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A Dream of Ice and Fire

Commander / EDH

frisiandude


Sideboard

Creature (1)


Maybeboard


I mainly play EDH casually. This is the best deck I've built so far, and it's been very good with my playgroup and at my local store. That being said, I don't expect this to be competitive at any high level.

I first built this deck because I saw Intet and liked her ability, so I intended to build around her. When Khans came out and I found out the Temur clan was ice-themed, I had the idea to make the deck "A Dream of Ice and Fire". Since then it has quickly become my favourite EDH deck, partially because of the theme, partially because it does goofy things, but mostly because it's just pure Timmy-approved fun.

Most of the cards fit into one or two of the three themes: dreaming (weird things like scry 'predictive dreaming', flash, clones, etc), ice, and/or fire. I tried to keep it as true to that as possible, but I bend the rules here and there. That said, it's probably not as good of a deck as it possibly could be, and that's ok by me.

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This deck is not a combo deck by any means, but there are a few powerful synergies I've been able to pull off:

Rite of Replication + Temur Ascendancy

Rite is a game winner if it goes off with haste, and even if you can't finish everyone in one turn, you've just drawn 5 cards. Ascendancy also works really well with Progenitor Mimic, but it's more susceptible to being disrupted that way.

Rite of Replication + Utvara Hellkite

Ok, so I've never gotten this off, and really, playing either card by itself should mean you win anyway, but I really want this to happen someday.

Savage Ventmaw + Thassa, God of the Sea

Really Thassa is great with any big fattie, but she allows Ventmaw to attack with impunity, guaranteeing you'll be getting that 6 free mana each turn.

Descendant of Soramaro + Lurking Predators

Descendant shines in this deck, but no time more than with Lurking Predators out.

Intet, the Dreamer + Plasm Capture

Exiling Plasm Capture with Intet is wonderful, but any counter is great. Nothing beats countering someone's 'kill Intet' spell they're playing because they see you're tapped out and think they have a free shot.

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The standard game is about ramping quickly to 6-7, getting Intet out, then using counters, Spearbreaker Behemoth, Archetype of Endurance, Whispersilk Cloak, etc to keep her on the board and hitting opponents. I don't find myself relying on her ability as much as I had anticipated. I think that's a positive thing because it means the deck is resilient with or without her, but when I am able to get her ability rolling, the snowball grows really fast.

Without Intet, it's kind of a stampede/dragon horde deck. My strategy is generally draw + tons of ramp and mana to keep playing threats and be a proactive player, with counters held in reserve for key moments. I'm still working on a balance of control cards so I can manage the board, but so far it's done fairly well, most notably in my last game surviving a Zurgo hitting for 18 commander and then killing/countering/bouncing him 4 turns for Intet to kill that player.

Mainly, this deck struggles with fast decks. I can sometimes pull enough control to manage the board, but I'd rather save it for keeping Intet alive and hitting the opponents. I typically rely on ramping as fast as possible and enduring the rush or getting a boardwipe to stabilise, but it's not consistently doable. Luckily in multiplayer games this isn't as big of a concern.

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A few cards that have been great almost every game they come out:

Xenagos, God of Revels: He cuts Intet's clock from 4 turns to 2, and gives her haste if she needs it. I've swung for the win thrice because opponents thought they had another turn left to deal with Intet and I play him just before declaring attackers, doubling her power.

Steel Hellkite: Works well with the multiple methods of obtaining unblockable as a pseudo boardwipe on a single opponent. Can be really devastating if not dealt with.

Lurking Predators: When I get behind, Lurking Predators has brought me back every time it stayed out. It doesn't often stay long, but even a couple activations make it very worthwhile to have when Intet is back in the CZ.

Rimescale Dragon: The perfectly themed dragon for this deck. He's also very useful with his controlling ability, freezing any troublesome attackers.

Utvara Hellkite: This plus Rite of Replication or Progenitor Mimic wins games. As stated before, with Temur Ascendancy out dragons rule the skies. It goes without saying, though, that if you can get Utvara to stick, you're probably winning the game anyway.

Unexpected Results: Is there a more perfect card for dreamland? I love the goofiness and I can forgive the occasional time where it pulls a counter spell and ends up being useless.

