Sickening Dreams

Sickening Dreams


As an additional cost to play Sickening Dreams, discard X cards.

Sickening Dreams deals X damage to each creature and each player.

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Set Rarity
Premium Deck Series: Graveborn (GRV) Uncommon
Torment (TOR) Uncommon

Combos Browse all


Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
2019-10-04 Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Sickening Dreams occurrence in decks from the last year

Commander / EDH:

All decks: 0.0%

Sickening Dreams Discussion

BishopsArrrow on The best budget edh deck ever!!! Only $20!!!!!

1 month ago

RedBuilder11 the Glacial Chasm prevents you from taking damage so you discard all of the land in the deck after you draw it with Ad Nauseam all and deal at least 80 damage to every player with Sickening Dreams and kill them all off at once.

teoch89 on [cEDH Primer] Competetive Breya the Malevolent

2 months ago

really good deck and well described. +1

i'm just wondering.. do u think it's possible to add Sickening Dreams and combo it with Ad Nauseam?

dingusdingo on Staxing and Taxing: Glissa cEDH Primer

2 months ago

Very nice deck. I have a paper Alesha, Who Smiles at Death list, so I can appreciate another paper non-blue stax deck.

Things I enjoy

Hope of Ghirapur is a very saucy include and is a strong Glissa recursion target

Grim Flayer is like Dark Confidant #2

Tainted Wood and the other tainted lands are EXTREMELY under rated

Ulvenwald Tracker has some crazy strong synergy with Glissa (first strike and deathtouch)

Areas I can see improvement

First, Tree of Tales and Vault of Whispers raise risk while providing extremely marginal benefit (Mox Opal metalcraft). While it is recurrable with Glissa, you risk the chance of things like ETB tapped, get sniped on a land drop on turn 1 or 2, having it turned into a Mountain, or just having it not untap. Having 2 more basics will allow your Crucible of Worlds to be a BEAST with fetchlands and makes games against other stax decks easier. Similarly, you can ease off a touch with the non-standard dual color producers, because its only a two color deck. While these cards are certainly nice, cutting another 2-4 for various utility lands I bet you won't notice a drop in color consistency because of the high fetch density. I would also consider Wasteland and Ghost Quarter, which conveniently work extremely well with Crucible of Worlds in a stax deck. Green also has access to Ramunap Excavator, as well as the highly cancerous Exploration and Burgeoning and Azusa, Lost but Seeking. Blowing up a couple lands a turn makes players scoop pretty fast.

I think you should run the elf squad. Turn 1 elves make mana faster which helps A LOT. Stax decks needs to have strong starts, to get ahead of players so you can bury them with symmetrical and asymmetrical effects. Llanowar Elves Fyndhorn Elves Elvish Mystic Elves of Deep Shadow. I think these will help your consistency and speed. Also consider Priest of Titania. These are also great mid and late game targets for Skullclamp.

Dark Tutelage should be Phyrexian Arena. A 2 color deck shouldn't struggle too much with the extra B in the cost.

Artifact based draw that graveyards itself provides huge incidental value with Glissa. Specifically, Chromatic Star and Chromatic Sphere are worthy of includes. You could even grab Barbed Sextant if you strongly liked the chromatic effects.

Mana Web is a great effect when it goes, but I have personally found this card to be lackluster in color identities that lack White or Blue. It needs supporting cards to make it go, like Winter Orb and Static Orb. Blue and white get the benefit of having further extensions with Hokori, Dust Drinker and Stasis, and I really believe this card belongs mostly in decks.

Smallpox and Innocent Blood are synergy inclusions, but they are rather marginal if drawn later in the game. You could consider swapping one of them into Damnation. I don't think Sickening Dreams is worthwhile if you aren't running a combo to draw 50 cards and kill the table with it.

Tormod's Crypt could be worth running. Ezpz recursion target that you can always pop for value if someone has a creature about to die on the stack. Helps against fish hulk which you think is a bad match up. Also every deck has some way to gas from the GY.

You run some creatures that seem value oriented, but I think should be replaced. Wurmcoil Engine Ravenous Slime Scrap Trawler. I don't think you're getting enough meaningful action on combat for wurmcoil, I think ravenous is pretty marginal at beats as well as GY patrol, and scrap trawler is redundant with your commander and doesn't really advance your game plan.

Similarly, I don't think Sword of Fire and Ice is doing enough. Although Sword of Feast and Famine could be a worthy include.

