|Commander / EDH||Legal|
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|Vintage Masters (VMA)||Rare|
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As an additional cost to cast Nostalgic Dreams, discard X cards.
Return X target cards from your graveyard to your hand. Exile Nostalgic Dreams.
Nostalgic Dreams Discussion
2 months ago
First of all, Sol Ring
If you feel like you could use another board wipe, Evacuation is efficient and has strong tempo potential.
dingusdingo on Flex
3 months ago
It is true that there are infinite "what ifs" in a game as open as Magic, but we know that there are certain cards we can expect to see in the most competitive formats. If we look at what is currently being run and why its effective, we can better prepare our decks to be more resilient against them.
Your deck tries to combo out by ramping mana, drawing cards, and playing into a win-con. There are going to be certain styles of decks that are more prone to shutting you off, which is why I'm bringing up these strategies in particular. Since your combo window is turns 4-6, you need to be worried about two things in cEDH. The first is people comboing out faster than you. We see this in decks such as Gitrog, Godo Helm, or even Grenzo. When these decks are consistently busting their combo turn 2-3, you need to answer or lose. Relying on other players to put a stop to a win attempt will prove unreliable, which is why its so important that you slot removal. Your turn 4/5/6 answer does no good when the game is over by turn 2/3. If you have no way to turn off their win, you are asking them to goldfish to a victory on you.
The second type of decks that will prove problematic for a turn 4-6 combo deck is stax, because their deck is designed to deprive you of resources and push your combo window so far back that you are unable to combo before they have won. They drop very fast and efficient heavy mana rocks, and then put down tax effects to make you unable to play. This specific style of deck can be hard for your build because they can lock you out of playing your draw spells, they can steal your draws, or simply prevent your draws altogether.
Let me give an example to show you what I mean.
Stax Example Show
You take your second turn, you play another land, and are unable to play due to Trinisphere
Your opponent takes their second turn, playing a fetchland into Underground Sea . Tap tomb to make , untapping Grim Monolith with Voltaic Key , leaving . Tap Monolith up to , use sea and opal to get to . Drop Tangle Wire then Sphere of Resistance
You take your third turn. You tap your two lands to Tanglewire, play a third land, and are still unable to play due to Trinisphere .
Your opponents third turn, they drop Tangle wire to 3 before tapping tanglewire sphere and ancient tomb. They drop any land, use it for voltaic key to Grim Monolith, before using monolith for and opal for / for Timetwister / Wheel of Fortune / Windfall , gaining them 7 shiny new cards while making you lose your mulligan card quality opening hand. They pass, knowing you still can't play anything
Your fourth turn, you have to tap all 3 untapped lands to Tangle Wire , you play a land, and pass. You have basically been timewalked 3 turns in a row.
Your opponent starts their fourth turn, dropping Tangle wire to 2 before tapping wire and sphere of resistance to Tangle wire. They are now free to drop more stax pieces ( Nether Void Winter Orb Static Orb Thorn of Amethyst Lodestone Golem Stasis ), play whatever commander/s they run, tutor up very cheap and cost effective winning combos, or establish a game-winning board presence that leads to their game winning combos.
Your fifth turn starts, you tap two lands to Tangle Wire , and if you play a fifth land. You have 3 untapped, so you might be able to play a spell assuming they haven't dropped anymore stax pieces and aren't holding any counterspells. Note that you can only play a 1 or 2 cmc spell, Sphere of Resistance is out, so your commander is still a no-go, and Trinisphere ensures you are only getting 1 spell max here no matter what. Its more likely than not with your current build you won't be able to play any spells here at all because your average CMC is so high. You've basically been time walked 4 turns in a row.
Stax is a very common archetype in the competitive scene, which is why its so important that you try to stax-proof your deck. It looks to me as if stax can cause serious problems for you.
