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Format | Legality |
1v1 Commander | Legal |
Archenemy | Legal |
Block Constructed | Legal |
Canadian Highlander | Legal |
Casual | Legal |
Commander / EDH | Legal |
Commander: Rule 0 | Legal |
Custom | Legal |
Duel Commander | Legal |
Highlander | Legal |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Oathbreaker | Legal |
Planar Constructed | Legal |
Planechase | Legal |
Premodern | Legal |
Quest Magic | Legal |
Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
Devastating Dreams
Sorcery
As an additional cost to cast Devastating Dreams, discard X cards at random.
Each player sacrifices X lands. Devastating Dreams deals X damage to each creature.




SufferFromEDHD on
Throw It Overboard - Captain Howler
2 months ago
Turbulent Dreams/Devastating Dreams useful effects that now draw cards
Forbid reusable counterspell seems good
Prismari Command one of the best Swiss army knives
Frantic Search/Faithless Looting/Breakthrough/Read the Runes cheap and efficient looting
Cephalid Coliseum land looting
Masticore old school cool now becomes an engine
Anger to compliment the Wonder
All this discard Squee, Goblin Nabob would be valuable
capwner on
No Pain no Gain
8 months ago
This is actually a pretty neat idea for a list. Judith has a really cool and unique effect, giving spells deathtouch is sick! I think if I were building the deck I would try to capitalize on this by running even MORE sweepers just so that you have a critical mass of them and are almost always able to keep the board locked down. So almost like a wrath-prison deck. If it were me. There are so many of these effects so you could really go deep on them, Blazing Volley from your board seems great, Scouring Sands, Yamabushi's Storm, Rolling Earthquake, Molten Disaster, Pyroclasm, Bonfire of the Damned, Starstorm, Devastating Dreams is a personal favorite but this may not be the right list for that one. I'd go up to like 15 of these even. Maybe also something like Mithril Coat to protect Judith/other creats if you decide to go into symmetrical sweepers. I know it's a core part of this build but I would cut stuff like Dragon Fodder and Witty Roastmaster, the Redcap combo is good by itself and it doesn't need these more fragile pieces that need to sit on the battlefield. I'd swap them for more grindy advantage cards that want to go to the yard like Unlucky Witness, Bloodghast, Nether Traitor, Filth, supplemented with things like Grim Harvest, Skullclamp, Contamination, Chthonian Nightmare, Deadly Dispute. Necrotic Ooze combo seems right at home here too, but that might be a little boring. If you want to be more lethal, just run more tutors/entomb/buried alive to assemble a redcap or ooze kill. Straight up Reanimate spells could be good to use on your opponents fatties who just died to your death rain. Rise of the Dark Realms Grimoire of the Dead and Sheoldred Flip can all mass reanimate your opponents' creatures. Shadowspear to remove indestructible from those pesky Etalis. Meltdown and Brotherhood's End for artifacts. Spiteful Banditry, The Reaver Cleaver, Ragavan, Nimble Pilferer, Big Score maybe for additional ramp. Ramp seems like a big deal since it's a 5 mana commander. You have some really sick cards in here already I love the Withering Boon, Delirium, Rakdos Charm, and Blood for the Blood God! is amazing in this. Great ideas, take my suggestions with a grain of salt because really the build I am suggesting is potentially very different from this one. +1
wallisface on Mono Red Control/Mill (Premodern)
10 months ago
halanvaina My main suggestion is to stop trying to build a deck around Crumbling Sanctuary... 5 mana is far too high for a card that only lets you begin to enact a plan. It also undoes any work you've done towards defeating your opponent before its cast.
Good red cards i'm seeing in the meta include:
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Cursed Scroll (late game damage when you're at 1 card)
^ all of the above seem to be fairly frequently used within the meta, as seen from the links already provided in my last post.
