Everdream

Everdream

Instant

Draw a card.

Splice onto instant or sorcery (As you cast an instant or sorcery spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.)

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Set Rarity
Mystery Booster (MYS1) Uncommon
Modern Horizons (MH1) Uncommon

Combos Browse all

Legality

Format Legality
Oathbreaker Legal
Legacy Legal
Unformat Legal
Commander / EDH Legal
1v1 Commander Legal
Canadian Highlander Legal
Tiny Leaders Legal
Block Constructed Legal
Magic Duels Legal
Penny Dreadful Legal
Modern Legal
Duel Commander Legal
Highlander Legal
Leviathan Legal
2019-10-04 Legal
Vintage Legal
Casual Legal

Latest Decks as Commander

Everdream Discussion

AceVonDuck on Tazri/Zada

1 month ago

Reznorboy, super glad I didn't overdo it with my suggestions, haha. After looking through your deck again, I can actually understand the decision to include Splicer's Skill over Everdream. You've already got a lot of card draw, so a more explosive token generator seems totally reasonable. Also, Traitorous Greed definitely looks way better than Adverse Conditions. Sure it doesn't generate more tokens, but the double mana (with colors instead of colorless!!!) and the ability to untap all of your creatures and give them haste seems like a much better inclusion (especially if that lets you swing all those 3/3 golems at some poor fool ;P ). Keep it up, I can't get over how interesting this deck is, haha!

Reznorboy on Tazri/Zada

1 month ago

Thanks again for your continued input :). Also, I like more text. More chances to find what I need.

Anyway, I had put in the Maybeboard one combo that I knew about for a while but never acted on, Swell of Growth with Rain of Filth. I'll need to find room for it. However, with your addition of Enter the Unknown (it's actually perfect, seriously) the combo just gets better and more consistent. It makes the ~15 lands I have in hand during my final turn not useless.

I knew about Hundred-Talon Strike, but forgot to actually include it. I will add it but I'll want to first add more cards similar to Cerulean Wisps. (I would be playing that already if I had a copy/more use for it.)

A card I may add that is similar to Adverse Conditions is Traitorous Greed. Rather than making tokens and colorless mana, it makes double the colored mana.

I may add Splicer's Skill (but not Everdream.) (Odd choice, I know). It just feels that despite the higher mana cost, the tokens are invaluable.

Lastly, the whole protection spell thing was absolutely, completely beyond necessary. In the third game I played that day, one of my opponents played a card that gave all creatures -4/-4. I lost that game for that reason. If I had been playing a counterspell (I actually had Ajani's Presence in my hand when he played it, and the mana to do it), I would have most likely won that game as well (tragic, I know).

AceVonDuck on Tazri/Zada

1 month ago

Hmm...and it looks like now my spoiler isn't working. Alright, well, the cards were the following:

Everdream is basically an updated Evermind, but it allows you to splice onto any instant or sorcery (not just Arcane) for one extra mana than Evermind. This means you could use it in conjunction with other non-arcane spells you control, such as splicing it onto Ajani's Presence, Defiant Strike, Twinflame, etc. You could also cast it normally from your hand for the same cost as Evermind's splice cost, which might be nice if you're desperate or in dire need of card draw.

(There's only one other card that can splice onto instants or sorceries, Splicer's Skill, but it's expensive to splice and doesn't really synergize with what you're trying to do.)

Blossoming Defense: only one green mana for an instant! It could theoretically pump up your tokens enough for a lethal combat phase, depending on how many creatures you have. The main reason I brought it up though is that in quite a few situations it could be used as an alternative to your Protection cards, although you won't get the card draw or scry effects, which I assume is the primary reason for their inclusion. Similar to this card, though not as good in my opinion, is Dive Down.
Okay, so Enter the Unknown in particular really caught my eye, and is one card I would personally put in the deck, were I to purchase and assemble it to play with my own playgroup.