On top of taxing stax, there's another type that may shut your deck off. Heavy discard. An early Sire Of Insanity can hose your whole game, while Mindslicer can impact your card advantage enough to cause a loss. Multiple discard effects like Necrogen Mists Bottomless Pit Oppression landing by turn 2 will make your build extremely sad (Turn 1 Dark Ritual Cabal Ritual Mana Crypt + any producing land and drop two discard enchantments). Chains of Mephistopheles turns off all your big draws, so does Alms Collector or Notion Thief
Another set of cards I would recommend taking a peek at is recursion. It can help against discard effects that would otherwise shut you off, or serve as a 2nd/3rd/4th copy of your draw spell. Wildest Dreams would work surprisingly well in your deck, the mana aspect is negligible and lets you reuse multiple big draw spells from your graveyard, as well as recover from wipes. Nostalgic Dreams is arguably worse with the additional cost, but can translate extra basics tutored by your 3 cmc ramp spells into more draws. Regrowth is also fantastic.
I hope you don't mind the close inspection! I really enjoy your build, I'm just curious to know if you run into these cards and how you interact with them. Almost all the stax cards I linked are included in tournament proven cEDH lists with various commanders, so they're cards that are in the meta and will be played.
6 months ago
meadbert, those are some awesome ideas. The Geth's Verdict combo seems awesome for this deck. It would give the deck a bit more resiliency and I could use discard outlets like Raven's Crime to gather all of the cards.
Given the amount of lands in the deck I could relax a bit more about having to be able to draw into my next card, and I can focus more on using Dakmor Salvage. I do want to maintain as much the idea of playing at least 75 lands to the deck, as the deck is made for some giggles. If I focus more around the idea of searching out Dakmor Salvage, the deck should have more leniency towards running non tutor spells.
9 months ago
Unfortunately, you can't.
When you cast a spell, declare values of variables (such as how many cards you're discarding for Nostalgic Dreams, and which ones) and choose targets (such as which cards in your graveyard you're returning) before you pay costs. Paying the cost of a spell is actually the last thing you do, not the first.
9 months ago
Targeting happens first: No, Giant Growth is not in the graveyard at the time of casting, so it's not a valid target.
Paying costs happens first: Yes, Giant Growth will have been discarded by the time I choose targets, so it can be targeted.
Which is correct?
9 months ago
I played around with a similar deck using a burn spell + Worldfire + Spellweaver Helix to finish off an opponent. It was never quite fast enough for Modern, but it worked fine in more casual games, albeit it was a bit too linear for my taste. While your deck has a slightly different goal, I think I can still provide some useful insights.
The biggest issue I see is your deck doesn't have a good way of getting your bomb into the graveyard--casting a nine mana spell is a bit out of the question, particularly as you're lacking an explosive ramp package, and hoping to discard down to seven is just not feasible.
You have a couple options in mono-Green.
- Borderland Explorer - provides a decent blocker that you can return to your hand with various effects
- Deepwood Drummer - helps protect you from harm, but can't be used the turn it comes out.
- Greenseeker - ensures you reach your land drops, I think this is generally worse than the Llanowar Mentor (below).
- Llanowar Mentor - ramp and a chump blocker is not bad, though again, the inability to activate the ability the turn you play it is.
- Noose Constrictor - can block with reach and allows discards immediately.
- Nostalgic Dreams - gives you flexibility in what you discard.
I'd also consider cutting Advent of the Wurm--it does not really add all that much on its onw to justify splashing White.
10 months ago
So firstly I really like what you've got going here as far as play style (being a lands matter deck that just gets out of hand with your commander rather than being strictly based on them). That's cool. Plus the name is funny and I'd love to here where you got it from.
Secondly I would point you in the direction of a certain EDHrec article that discusses how each of the green/x color pairings work when compared to each other. They've done a pretty good job of fleshing each option out and I think you'll find a lot more there than by just me saying whether one thing works well or not.
Additionally, Multani, Yavimaya's Avatar, Scouting Trek, and Rites of Spring seem like some strong cards for this build, but I say all this without play testing so take it with a grain of salt. I also wouldn't know where to cut for the same reasons.
Nostalgic Dreams occurrence in decks from the last year
Commander / EDH:
All decks: 0.0%