Leptys on

3 months ago

Nice list, kudos especially to that average CMC! Hopefully no-one hits a Chalice of the Void against you anytime soon... :^)

Also, a couple of tips from a seasoned Farmer:

  • If looking for more fast mana sources, try Phyrexian Tower / Ancient Tomb for lands ( Crop Rotation becomes a ritual that way, even without too many creatures).
  • Seeing you usually have a lot of dudes and both Growth & Sprawl handy, have you considered an Earthcraft package with basic lands + Prismatic Vista ? That represents a lot of mana during your Naus turns, and accelerates your gameplans on the side pretty well.
  • Finally, Grace+Naus into Sickening Dreams is somewhat challenging to assemble without Yawgmoth's Will most of the time. 80+% of my Dreams kills go by Naus -> Will -> Grace -> Naus -> Dreams. Of course those kinds of stormy wins often require more fast mana like Mana Vault / Grim Monolith too, but I recommend trying Will out here seeing a lot of cards like Extortionist can be abused with it.



Flash_Andretti on Kaalia Dab's to Win! | cEDH Primer

3 months ago

LVL_666 Payloads are spells that will actually win you the game if cast infinite under the right scenarios, such as Bogardan Hellkite , Searing Touch , Rolling Earthquake , Sickening Dreams which the latter 3 also count as winconless. Winconless decks seek to win using cards closest to the "useful spell" end of this spectrum. Which this deck isn't completely winconless, due to some cards counting as dead outside of the combo, like Bogardan Hellkite and WGD.

For a full breakdown of how this deck works, it is a mardu graveyard combo deck that essentially uses kaalia to cheat out powerful demons/angels under the competitive vacuum. This deck is fringe for sure, but can do greatly in specific meta's and is not meant to be put at a casual table. With that out of the way, for the WGD combo, here is how it works.

You are required to have Worldgorger Dragon (WGD or George) in your graveyard to perform this (or something that discards it into your graveyard. You cast Animate Dead from your hand (or Necromancy if you want to win at instant speed) and target WGD. When he enters the battlefield you must exile ALL of your permanents including your Animate Dead. Animate Dead states that when in leaves the field you must sacrifice the creature it was enchanted too. When WGD dies all permanents return back to the field untapped, most importantly, your lands come back untapped and your Animate Dead comes back as well. In response to them returning, tap all your lands for mana which will leave them floating. You will then target WGD again, rinse and repeating the process, causing an infinite mana loop until you are ready to stop it or not. If you do decide you want it to continue, if you have Bogardan Hellkite in hand, you can flash him in and burn the table or even kill hatebears, then kill the table or do the same with Searing Touch . If you stop it, you can sink all the mana you have into a card like Cut or Exsanguinate and win at sorcery speed. These also count as winconless.

Sorry for the miscommunication earlier, didn't realize what you were actually asking me, that and I was rushing due to me heading out to work, been a very long week because Christmas sales ect. at my job. I hope all of this helps you and trust me, this primer isn't fully done, there are other things that need to be done to it when I have proper time to sit down and do so. I hope you understand. Anyway if you have anything else to ask me, feel free, I am here to help you and am always available via Discord!

Tappedoutman on Queen Marchesa's Chessboard

4 months ago

Osbert thanks a lot for comment. I will take in consideration about your suggests. I m going to refresh my deck again in the next weeks and i will see what cut off for add new cards. The next cards that i will probably add are Teferi's Protection and Dockside Extortionist . The first because it works as combo with Ad Nauseam and the second for more speed in the early game. I ve thought about Silence and Grand Abolisher yet to keep combo safe mode and i will surely add one of those one, both maybe, inside the list . About artifacts and enchantments response, i will add more remouval, istant speed probably, i ve already tried Aura of Silence but i ve cut it off because even if it has a good tax effect it is very slow and the more the game go on the less its tax effect is strength, i prefer something at istant speed. Dualcaster mage is not the only way to close the game but Sickening Dreams too. A considerable thing that you said is to reduce the CMC to increase Ad Nauseam strength and i will work for that.

RNR_Gaming on house of pain

6 months ago

You'd need to rework the entire deck to be more spell oriented. Usually black spell slingers As nauseam a bunch of really good tutors and mana rocks and 0 mana spells then either use Dark Sphere and Sickening Dreams to close out the game or Tendrils of Agony .

StopShot on [COMMUNITY] What cards do you ...

7 months ago

Griselbrand and Yawgmoth's Bargain are broken with Ivory Tower . It practically ensures drawing out your entire library for literally no cost or drawback. If you also run Reliquary Tower you can start gaining ridiculous amounts of life every turn to the point non-commander damage doesn't even matter anymore. Throw in a Aetherflux Reservoir or Sickening Dreams as a finisher.

Also Yawgmoth's Bargain creates an instant lock on your opponents with Words of Waste . The two cards can easily remove your opponent's hands and makes it so they never get to play any spells as you can force them to discard the card drawn on their draw step before their main phase. If you have a simple way to gain any kind of life then you've effectively locked everyone else from playing the game. This is one of the big reasons why Yawgmoth's Bargain is banned and not Necropotence as Necropotence doesn't say "draw a card" anywhere making it unable to work with Words of Waste and even if it did you wouldn't be able to draw that card until your endstep - not whenever you want.

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