Underworld Dreams

Legality

Format Legality
Noble Legal
1v1 Commander Legal
Vintage Legal
Modern Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Duels of the Planeswalkers (DPA) Rare
2010 Core Set (M10) Rare
Tenth Edition (10E) Rare
Ninth Edition (9ED) Rare
Eighth Edition (8ED) Rare
Legends (LEG) Uncommon
Promo Set (000) Rare

Combos Browse all

Underworld Dreams

Enchantment

Whenever an opponent draws a card, Underworld Dreams deals 1 damage to him or her.

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Underworld Dreams Discussion

goblinguiderevealpls on Razin' minds, takin' names (competitive primer)

2 weeks ago

yes, crawler was in the infant stages of this list along with other slow creatures like Jace's Archivist

nekusar definitely does have a bounty on his head a majority of the time, which is why I run a decent amount of countermagic and control/permission

like most "efficient" edh decks, this deck does not require the use of its commander to win effectively, and he is often used as a blocker, or I simply cast him when my opponents are tapped out or when i have a counterspell in hand and can protect him enough to start wheeling, but he certainly does get answered more than the other cards in the deck, but i dont need to cast him to be able to kill opponents with mill or damage from cards like Chains of Mephistopheles, Underworld Dreams or Liliana's Caress

generally, the most trouble i have had is from selesyna or creature combo decks, since I run a very limited amount of potential blockers, and being spell-central renders me weak to token swarm, which is the main reason I run mainly utility creatures and a lot of creature answers like Evacuation, Damnation, Toxic Deluge, Cryptic Command or Rakdos Charm, and in the earlier stages i ran things such as Propaganda and Crawlspace, and Torpor Orb

secondly, I've found that Aura Shards or Bane of Progress effects really gimp the deck, since outside of nekusar himself a lot of my wheel value comes from artifacts and enchantments such as Dream Halls, Waste Not, Underworld Dreams, Teferi's Puzzle Box, or mana rocks, also hoser cards such as Spirit of the Labyrinth can stop wheels, and since grixis lacks any real form of enchantment removal, I will have to rely only on countermagic or bounce to answer aura shards or the like

other than hatebears, token swarm and stax effects that gimp spell decks such as Nether Void being my main weakness, I also find that wheeling a lot enables the HELL out of flashback or reanimator decks like Kess, Dissident Mage, Sedris, the Traitor King, or Sidisi, Brood Tyrant, due to wheels filling up graveyards relatively fast.

to combat this, i run graveyard hate such as Rakdos Charm and Bojuka Bog, and previously,Leyline of the Void. the reason being that when i wheel multiple times and they have a large graveyard with threats like Golgari Grave-Troll and Past in Flames, i can then exile those threats, which then allows me to cast Timetwister for maximum advantage as I shuffle away 50 cards while they get zero

essentially the main weaknesses of a wheel spell deck would be decks that take advantage of wheel effects or my lack of blocks, so creature heavy, reanimator, or stax decks usually give me trouble with combat damage, graveyard recursion, and combo denial respectively.

hope that was informative enough!

NV_1980 on Daxos Destroys the Diplomats

1 month ago

Hi Samuelv64,

I've played my Daxos deck for two years now; feel free to check it out (and comment, would appreciate it :)). Your deck has many similarities to my own. I think though, that you could add some more of the 'nasty' enchantments that black has to pester your opponents with ;) One of my favorites would be Underworld Dreams; nobody likes taking damage for drawing cards and it would complement your Fate Unraveler nicely. Another really strong one would be No Mercy.

Another thing you might want to consider is some ramp/land fetching, to increase the speed of your deck a little. A mana rock like Worn Powerstone would be good, but I'd really recommend something like Oreskos Explorer or Weathered Wayfarer/Land Tax if you have the monies.

What are your experiences with using Opalescence and Starfield of Nyx? Aren't they making your enchantments much more susceptible to board wipes?

Fluffpocalypse on Mind Flames

1 month ago

NV_1980 - Yeah, I was considering including Underworld Dreams just given its viability in this deck, but I'd probably have to go with a much larger emphasis on card-draw based damage rather than draw/discard things. I could feasibly replace Fate Unraveler with Underworld Dreams since Dreams would be a cheaper to play, albeit unable-to-attack functional equivalent. Good suggestion, thanks for the thought, and I'll give it some consideration.

NV_1980 on Mind Flames

1 month ago

I think Underworld Dreams could be a nice addition to your deck. Not sure what to replace with it, though.

ImtheRealBear on Nekusar, Lord of the Draw

1 month ago

I have a deck that burns a bit based on card draw as well. I like running Fevered Visions and Underworld Dreams.

fabiomarley on Mogis Festival

1 month ago

Ziembski thank for your suggestions. I like Marchesa's Decree i can replace Hissing Miasma with this but only one of those cards type ("being attacked life lose") is enough because they are important only vs aggro decks, but they are not vs control decks with only 15 creatures or vs voltron decks. Gonti's Machinations, Palace Siege and Subversion are very powerful cards but i play cards with "players can't gain life" so, for a card that could only lose life points (if i have Sulfuric Vortex in the battlefield for ex.) is not a good choice. I think that cards like Spellshock and Underworld Dreams are better vs decks that play many spell and that draws a lot of cards ( my meta have less aggro than control decks :) ). However which changes would you suggest?

The_Pixel_Ninja on Nekusar, the cancer giver

1 month ago

Cards to take out:

Indentured Djinn while the logic is solid behind choosing him, he's each opponent "May" draw, allows them to opt out of the 3+ damage

Duskmantle Seer fit's the flavor, but isn't actually a draw which could easily net you less damage across the board.

Returned Phalanx this card takes up space for no real good reason

Trade Secrets is illegal in the commander/edh format

Swamp/Island/Mountain you have way too many lands in this deck you could probably run 10 less land and still be A-okay, obviously you should playtest it and tweak it accordingly.

Cards to consider:

Arjun, the Shifting Flame my friend runs this guy in a red/blue locust god EDH it forces all sorts of draw on everyone.

Graceful Adept living Spellbook/Reliquary Tower

Jin-Gitaxias, Core Augur Later game nets you heavy amounts of draw and makes your opponents lose any card advantage you might give them.

Stormbreath Dragon with the amount of cards you should be forcing your opponents to draw his monstrous will be devastating

Sturmgeist you're going to have a fair deal of cards yourself

The Locust God tokens for days.

Viseling hand sizes will easily be 4+ damage will be dealt.

Howling Mine forces draw

Font of Mythos forces more draw

Archmage Ascension why draw cards like a plebeian when you could tutor all the cards?

Fevered Visions essentially 2 damage a turn every turn.

Forced Fruition easy 7+ damage

Price of Knowledge Damage for days

Underworld Dreams it's like have 2 nekusar

Well of Ideas All the draw.

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