: Gain .
, , Sacrifice Dreamstone Hedron: Draw three cards.
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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Latest Decks as Commander
Dreamstone Hedron Discussion
1 month ago
Sol Ring, Worn Powerstone, Sisay's Ring, Thran Dynamo Mind Stone, Hedron Archive, Dreamstone Hedron Hedron Crawler, Manakin, Palladium Myr Solemn Simulacrum, Burnished Hart, Wayfarer's Bauble Eye of Ugin, Eldrazi Temple, Sanctum of Ugin
4 months ago
Nice deck! It would be a little better if you add some good stuff cards for green like Overwhelming Stampede , or Pathbreaker Ibex which have the same effect, but one does it better than the other. Other cards to consider are some more ramp (even though you’re in green) like Animist's Awakening or the usual, Arcane Signet and Thran Dynamo are better than Dreamstone Hedron
plakjekaas on None
5 months ago
People deal with an early Blood Moon in EDH by using Arcane Signet and such, to still be able to cast your spells even if you run few basics, but an early Blood Moon will immensely slow down players who have 4- or 5-color decks. It's not considered a very fun tactic, but the higher in power level you play, the more valid it becomes as a strategy.
Most big threats like Ulamog, the Ceaseless Hunger will make you arch enemy instantly, meaning all 3 other players set aside their differences until the most dangerous threat (either Ulamog, or it's controller) is taken care of. Most powerful plays in EDH are dealt with this way, that's why the format can allow more powerful cards than most constructed formats. The multiplayer aspect of many vs. one is an innate balance to running away with the game, until you take infinite combos into the equation.
Colorless is able to ramp pretty fast, even lacking green, you're just tighly bound to artifacts for doing so. Mana rocks are usually more efficient if they don't have to tap for colours. Sol Ring Mind Stone Prismatic Lens Worn Powerstone Thran Dynamo Hedron Archive Dreamstone Hedron Everflowing Chalice , there's a lot of colorless rocks to get you up to 9 as early as turn 4 or 5 pretty consistently. That's one of the few things the legendary Eldrazi have going for them as a commander, you basically play 90% artifacts, but artifacts are great at creating additional mana, so you're likely to cast your commander in a game anyway. How you're going to deal with everyone at the table wanting you and your commander gone after you cast it, is the follow-up problem though '^^
6 months ago
Here are some card that I think are worth considering.
6 months ago
If you want to make a "legal" 5 color eldrazi deck, Esika, God of the Tree Flip is a good option, as the creature side color fixes you for those weird colors, and the enchantment side could allow you to cheat out those huge eldrazi creatures. Unfortunately it would mean you would have to redo the mana base to accommodate and probably cut some of the little eldrazi creatures
If you choose to keep your current commander, there are actually a few cards that take advantage of your commander being colorless. Things like War Room and Commander's Plate are super good, as you wouldn't have to pay life and the armor gives protection from EVERY color!
For the colorless mana base, I'd look into replacing a majority of your Wastes with utility lands. There are DOZENS of different utility lands that function like a wastes and come with an added bonus. Off the top of my head, some decent cheap options are things like Haunted Fengraf , Rogue's Passage , Ghost Quarter Cascading Cataracts
If you choose to play your commander as colorless, it would also mean you'd have to cut the cards with colored mana symbols in their mana costs. I'd replace them with ways to generate big amounts of mana. Things like Thran Dynamo , Voltaic Key Manifold Key , Sculpting Steel Worn Powerstone , Sol Ring , Everflowing Chalice , Hedron Archive , Dreamstone Hedron . I would still keep a few wastes around, as you could use cards like Solemn Simulacrum and Burnished Hart to ramp further. And I would definitely look into finding interaction and card draw that is colorless, as those cards are a a premium in that color identity.
Also, I would say that you probably have too many lands. I could see you running like 38-39 lands. It'd mean that you'd consistently hit a land drop every turn in addition to your ramp, making it a lot easier to cast your commander.
Hope those suggestions help, regardless of the direction you choose to go!
6 months ago
From the result on edh rec it looks like eldrazi tribal is really big. Because Dreamstone Hedron made it to the middle of the list. I'm surprised that Mycosynth Lattice and Mindslaver were not in the edhrec top 10 list either.
Once again thanks everyone for your contribution and continued support throughout this series. Join me again after strixhaven gets fully spoiled and after we get an episode of Game Knights for strixhaven. When I come back we will finish out the series with gold cards. Saving the best for last also the largest selection of cards I believe.
6 months ago
Why: Scrap Trawler loop enabled with Myr Retriever and Junk Diver , also lowers curve overall and better overall synergy, potential win with Zulaport Cutthroat or Syr Konrad, the Grim , good looks Omniscience_is_life
Why: Profet93 you are correct, much better value
Why: you right Profet93
Why: mindslash isn't as efficient as id like to think it is, puts opponents creatures back in their graveyard (theoretically) and that works against Living Death
Why: Profet93, you clearly point out the why, there is no contention with your logic and rational
Why: Cuts curve, synergy with the trawler line, can easily produce more mana then any other rock in the deck. (potentially infinite???)
Profet93 Metalworker is just a really good way to ramp, acts as a rock for explosiveness. there are 21 total artifacts in the deck, so just above 20% of the deck feeds him, which is also why I included Vault of Whispers unless you think Darksteel Citadel would serve better in this slot
10 months ago
So as far as ramp cards I can give you, I have:
Mind Stone - Worn Powerstone - Dowsing Dagger Flip - Prismatic Lens - Darksteel Ingot - Arcane Signet - Boros Signet - Heraldic Banner - Hedron Archive - Talisman of Conviction - Coldsteel Heart - Dreamstone Hedron - Burnished Hart - Commander's Sphere
Cards I don't have that you may want to consider:
Sword of the Animist - Wayfarer's Bauble - Gilded Lotus - Nyx Lotus - Thran Dynamo - Fire Diamond - Marble Diamond - Solemn Simulacrum (can be thrown with Brion!) - Star Compass - Sisay's Ring - Ur-Golem's Eye - Firemind Vessel - Cloud Key - Empowered Autogenerator - Lavabrink Floodgates - Guardian Idol
I would recommend at least ten pieces of ramp, perhaps even twelve. Definitely no fewer than ten in my opinion. Perhaps six that add 1 mana and four than add 2+ mana? Something like that. Getting Brion out a turn early, while not vital, can be convenient as he can pad your life total.
I would recommend 36-38 lands.