Three Dreams

Three Dreams

Sorcery

Search your library for up to three Aura cards with different names, reveal them, and put them into your hand. Then shuffle your library.

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Trade

Have (1) PTsmitty
Want (1) Simekit

Printings View all

Set Rarity
Planechase Anthology (PCA) Rare
Planechase 2012 Edition (PC2) Rare
Ravnica: City of Guilds (RAV) Rare

Combos Browse all

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Three Dreams occurrence in decks from the last year

Commander / EDH:

All decks: 0.01%

Three Dreams Discussion

Phule451 on I fight for those who cannot fight for themselves

1 week ago

The mana base is a bit concerning as you don't seem to have much ramp, and since you'll hopefully be drawing a ton of cards, you're gonna want all the mana you can get. Though they don't enchant creatures you control, Overwhelming Splendor and Darksteel Mutation could help deal with opponents' counters to your strategy. Three Dreams and Plea for Guidance can help you tutor up your key pieces for your main strategies.

KayneMarco on Tuvasa Ain’t No Pillow Princess

2 weeks ago

A few cards that would help get the auras you want out sooner are:

hejtmane on Counterpoint: White doesn't need ramp ...

3 weeks ago

The land ramp is mediocre it helps but it is not green now Smothering Tithe is probably one of the best white commander cards outside of board wipes to come out and they need more things like that card.

Really what great equipment and enchantment tutoring have they reprinted or released recently.

They have Open the Armory that is affordable but come on out side that what else that does not cost your first born child because of lack of reprints. They have I mean Heliod's Pilgrim is ok and Three Dreams is fine if you are running an aura deck but those are special cases.

The real issues is most people in commander run enchantments or equipment the few exceptions that run auras can use the above the issue with enchantment tutor when was the last one printed guess what the three they have all cost $30 plus because they have not been re-printed and nothing similar has been printed in standard Enlightened Tutor ; Idyllic Tutor ; Academy Rector

Then if you are running equipment Steelshaper's Gift is the only one in a decent price range Stoneforge Mystic is used in multiple platforms so the cost is going to stay high Steelshaper Apprentice is meh but is budget; the better option is Stonehewer Giant and his price his creeping up because of stoneforge mystic going up.

Right now I say now the answer is no because everything you referenced is old and cost $$$ because white has not received more stuff along those lines. I would argue that white needs more cards that expand these roles to be true. Right now blue is just as good at getting equipment or artifacts so white is once again a good support color

xaarvaxus on Naya Bogles

1 month ago

Some cards that I use in my Bruna deck that could have applications here in Uril:

Flickerform , Empyrial Armor and Sage's Reverie offer protection, buff and buff/card draw.

Soltari Visionary is a great, nearly 100% unblockable creature that acts as some additional removal.

Umbra Mystic gives all of your auras totem armor. This felt lackluster until I saw how much of my opponents' resources it could consume as they focused on trying to eliminate it and anything else enchanted.

Heliod's Pilgrim and Three Dreams ...why make do with just any old aura you happen to draw? Go get your best ones. I usually fetch Eldrazi Conscription but Bruna also can cheat it into play so the CMC isn't such of a concern.

Could use a little more removal. Either Path to Exile or Swords to Plowshares and Winds of Rath as another boardwipe.

jakeelephant006 on Uril, Ultimate Bench-Presser

5 months ago

This deck seems to have a couple of weird things and a couple of holes in it. First off, your ramp seems to be through the roof and I don't really see why that's necessary. I would recommend cutting some of, if not all, the cluestones or maybe a sorcery speed ramp spell. Maybe consider switching one of your current sorceries for a Skyshroud Claim and probably switch Druid of the Anima for Sylvan Caryatid . Related to this is your current lack of enchantment cost-reducers. I would recommend adding one or two back in. You can switch some of your ramp for cards like Herald of the Pantheon or the new Starfield Mystic .

Next is card draw and tutors. You're not doing too bad at this, but I'm surprised you're not running Satyr Enchanter , Kor Spiritdancer , Sram, Senior Edificer or Open the Armory . Maybe even Three Dreams or Plea for Guidance are playable as well. Also, I think Harmonize deserves a spot because it can get you back in the game without any help.

Another thing you seem pretty weak on is removal. Both targeted and mass. I think Beast Within or Generous Gift or both would pretty easily fix your targeted removal. Maybe even Decimate or Qasali Pridemage . I think you ought to run at least one more board wipe. Single Combat or Divine Reckoning seem prudent. If you wanted to be able to hit more types of permanents, I'd highly recommend Tragic Arrogance .

My final category of things to add are other auras/enchantments and recursion/protection. Bear Umbra has been reprinted and it's still not here and Unquestioned Authority is also good. Also, the new Treefolk Umbra seems good enough to run. Maybe add back in Snake Umbra for card draw. Maybe On Serra's Wings or Asha's Favor for the host of abilities they grant and maybe Boar Umbra . For recursion and protection I'd say Hall of Heliod's Generosity , Umbra Mystic and Boros Charm are all cards that belong in here. Adding back in Retether seems like it would be fine and including either Eternal Witness or Auramancer or both might be good too. In general, I think this deck needs to be rebalanced a little bit.

Now, I'm sure you're thinking, "But my deck is already perfect. What am I supposed to take out?". I'm here to tell you, you're wrong and there are a few cards that seem ripe for removal. First off, Gideon's Intervention seems kinda silly in here. Really not what the deck wants to do. Maybe there are one or two cards that you really don't want to see in a game, but I think having single target removal in place of that would be better. Next off is Combat Celebrant . This guy is kinda slow, really vulnerable, and not an enchantment. If you really want this effect go with Aggravated Assault which, in concert with Bear Umbra, can give you infinite combats. Also, I think it's time for Wall of Reverence to bow out. It can gain you a bunch of life, but I don't think that it's worth the slot. As I mentioned before, the Keyrunes are easy pulls for some card draw spells, enchantment cost-reducers, and maybe another (probably basic) land or two. Maybe one or two other ramp spells (I might consider cutting Burgeoning if you don't add in more card draw) are worth cutting. I think 10-12 is a good number of ramp cards for this deck. Some of the weaker auras I'd look at are Scourge of the Nobilis , Felidar Umbra and maybe Mammoth Umbra and Burning Anger . Maybe I'm wrong about most of or all of those auras. That seems like the most difficult category to cut from.

I hope you've had fun reading all of this and that maybe a couple of my suggestions make a difference.

bushido_man96 on Tuvasa's Codex of The Enticing of Endless Murder

5 months ago

I suggested two cuts already. Cut them. And cut your tutors. You should have enough redundancy in the deck that the tutors shouldn't be that necessary. And I don't see any one piece in the deck that is an "absolutely must have to go to tutor after." So, my suggested cuts:

Idyllic Tutor , Enlightened Tutor , Three Dreams , Unexpected Results , Greater Auramancy , Spectra Ward . I'd cut the Signets and keep the Talismans; I think they're better, and you've got plenty of ramp in your land enchantments.

That's 9 cuts right there. I'd probably switch a few of your counterspells with some removal, like Generous Gift and Beast Within . Fertile Ground , Wild Growth , and Overgrowth are other solid ramp enchantments, and might be better than some of your other land enchantments.

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