|Commander / EDH||Legal|
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|Planechase 2012 Edition||Rare|
|Ravnica: City of Guilds||Rare|
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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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|Have (8)||rebelteddybear , hwagner , mcstang1986 , bradyofportdetroit , Dr.Jackel , plof , MattN7498 , theilluminaire|
Three Dreams Discussion
2 weeks ago
1 month ago
I think these are all great suggestions, but they aren't for this deck. I'm starting to create an aura deck with Bruna, Light of Alabaster as it's commander, so these are great suggestions for that one. I will probably keep in most of the cards that you think I should get rid of because of their uses later on. I have some crazy large cards in there like Serra Avatar, and I think that buffing them up isn't as important as either protecting myself, or dying while Exquisite Archangel is on the battlefield. Kami of False Hope is there as some early protection until I can get out some walls, Pariah is there more for Stuffy Doll than anything else. Ordeal of Heliod is there for me to get some early extra health and get some more power to a creature for a bit. Nevermore is a good suggestion for a card to get rid of. It doesn't really do much other than stall a commander for a bit. Moonsilver Spear is there for token generation because I don't have many creatures, same with Hanweir Militia Captain Flip and Ajani's Chosen. Mirror Entity is a card that I haven't been sure about for a bit, so I may get rid of it unless I want to use it to buff up my tokens decently high, and use Odric, Master Tactician to make my opponent not block. Orim, Samite Healer is meant for early protection too. Sun Droplet allows me to regain health slowly, so I can take 3 or 4 damage (Which I do a lot) and not need to worry about my health being chipped away as much. Silence is there for more late game when I want to nuke to prevent them from countering as easily, if not Grand Abolisher is there. Dazzling Reflection is just kinda there for my theme of people trying to hurt me, but ultimately helping me. It isn't a crazy good card for early game and getting it early is kind of a waste of space in my hand, but late game it could be extremely good, especially if my opponent has an unblockable creature that is super buffed up. Walking Atlas is there to just help me get land faster, and if I put Land Tax in the deck, it will help me not have to discard if I don't have Reliquary Tower. Celestial Mantle is an insane card for Serra Avatar and Three Dreams is helpful to get it out and also a few others. Thank you so much for helping me with the deck. You've helped me out a ton and I can't thank you enough.
1 month ago
As for cards to replace those I would suggest Sol Ring, Ajani's Chosen Windborn Muse Spirit Mantle Sigil of the Empty Throne Journey to Nowhere Oblivion Ring Nomad Mythmaker Day of Judgment Umbra Mystic Eland Umbra Enduring Ideal Starfield of Nyx Ethereal Armor Lifelink Eidolon of Countless Battles Swiftfoot Boots Karmic Guide Battle Mastery Hero of Iroas Winds of Rath Kor Spiritdancer Arrest Celestial Mantle and Three Dreams. Like I said these are just suggestions as it is your deck! This will just allow you to keep your pillow fort and then swing over the top! There's a lot of equipment you can use as well but that's usually the more pricey route
2 months ago
seshiro_of_the_orochi, I think that is an awesome idea. I was thinking about how I would fit that card in this deck and I came up with taking out Angelic Destiny and adding one more Daybreak Coronet as that will work well with Ethereal Armor and Hyena Umbra. I know that Angelic Destiny is a very good card and has recurrence but, I think for a three drop combo ( Ethereal Armor+Daybreak Coronet ) you could potentially get a +5/+5 or even a +9/+9 if added to Graceblade Artisan or Kor Spiritdancer with card draw! Doing that will let me put two Three Dreams in the deck for a possible late game draw.
2 months ago
This must hit very hard...good job!
Maybe it's a bit above the curve, but Three Dreams could be nuts in the lategame.
2 months ago
I run a similar voltron deck with Sigarda, Host of Herons at the helm. I started with a similar mindset to yourself in that I thought "big payoff" ramp like Cultivate and Kodama's Reach were the only way to go but in truth you want faster cards like Carpet of Flowers, Birds of Paradise,Devoted Druid, as well as the fast mana artifacts (I.e. Mana Crypt, Sol Ring, etc). Essentially if your goal is to have Uril out by turn three, you're going to need immaculate mana and ramp that costs < 3 cmc.
I 100% agree with cklise. I use the enchantress engine to maintain card advantage and can confirm that it works wonders for the deck.
Next, cut the group hug cards. Voltron should never be looking to make allies at the table. More people means more chances to lose your general to a board wipe or Arcane Lighthouse.
Your curve is ~2.5 with your highest cmc card being 6. You do not need 41 lands!
Another common mistake I see with decks that are trying to go faster in an this style deck is the inclusion of Serra's Sanctum. A majority of your permanents are aura's. Sanctum does nothing to help get Uril out and is most of the time going to produce no mana before you have him on board. Sure it's great late game, but to get a faster start early mana production is crucial. Nykthos, Shrine to Nyx will work better if you're just looking to do things like cast Three Dreams and play all the aura's you fetch during later turns.
Lastly, design the deck such that your enchantments cater to the way you win - getting to 11 power + double strike or Ancestral Mask with a plethora of enchantments. In Uril's case you are most likely going to need some evasion as well.
I could essentially sit here all day and spout all the things I've learned from playing and improving a voltron enchantress deck for the past 6 months, but this is your this is your deck to design not mine.
Nevertheless, if you have the time or will take a look at my Sigarda list. I'm not saying my deck is perfect, but hopefully it will reinforce what myself as well as others in the comments are suggesting.
3 months ago
4 months ago
schaning27 I know you looked at my deck and I have a few questions for you. I am really not sure if I should run more or less lands. I have token out some auras and tutors like Three Dreams because my deck does not run a a lot of auras. I can also see that you are not running Weathered Wayfarer, Land Tax, or Explorer's Scope (basically, do I need less ramp?).
You also have way less creatures then me, which is not a bad thing. I'm just wondering, how can you choose what to cut and what to keep. I have a really hard time choosing if I should keep said card or not (especially for equipment, not sure if I should add more or less).Then, there is the mana curve. I tested my deck out little bit (on tappedout) and the deck seemed fine, except there were two problems. 1) too many creatures 2) I was never really able to unload and play a bunch of cards (probably a land problem)How can I test my deck out against other players? Honestly, it will be very ineffective to print proxys for all of those cards. I don't have a ton of money to spend and the best way to see what is good or not is to test the deck.Anyways, I am probably going to add some more nonbasic lands, remove Weathered Wayfarer and Explorer's Scope so I can add Thran Dynamo. Also, how many board wipes and pieces of removal should I run?