Dreamscape Artist

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Legality

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
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Dreamscape Artist

Creature — Human Spellshaper

, , Discard a card, Sacrifice a land: Search your library for up to two basic land cards and put them onto the battlefield, then shuffle your library.

SemjonsDad on Toxrill

1 month ago

Dimir Signet, Mind Stone, Prismatic Lens, Arcane Signet, Charcoal Diamond, Coldsteel Heart, Corrupted Grafstone, Ebony Fly, Fellwar Stone, Fractured Powerstone, Guardian Idol, Liquimetal Torque, Obsidian Obelisk, Sky Diamond, Star Compass, Talisman of Dominance, Thought Vessel - Those are the viable 2 cmc mana rocks (Everflowing Chalice could also be played for 2 mana, but also scales more into the later stages due to Multikicker) Moonsnare Prototype and Springleaf Drum are 1 cmc but require a creature/artifact which you could tap to produce 1 mana. Sol Talisman and Mox Tantalite are also relative cheap in price.

For Land ramp, there arent that many options in Dimir, but here are the ones I would consider - Lantern of Revealing: 3 cmc Rock, that can ramp later Wayfarer's Bauble: The classic Dreamscape Artist: 2 CMC creature, that turns each card in your hand into Harrow Druidic Satchel: Not guarantees a land but not completely without value Navigation Orb: Bauble but slower Myriad Landscape: Land that fetches 2 Lands

Revel in Riches as an enchantment as is Black Market but that is kinda slow and comes relatively late Those are my suggestions for Ramp. Hope you find them helpful and GL with the deck :)

DreadKhan on Grimgrin - Needs your Help

1 month ago

When I was testing out your deck, I definitely noticed mana issues, you probably want a mix of a couple more lands and some mana rocks. There is the odd mana dork you could use, none generally as good as a Green one. I always like Dreamscape Artist in a Dimir deck that makes use of the graveyard, it's actual Harrow so the lands are entering untapped, making the ramp a bit better than it might usually be. With a 5 mana Commander I think I would run Sol Ring, especially without Green, there is also Talisman of Dominance and Dimir Signet that are solid. A really solid 3 mana rock is Skyclave Relic, it can be a 3 drop or a big (and versatile) efficient 6 drop. Not sure if you need all of those, but I think you want some of those ramp options. TBH, you might also lower your average Mana Value, you're well over 3, which might be a tad high for 33 lands in a reasonably competitive deck. A couple handy utility lands that are nice with Voltron decks include Witch's Clinic, Shizo, Death's Storehouse, and Tyrite Sanctum. Sanctum is a bit weird, but getting Indestructible on your Commander will probably feel pretty good. There are also some MDFCs that aren't bad in Black, you could replace one of your 2 mana Black removal creature removal with Hagra Mauling  Flip, risking 4 mana to remove something (with no restriction though) is harsh, but it's also a land which feels incredible in a lower land count deck. I hear Malakir Rebirth  Flip is also very good, especially with a Voltron Commander.

I also noticed that the deck seemed to not excel at clearing the board of threats/problems, this can include combo pieces or Voltron creatures. From a competitive standpoint, if you expect to play against decks that are 7s or above you probably want at least a couple more solid counters, it's hard to know which to run because actual Counterspell costs UU, which is hard to hold up obviously, but Swan Song and Negate might not be versatile enough, but I think any or all of those would make the deck more functional. Niche removal like Ravenform, Resculpt and Feed the Swarm are also worth a look, you never know when you'll need to tutor up an answer for either of those types, and being able to hit a creature is also useful, fwiw Black isn't great at exiling creatures. I see you only have 1 Planeswalker in here, have you thought about Liliana, Death's Majesty? She's got some synergy with Zombies for sure, and offers a potential wipe.

A tutor that might fit in here that you're not running is Final Parting, which is clunky at 5 mana but it also offers a two for 1 tutor, so even if it's a lot of mana it does a lot of work. I'm not sure how many cards you're that desperate to get into the graveyard, but Final Parting finds 2 of 3 pieces for Gravecrawler combos in my Meren deck, very handy if I have one in hand already.

Pretty tough finding stuff that sticks out for being suboptimal in this list! Here are a few I suspect could be upgraded: Reassembling Skeleton is a Skeleton. The recursion aspect is not particularly good at 2 mana for a non-Zombie body, with a max of one on board at a time. Undead Alchemist might do something sometimes, but I feel like it's a bad interaction with a lot of your deck, it's terrible with Living Death type stuff obviously, and if someone is close to death, this gives them way more life. Call to the Grave seems potentially iffy, you run some very good non-Zombies, and you can't sac a token instead to it, it eats only non-Zombies. Kindred Discovery seems questionable potentially, it negatively interacts with any combo that uses a zombie entering or dying repeatedly since you have to draw, this can also make you unable to swing with a huge zombie army, which seems agonizing without at least throwing in something like Capsize. More curious than certain, but do you often have 1 toughness things to work with Skullclamp? Any Zombie at 1 toughness is buffed by your lords, and the tokens you make are 2/2s iirc? If you ask me, unless you have a source of 1 toughness bodies I'm missing, you could instead run Mask of Griselbrand, it can draw cards too (sometimes way more), both require a sac outlet, and it offers real utility in combo by offering evasion and lifelink. I would run any of the removal I mentioned over Doom Blade and Go for the Throat, I feel like the versatility and some offering exile has an edge. For Tragic Slip, do you get stuck without a sac outlet very often, this seems like an unnecessary complication to have on your removal, but at least it can hit Indestructibles? IMHO if you can afford it run Deadly Rollick, this will also exile stuff without as harsh a requirement (I'd rather have the downside of 4 mana vs removing only x/1s).