Comparing it to Explore, it's cheaper, but you lose the flat card draw. HOWEVER, it targets a creature, meaning if it targets Zada, every creature you control will Explore. For each Explore trigger, if the card you reveal from the top of your library is a land, you immediately put it into your hand (note, this is mandatory and doesn't count as drawing a card, which may be useful in some niche situations, such as an opponent controlling a Consecrated Sphinx or Smothering Tithe). You may then play that land (once the stack is empty) thanks to the secondary effect of being able to play an extra land this turn, same as Explore. But unlike Explore, you would get to play an extra land for every creature you control. So that's neat. However, if the card you reveal from exploring is NOT a land, the creature that the spell (or copy) is targeting immediately gets a +1/+1 counter. THEN, you may choose to either put the revealed card back on top of your library, OR into your graveyard. And then you still get to play additional lands for each copy of Enter the Unknown.

What's more, as long as you don't get rid of Elixir of Immortality, you can intentionally put revealed non-land cards that you don't desperately need into your graveyard. This gives you more opportunities to Explore (the keyword) into more lands to play, or more opportunities to buff your creatures, or it could even simply serve as library / graveyard filter.

One more card I'd like to mention in relation to Enter the Unknown is Gaea's Blessing. I don't think it would be worth including without Enter the Unknown, but if run together, could serve as a backup plan / alternative to Elixir of Immortality, since Exploring into it can immediately recover your graveyard into your library, including Gaea's Blessing itself. However, it would almost certainly be a wasted slot by itself (except to fetch Elixir of Immortality but that's still too niche), which is why I'm mentioning it here instead of in its own entry.

All in all, I honestly feel that Enter the Unknown is worth considering the most out of any of the others I've mentioned so far. That said, I don't want you to feel obligated to include it. After all, I haven't playtested the current decklist on TappedOut yet, so I have no idea if it's even a necessary inclusion. You've had a few chances to play and even win, now. It's your deck, and you know it the best, so it's totally up to you.

Crypsis doesn't really synergize with your deck since it doesn't include a card advantage (or similar) effect, but it is a way of safely swinging at opponents or reacting to a creature's targeted ability (or Crypt Rats-esque abilities) without also preventing yourself from targeting your own stuff. It also has the added benefit of untapping all of your creatures, but overall it may be too situational or non-synergistic to put it in the deck. Still, thought it was worth mentioning.
Hundred-Talon Strike: I'm sure you're aware of this card already, I just wanted to be sure. That splice cost seems really nice, considering Tazra herself, tokens made by Battle Screech or Raise the Alarm, and any copies of those you make, would all be able to pay for the splice cost, rather than having to spend mana. The downside is that it forces you to have at least one white creature to pay its splice cost, making it slightly less flexible than some other options. Still, I wanted to at least be sure you were aware of it.
Adverse Conditions is another card that still doesn't quite synergize with what you're doing, and it has CMC 4, which is expensive for your mana curve. Still, it could be simultaneous ramp and token population (of sorts). Cast this when you have a ton of creatures, targeting only Zada, and you immediately get a bunch of untapped 1/1s equal to the number of creatures you already control, which could exponentially grow your board for more Zada triggers, or you can just use them to sac for to pay for more spells.

AceVonDuck on Tazri/Zada

1 month ago

(Hah! TappedOut ate my comment. Let's try again.)

In regards to appreciating the deck, of course, haha! I absolutely adore janky and unique play styles. I get so tired of seeing the same tired deck concepts and "high salt" (according to EDHRec) cards in my playgroup, it's always super refreshing to see new, unconventional ways to play. ALSO HOOOOOOLY SHIT I JUST REALIZED HOW Rite of Replication WORKS WITH ZADA, WOOOOOW! I have no idea why that didn't click when I first saw it in the deck! If you can resolve it, that's so beautifully evil, oh my god!

