This deck is for fun casual play and annoying your friends by abusing Dismiss into Dream + Sway of Illusion .

This combination forces a kind of soft lock on the table from which your opponents should not recover. The way it works is you cast Dismiss into Dream and now all of your opponents' creatures are illusions and if they are targeted by any spell or ability they have to sacrifice them. That is where the second card comes in. Sway of Illusion for the tiny price of just 2 mana lets you target any number of creatures and makes them a color of your choice until end of turn. With Dismiss into Dream in play that means any enemy creatures you targeted are immediately sacrificed. This becomes a nice soft lock for keeping enemy creatures under control.

One of the best things about Dismiss into Dream is it keeps your opponents from doing anything with their own creatures as well. They can no longer equip, enchant or target any of their own creatures or they have to sacrifice them as well. This can totally destroy many deck strategies and types.

Then the abuse part happens with the cards in this deck that support the key card. It has a terrible mana cost, but hey this gives your opponents a chance to beat it.

So the idea is to flood the table with illusions in a regular aggro style deck while building to your global lock/removal combination. Here is the card breakdown:

The Creatures:

Errant Ephemeron: This is a great illusion creature that you can suspend as early as turn 2. When it resolves it counts for casting spells so without spending any mana for this leaves your mana free to cast other spells like Illusory Angel for example. It is also a pretty serious threat on it's own as a 4/4 flyer.
Humble Defector: Is a nice source of card advantage. And having to give it up to your opponent is marginalized by all the ways you can get rid of it. Into the Roil will put it back in your hand. And can be a source of further card advantage with the kicker cost paid. Dismiss into Dream means you can target it with anything and it will die once you hand it over.
Illusory Angel: A 4/4 flyer for 3 mana as long as it is not the 1st spell you cast the turn you play it. This is good body for pretty cheap cost that you can get into play pretty early. Especially if it is following an Electrickery or resolving suspend card.
Krovikan Mist: This illusion is great. It flies. It's power and toughness are equal to every illusion in play. It can get pretty big just from your own illusions. But remember, once you play Dismiss into Dream all of your opponent's creatures are illusions as well! And they count for your Krovikan Mist as well.
Lord of the Unreal: This card is in the deck to get rid of the "when it becomes the target of a spell or ability, sacrifice it" clause on your own illusion creatures while not offering protection to your enemy's creatures. And it also has an anthem/lord effect which is excellent.
Phantasmal Bear: A 2/2 for 1 blue mana that has a disadvantage you can negate with your Lord of the Unreal. Great early drop and never totally loses usefulness because it is an illusion to help pump your Krovikan Mists.
Wojek Embermage: This wizard is in the deck to serve 2 purposes. One, it can usually be counted on to stop weenie aggro. Or even do pinpoint color-based removal. Secondly, once you have Dismiss into Dream in play this card says "sacrifice all creatures that share a color with targeted creature." And this will get rid of anything you can target.

The Other Spells:

Electrickery: This card is amazing. For 1 mana it will deal 1 pt of damage to a target creature you do not control. For only 1 mana more, it will do this to every creature in play you do not control. This is another table wipe for weenie aggro and if a Dismiss into Dream is in play then this card is a 2 mana instant that says "Opponents, sacrifice all creatures you control." Excellent in this deck.
Into the Roil: Targeted bounce to any non-land permanent. And it has card advantage via the kicker.
Sway of Illusion: This is a 2 mana instant that when Dismiss into Dream is in play will force all of your opponents to sacrifice all of their creatures. Even better, it is a selective type of targeting so you could always leave something untouched if it helps you or your deck.
Dismiss into Dream: The main part of the lock in the deck. Get this card to stick and you will very quickly crush out any aggro deck you face or creatures that interfere with your game plan. In conjunction with Sway of Illusion or Wojek Embermage this card can wipe tables or get rid of any creatures stopping you from winning the game.

The Lands:

Except for a playset of Swiftwater Cliffs's there are only basic lands in the deck. The cliffs help mana-fix the deck for the colors you need. Then basic Mountains and Islands fill out the rest of the land count.

That is it for the deck. Please feel free to leave any comments or suggestions below.

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Revision 1 See all

(6 years ago)

-3 Island main
-1 Mountain main
+4 Swiftwater Cliffs main
Date added 8 years
Last updated 3 years
Key combos
Legality

This deck is Casual legal.

Rarity (main - side)

6 - 0 Rares

14 - 0 Uncommons

18 - 0 Commons

Cards 60
Avg. CMC 3.03
Folders My Decks, Magic Marc Cards
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