
Thanks for the help so far. :)
4 months ago
I love your decklist, I love your playbook, I love this take. It's a hot take. I was about to suggest a bunch of BS about cards that would make it look more every go-infinite Najeela Warrior Ball Deck, but you can just EDHREC that. I will suggest Cryptolith Rite because its budget Druids' Repository and Earthcraft , and dorks is the key to the deck, so why not dork out hard? (Also, I don't know if your win strategy necessarily needs Najeela online, but that is the most obvious).
What I want to do is talk about abusing your untap enchants. I have a lot of experience with Intruder Alarm , but this thing with the Jeskai Ascendancy : magnificent. Didn't this idea get a little play in standard? Anyway.
Intruder Alarm first: Cheap creatures that bounce themselves like Shrieking Drake or Man-o'-War or Dream Stalker . There's Stonecloaker and Whitemane Lion in white, too. Green has Temur Sabertooth which is super nasty for saving other creatures as well as completing your loop. Great with ETB Triggers.
Jeskai Ascendancy is what I'm really excited about. I've never brewed with this card, but it's got huge potential. You have enough colors and sources to make this one really sparkle. There's buyback cards: Capsize , Elvish Fury , Fanning the Flames , Haze of Rage , Mind Games maybe, Sprout Swarm Definitely (works with Intruder Alarm, too), and many lesser ones. Another Tempest-theme comes in the form of a cycle of Aura Crown of Flames , Shimmering Wings , Whip Silk , and Flickering Ward . The last two are playable (you can make a lot of green and usually white with creatures?), but a lot of this means you have to be hitting at least one strange mana color. I would consider looking at some of the "any color" dorks or Gemstone Array Effects. (That's the best one because it's a battery, too.) ... Priest of Titania ...
I would get my draw from creatures. Beast Whisperer is my dude right now. There's elves and wizards that etb trigger with draw (which would be good to bounce and storm off with, too) and would synergize with tribal cards you are running if they're just lame ducks after being played.
If you want your jank to really clank, consider some more tutors, too. I'm thinking cheaper Enlightened Tutor , Mystical Tutor , Worldly Tutor , Gamble ... I guess that's not too cheap, but way cheaper Vampiric Tutor or Grim Tutor . The reveal might be too much information in your play group, though, so I could see leaving them out.
All that, I just love this mashup. do whatever. I can't wait to see how you evolve this.