From your statement "Mono red is a difficult color to work with outside of aggro" - yes this is true. But one thing worth noting is that your deck isn't doing any of the typical things a non-aggro deck would be doing... so your current build is kindof aggro, just extremely slow. If you're wanting to build towards Midrange or Control, you need a LOT more interaction with the opponent to slow them down. If you're wanting your deck to be more geared towards Combo, then you need to have reliable ways to win the game extremely quickly. In any case you can't decide to be both a slow deck and a non-interactive deck - your deck needs to either be very fast, or very interactive (that is the case for all decks generally speaking).
From your other comments:
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What specifically do you think Feldon's Cane is helping you with? You keep defending it in a super vague way but I'm seeing absolutely zero reason to be running it (I also just re-read Crumbling Sanctuary and realised Feldon's Cane doesn't even help with that, so I honestly have no idea what value you think this artifact is bringing).
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The problem with Devastating Dreams is that it costs you and your opponent the same amount of lands and creatures - your deck includes both of these so you're unlikely to make any big advantages in this area (especially as your deck needs a LOT of lands to function). But then, it additionally costs you (and only you) a bunch of cards from your hand. I don't see how that every advantages you.
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On your comment "It does damage to each creature, and makes the both of us sac ideally all of our lands". What do you gain from losing all your lands? As the opponent almost-assuredly has a lower mana-curve than you, won't they just get back into the game quicker? Especially as they'll still have a hand of cards. Yes it can work with Mogg Maniac but your deck isn't geared around pulling off this combo so it feels unlikely to give you a payoff high enough to warrant this interaction.
My suggestions would be as follows:
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What archetype are you wanting this deck to slot into? If its aggro, you need to drastically lower the mana-curve (i.e, have nothing over 3 mana. You need to be able to reliably apply enough pressure to deal lethal by turn 4-5). If it's midrange, you still need to lower the mana-curve a bunch, but additionally you need a bunch of cards that interact with your opponents boardstate and slow them down. If it's control, you need to have the vast majority of your deck as interactive pieces and game-controlling effects. If its combo, you need to reliably be able to win the game by turn 4-5.
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Once you know what archetype you're wanting to build, you need to decide what strategy you're wanting to enact here... so far it feels like there's no clear direction going on - I can assume by the name of the deck you're wanting to base this around Crumbling Sanctuary, which I can't ever see working unless you're building some form of control-shell, which will likely need more than just red as a colour-base. But in any case, you need to ditch all cards that aren't either enacting your plan, or strengthening the archetype you're in.
If you'd like I can try and build you some kind of example list, though i'd need to have a clear indicator to the answers of the above 2 questions on archetype and strategy.
wallisface on Mono Red Control/Mill (Premodern)
10 months ago
halanvaina just to play devils-advocate to your latest comment, I've posted replies to some of the mentioned cards and ideas. I hope this doesn't come across too rude - I just really feel like your deck is lacking some really fundamental deckbuilding guidelines and feels very non-functional because of this.
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I don't see the point at-all of Feldon's Cane. You have absolutely no way to mill yourself unless you've played Crumbling Sanctuary and then failed to kill your opponent before they've killed you... the entire plan here feels flawed if that's the case. Crumbling Sanctuary itself is already faar too expensive mana-wise, and there's very-good odds you won't even be able to cast it before the game ends.
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swapping one overcosted card for another doesn't really solve any problems... Kamahl, Pit Fighter is still too high a mana cost to be useful imo. I agree it is a very-strong improvement over Butcher Orgg, but that doesn't mean either should be played.
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I'm not sure what you're hoping to achieve from Devastating Dreams? This looks like it hurts you much more than your opponent, especially considering your mana curve is so egregiously high.
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You seem to be relying a lot on Jayemdae Tome but I really can't see how the card is playable. Yes it lets you draw 4 cards but at the expense of effectively doing nothing for two full turns - i'm not sure how any deck doesn't just automatically lose when they're taking two turns off doing nothing impactful.
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I get that Helm of Awakening is there to try and accelerate your mana curve, and that will help, but even then you've only included 2 of them, and your curve is still massively high. You need a LOT more mana acceleration, or to severely reduce your mana curve - and ideally you would do both.