DreadKhan on unthinkable apocalypse

4 months ago

If you're big on creatures, Sedris, the Traitor King can reanimate them for you. Any discard/mill effects become quite a bit better in such a deck. Stuff like Buried Alive, Entomb and Final Parting all become much better in Sedris, as do stuff like Vile Entomber or Oriq Loremage, even Dreamscape Artist becomes really interesting. Self-mill is much better too, as long as you're not on a combo. Sedris is great with a higher MV deck, since you can reanimate big creatures to swing the one time, and stuff like Court of Cunning can resupply you with creatures as needed, and there are lots of cards that care about a higher MV (Protection Racket is incredible if you aren't on a combo and you just want people to either take damage or give you tons of cards, it's hilarious with Esquisite Blood as you gain what they lose) as I already mentioned. With Sedris I feel like you'd want to look for creatures that have good ETB effects, and build less around combo and more around either attacking with Unearthed bodies or using ETBs like Callous Bloodmage to generate value.

Thraximundar is also a reasonably interesting choice if you want an older Commander and don't mind being slower, and Sol'kanar the Swamp King is great if you run lots of black spells and everyone you play against runs black, Swampwalk and lifegain are small but neat abilities to have. Keep in mind I tend to skew older when I look for Commanders, and like less heavily played ones, but the new Xander is very strong (might attract a lot of attention), Crosis is strong without attracting as much attention right away, Bolas is always a good pick if you like the character, Garza Zol, Plague Queen can get bigger and draws the odd card, it's a bit harder to find good Commanders for creature driven decks in Grixis, most of the Commanders care about instants/sorceries/artifacts, hopefully some of these will be helpful.

DreadKhan on Killing You Softly with Card Draw

4 months ago

I often find War Tax and Flood are playable, especially if I usually am not the most threatening deck (and thus are less targeted depending on groups), either can very much ruin a deck's day. There is also Mass Diminish that can either neutralize a threat or make someone super vulnerable, in addition to just being the funniest way to use resources most of the time. I feel like there are a few situations you'd prefer Polymorphist's Jest, but Mass Diminish's shockingly long duration means it can do crazier stuff in my experience.

You might want good old Ivory Tower in here, not sure if you play in a meta where people win via non-infinite combat/damage, obviously a stinky garbage fire if everyone plays infinite combo.

Since you'll often have extra cards, not sure if Dreamscape Artist as a repeatable Blue Harrow matters enough (it's slow but the untapped lands make it 'cheap' ramp), also nice with Graveyard utilization.

1empyrean on Our Lady of Perpetual Torture (Ashnod)

4 months ago

I think building an artifacts deck around Ashnod isn't really exploring anything new with her.

Anyways, here are some suggestions for cards that I think are interesting. Not all of these will really work for thr deck you are trying to build, but some will.

Pentavus, Priest of the forgotten gods, Dreamscape Artist, Ruthless Knave, Scrap Welder, Sloppity Bilepiper, Yawgmoth, Thran Physician, Champion of Stray Souls

Gamazson on Tormod the Desecrator Dredge EDH

6 months ago

I would recommend Dreamscape Artist. Provides both ramp and you can fill up the grave.

Tortured Existence + any 2 creatures in the grave can make as many tokens as you have black mana.

Profet93 on Infinite Reflection

6 months ago

I'm not too familiar with the synergies of the commander, can you explain the purpose of these cards...

Font of Mythos + Howling mine - Why play these in the color that has the best card draw?

War Tax - Your weakest propaganda effect. Is your meta more aggro?

Spellbook - Is the redundancy necessary given that you run reliquary tower? I get it's also a 0 drop for Arcum. But I don't feel your deck consistently draws enough cards to warrant it. How has it played in your experience?

Here are various suggestions, please let me know what you think of each of them.

Imprisoned in the Moon - Removal/Commander Removal, even more effective against mono red or black. Not necessary, but given you aren't running counterspells, it might help to be a source of removal for you should you be lacking

Brainstorm/PreordainMystic Remora- You could use more one drops for an early game, not necessary but could be helpful to filter your draws. Mystic remora is the best of the 3 IMO. Not sure if mystic remora is out of your budget per card.

Misdirection - Redirect targetted draw, removal, extra turns, counter counterspells and more! Interaction while tappedout is nice, it's like a budget force of will, but redirects instead of nullifying it.

Narset's Reversal - Similar to above, but not a counterspell. Unsure if this and misdirection fall under what you consider a counterspell, but it's worth noting.

Riptide Laboratory - Protection for commander, sower of temptation and value if you ever add snapcaster mage.

Castle Vantress - Better island

Dreamscape Artist - Ramp, discard enchantments. Lands come in untapped. Most people let the little guy live.

legendofa on Lets Shape the Spell

6 months ago

I would suggest an option that includes and , with as a possible third color.

isn't great. Mageta the Lion is a repeatable board wipe, and the other two I would consider are Avenger en-Dal and Devout Witness as targeted removal options.

has a couple of interesting control options. Waterfront Bouncer, Trickster Mage, and maybe Alexi, Zephyr Mage are passable tempo options, Stronghold Biologist and Stronghold Machinist are more color-heavy, and Dreamscape Artist hits color fixing and ramp, unusual for blue.

Spellshapers are generally mana-heavy, but Undertaker gives you a lot of freedom in what you discard, allowing you to switch cards in your hand and graveyard as needed. Notorious Assassin and Greel, Mind Raker are further control options.

offers mostly burn and evasion. Seismic Mage is repeatable land destruction, and Hammer Mage eats artifacts.

is, as always, the best at color fixing, with Greenseeker, Harvest Mage, and Silverglade Pathfinder. Rushwood Herbalist and Dawnstrider protect your creatures, and Jolrael, Empress of Beasts works well with the red options.

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