Er, anyway, regaining my composure, heh. As far as the protection thing goes, it shouldn't be too much of a problem, so long as you're careful with it and only use it to wrap up your comboing or in response to a threat. Did it find solid use (or potential for use) in your matches with your group? I also had another question: is there any reason in particular that you haven't included any enchantments whatsoever? I can't help but wonder how Parallel Lives or Mana Reflection (especially considering you already have Basalt Monolith in the deck) would perform, despite their comparatively expensive CMCs to the rest of your mana curve. I realize they're both a bit pricey to purchase, but oh man, regardless, I can't help but envision Rite of Replication and Zada going off while Parallel Lives is on the field. Again, not sure if there's a specific reason you haven't included enchantments, was just wondering.

One last thing I noted upon reading the entire decklist again: unless I'm missing something, in the deck's current state, Manamorphose, Explore, and most of your token generating cards only get their "as designed" single use before you have to shuffle them back out of your graveyard with Elixir of Immortality and hope to draw them again. Am I missing anything, or is that correct?

Anyway, that's awesome to hear about the win. I'm sure the expressions on your playgroup's faces were priceless!

Here are some cards that came to mind and some others that I stumbled across:

Card Suggestions Show

Anyway, that's all for me today. I'm certain there are plenty more cool or even better cards to include, but if I research any more right now, I'll likely be up all not, haha.

Congrats again on the win! Lemme know what you think of the cards I mentioned. I'll keep my eye on this deck as well as new cards for it, since I really love how silly this concept is.

AceVonDuck on Tazri/Zada

1 month ago

(I'm going to apologize in advance right now, since I was studying for an exam earlier and took some Adderall to help me focus. As a result, this comment is about to get a super wordy. Very sorry.

sarroth on Mirrors Reflecting Darkness

7 months ago

I love that you made Arcane a thing. Nephilim should be considered errata'd to legendary; Mark Rosewater has said that they should have been. They're essentially gods.

Have you seen Everdream and Splicer's Skill ? Not sure if you need more card draw than you already have, but upping the splice count since you can might be nice.

dingusdingo on Budget Kefnet Turns

1 year ago

I enjoy the Kefnet Turns build, haven't seen it before for this commander and I think its rather neat. You should focus exclusively on assembling your win and remove the extra side cards, like your mill sub-theme. I also think you should replace expensive removal and interaction with cheaper pieces, as you're less likely to cast them off the top with Kefnet. I also think you should add in more ways to discard and also tutor to top of deck. Your combo requires a handful of specific cards and also to be in a specific spot in your library, so topdeck manipulation and tutors help immensely.

My complete list of changes would be

Dismiss -> Counterspell

Everdream -> Ponder

Exclude -> Arcane Denial

Precognitive Perception -> Concentrate (You're never copying the addendum with Kefnet)

Supreme Will -> Mana Leak

Thought Collapse -> Mental Misstep (Every deck runs 1 cmc spells so Misstep is unbelievable value for EDH)

River's Rebuke -> Wipe Away

Zndrsplt's Judgement -> Vapor Snag (That card is hard to link to :O )

Mistfire Adept -> Long-Term Plans

Riverwise Augur -> Sleight of Hand

Niblis of Frost -> Mystical Tutor

Drowned Secrets -> Serum Visions

Fraying Sanity -> Preordain

Precognition Field -> Careful Study

Psychic Corrosion -> Fabricate

I think its worth noting

That to combo off, you need Library + Aminatou's Aug + Dino + Turn card + Commander. That requires 4 cards outside your commander, 3 of which are exactly specific. Finding another enabler or outlet to reuse your turn spells or another way to put cards on top would help the consistency of this deck a lot. Running more draw and tutors to topdeck also lets you value copy a turn spell to start chaining turns, and even if you don't hit an infinite loop getting 3 or 4 extra turns will get you much closer to establishing the lock. You should shave off alternate wincons and focus on getting infinite turns, because once you have them you've won.

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