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I'm not sure what problem you're trying to solve with Mangara's Tome, presumably card selection, but this really isn't the answer. Your mana resources are too limited already and either triggering or casting this thing likely means doing very little else in your turn. You're better-off drawing blindly from your deck than paying 2 mana to draw sudo-blindly anyway.
My biggest concern is your statement "While I do agree with opponents choosing two different options a terrible idea most of the time, the thing is with damage and fairly low cmc means that eventually your opponent will just have to do what I want."... the problem is that your deck doesn't have low cmc - I've checked other premodern decks and none of them are even remotely this slow. I don't believe the opponent will have to "choose what you want" because firstly if they're switching to the other choice, that means the first option would be hurting them more, so they're still taking the best path for their own survival, and making your life harder. And secondly, because I don't believe your deck is remotely fast enough to apply any pressure... your opponent will win long-before you put them into any kind of a bind.
I had a look at a bunch of competitive premodern decks here and there is a big gap between these decks and what you're currently running - namely that these decks can enact their plans much more quickly, and run a much lower mana-curve. I see premodern has archetypes like burn, which is effectively what you're doing but without all the extra steps and self-induced complications.
halanvaina on Mono Red Control/Mill (Premodern)
10 months ago
All right I updated the deck more over the past while.
Added Feldon's Cane to try to keep a grip on the late game. Took out Book Burning since it seemed to have too little impact on the game, at least compared to other things in the list. Took out Mogg Bombers for Lavaborn Muse for repeatable damage. Still going to keep the two beaters in the deck, but Took out Butcher Orgg for Kamahl, Pit Fighter. The fact he can tap to do a lighting bolt is better than the former. Another addition is Devastating Dreams as the finisher. Cards like Jayemdae Tome and (hopefully) Browbeat will draw me enough cards, and might even luck out & shuffle my graveyard into my libary afterward.
While I do agree with opponents choosing two different options a terrible idea most of the time, the thing is with damage and fairly low cmc means that eventually your opponent will just have to do what I want. It's not like Library of Lat-Nam, where its too expensive to play too much, and it's always going to be the far worse option. Least the way I see it. Also I'm going to replace Dwarven Ruins with Balduvian Trading Post when i can. Thing that sucks is I already ordered the cards before these recent revisions. So I guess I'll live with it until I see one. Same goes for the most of the other replacements.
McDeity on
Korvold
1 year ago
Lower the curve. Plan on running no more than 10 cards that cost 4 or more mana (ideally fewer), and rely on casting multiple small spells a turn rather than one or two big ones. Probably also cut the Decree of Annihilation effects, though Wildfire, Tectonic Break, Devastating Dreams, and Epicenter are more interesting. Territorial Dispute would be an amusing inclusion.
SufferFromEDHD on
Madness? This is Rakdos!
2 years ago
Null Brooch so good.
Devastating Dreams/Insidious Dreams utility discard outlets.
Squee, Goblin Nabob discard fodder king.
Masticore discard engine.
Reznorboy on
Aristocrats all the way.
5 years ago
Oh yeah. Because you're playing both White and Green and Red and not playing many artifacts or many enchantments, I think you'd be better off playing mass artifact and enchantment hate than playing many artifacts or enchantments yourself (As well as Land Destruction, because it's an option and goes hand in hand with Artifact hate). Good examples are Broken Bond, Dust to Dust, (keep Artifact Mutation), Deconstruct, Gleeful Sabotage, Mwonvuli Acid-Moss, Tel-Jilad Justice, Tribute to the Wild, Ancient Grudge, By Force, Decimate, Fiery Confluence, Fissure Vent, Shattering Spree, Vandalize, Devastating Dreams, Incendiary Command, Rubble Reading, Scorched Earth, Volcanic Awakening, Volcanic Offering, Yawning Fissure. You don't have to play all of those cards, but because you're playing Tymna the Weaver, everyone will want to kill you as quickly as possible regardless, so using these cards will not damage your reputation much anyway.