Descendant of Soramaro: Hands down the best top-deck manipulation I have. With the amount of draw I have in the deck, I almost always have more than 4 cards in my hand to make it very worthwhile for 2 mana.

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A look at a few underperformers:

Leyline of Anticipation: Cast any spell at any time? There are no more rules in dreamland! It's cool if I could ever get it to stick, but it has yet to make it more than a turn unless it's in my opening hand. I'm not taking it out yet but I'm not sold on it either. At the very least it's a nice lighting rod, kind of like the Prophet, but not as useful since you have to save your lands. Still, I can't justify not having it so it stays.

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What I would like to add, or at least test out:

Scourge of the Throne: An extra combat phase would be great for another activation of Intet's ability, and with Xenagos it's possible to swing OHKOs with Intet. A definite add.

Ryusei, the Falling Star: Wonderfully on theme and as most of my creatures are flyers I would like to find a place for him once I track down a copy. I'm not sure if it stays in, but it's worth testing.

Scourge of Valkas: This would go in if I get a few more Dragons, as it is now I only usually have 1-2 out before they start getting removed or wiped. Worth testing if I get one, though.

Strionic Resonator: Copies Intet's ability and does some other cool stuff. I'd like to fit this in for testing at some point.

Dragonspeaker Shaman: I'm wary of the RR mana cost and I don't really have much problem casting dragons if I need to, but it would help a lot against very aggressive decks.

Balefire Dragon: I just need to find a copy and find a place for it.

See the Unwritten: when I get one, it's gonna be awesome. This deck is so goodstuff heavy I'd expect not to have much of a problem getting 2 fatties out with this.

Sarkhan Unbroken: Someday....

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I appreciate any comments and suggestions, and I'm happy to answer questions. I'm happy with how the deck plays but I think there's always room for improvement.

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Changelog:

-1 Sphinx of Magosi

+1 Atarka, World Render

Atarka is a beast in this deck, loving him so far.

-1 Wild Riccochet

+1 Swan Song

Much easier on the mana in exchange for less utility. I had only ever used Wild Riccochet once, while Swan Song has yet to be a dead card.

-1 Vivid Crag

+1 Kessig Wolf Run

Vivid crag looked too...warm to fit into the theme, so it went for Wolf Run, which is a spectacular finisher.

-1 Snow-Covered Forest

+1 Surrak Dragonclaw

I found I was having no trouble getting enough land with all the ramp, so I added my favorite ice-themed Khan.

-1 Winterflame

+1 Temur Charm

More utility, better card.

-1 Counterflux

+1 Song of the Dryads

More utility, and I felt I had enough counters. I usually just hang on to them until later anyway when there's a key combo about to go off or something.

-1 Tyrant's Familiar+1 Shaman of the Great Hunt

I like draw, and Tyrant's Familiar was probably the worst of my dragons, being reliant on having Intet out. It feels weird to take my dragon count down by one, but Shaman has been great so far.

-1 Blasphemous Act

+1 Shamanic Revelation

I found Cyclonic Rift was enough boardwipe for me. It's not central to my strategy and there are enough boadwipes in my meta anyway, so more draw, yay! The lifegain is relevant, too.

-1 Sigiled Starfish

+1 Reclaim

Nice to load up a fattie for a second wind just before Intet goes off. Scrying just once per turn wasn't really that great.

-1 Hypersonic Dragon

+1 Savage Ventmaw

Don't have enough sorceries to make Hypersonic worthwhile, and I like Ventmaw quite a bit.

-1 Snow Island

+1 Temple of the False Gods

Testing, hope this isn't too much colourless mana, but I got a copy so it's in testing now.

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Date added 9 years
Last updated 8 years
Key combos
Legality

This deck is not Commander / EDH legal.

Rarity (main - side)

7 - 0 Mythic Rares

32 - 0 Rares

18 - 1 Uncommons

11 - 0 Commons

Cards 96
Avg. CMC 3.98
Tokens Ape 3/3 G, Beast 3/3 G, Bird 2/2 U, Copy Clone, Dragon 6/6 R, Morph 2/2 C
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