Three Dreams

Legality

Format Legality
Vintage Legal
Duel Commander Legal
Commander / EDH Legal
Legacy Legal
Modern Legal
Tiny Leaders Legal

Printings View all

Set Rarity
Planechase Anthology Rare
Planechase 2012 Edition Rare
Ravnica: City of Guilds Rare

Combos Browse all

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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Three Dreams Discussion

drinkingdragon on White Goodman

4 days 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.

seshiro_of_the_orochi on White Goodman

4 days 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.

JaceTheSwagSculptor on Uril's Revenge

4 weeks 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.

NecroPony on The Queen's Curse

1 month ago

I'm considering cutting Three Dreams for Plea for Guidance, thoughts, anyone?

Gamer101Reborn on Srams Shiny Stuff

2 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?

Daedalus19876 on The Hero we All Deserve

2 months ago

Naturally.

Well in that case you honestly have most of the major Auras I can think of. Your removal is solid enough. Possibly add more tutors? Worldly Tutor, Idyllic Tutor, Three Dreams...

DaringApprentice on The Art of the Draw

2 months ago

Hey thanks for the name-drop, discipleofgary73!

Looks like a fun build so far, wyatt0781! I also think you should consider Krond the Dawn-Clad as a possible replacement for Dragonlord Dromoka, but watch out for that prohibitive cost!

I built a prototype Krond the Dawn-Clad budget deck, Krond the Junior Chipmunk (Concept), if you want to check it out. Some of the enchantment/aura tribal cards I put in there that I haven't seen mentioned yet are Ethereal Armor, Flickerform, Sage's Reverie, Sigarda's Aid, Aura Gnarlid, Auramancer, Dreampod Druid, Eidolon of Countless Battles, Elderwood Scion, Endless Wurm, Heliod's Pilgrim, Hero of Iroas, Kitsune Mystic, Monk Idealist, Nomad Mythmaker, Silent Sentinel, Sram, Senior Edificer, Tragic Poet, Umbra Mystic, Dawn to Dusk, Open the Armory, Retether, Reviving Melody, Three Dreams, Winds of Rath, Crown of the Ages, Crystal Chimes, Helm of the Gods.

firecast92 on Kynaios Artifacts and Enchantments

2 months ago

how about the vow cycle, Vow of Duty, Vow of Flight and such and tutoring them with Three Dreams and Plea for Guidance, let your opponents kill each other?

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