Underworld Dreams

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Freeform Legal
Gladiator Legal
Highlander Legal
Historic Legal
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Modern Beyond Horizons Legal
Oathbreaker Legal
Oldschool 93/94 Legal
Pioneer Legal
Planar Constructed Legal
Planechase Legal
PreDH Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Underworld Dreams

Enchantment

Whenever an opponent draws a card, Underworld Dreams deals 1 damage to that player.

TheVectornaut on Fast Demons

1 month ago

I'm not sure what format this is intended for so I'm sorry if any of my suggestions aren't legal. Most decks aiming for big demons opt for reanimation over other turbo out options, but I think you can make it work for a casual deck. I like Quicksilver Amulet for instance and I think you could also consider Heartless Summoning, Ancient Cellarspawn, or Crypt Ghastfoil. Nykthos, Shrine to Nyx makes Coffers slightly worse but I can't imagine it being a bad inclusion with so many black pips. Another option would be to include more demons in the low mana range so that you have some board presence early. Some that came to mind are Varragoth, Bloodsky Sire for tutoring, Master of the Feast if you want to lean into a Underworld Dreams/Orcish Bowmasters plan, Desecration Demon for stats and potential board denial, and Nightmare Shepherd for removal insulation. Really though, if you want more consistency, the best thing you can do is add more copies of your best cards. This does incentivize picking a clear direction and you don't want to consolidate too much here lest you get too low on unique names for Contract. If I was building this, I think I'd go to 4 copies of Spawn of Mayhem and 2-4 The Speed Demon with a focus on dealing damage or life loss to get their relevant triggers. Changeling Outcast is perfect for this so I'd up them too. Removal like Smallpox or the safer Geth's Verdict can incur life loss, and I do recommend upgrading from Sorin's Thirst and Cremate anyway. Fatal Push, Dismember, and Feed the Swarm are all options with varying strengths and weaknesses. That's just one direction too. You could just as easily build around foretell with Dream Devourer and some symmetry-breaking Damnations, Rite of Consumption effects with overstatted guys like Abyssal Persecutor, or pure devotion with Gray Merchant and Bloodletter alongside tools like The Meathook Massacre or Leyline of the Void. If you pick the handful of demons you enjoy playing the most and run more copies, you'll have more games actually playing with them and can save your tutors for emergencies more often.

TheoryCrafter on Syr Konrad Milling & Killing - Primer

1 year ago

Have you considered Underworld Dreams? If an opponent has as few as 77 cards in their deck with no lifegain when you cast Peer into the Abyss, it's game over. Definitely so if you have Mindcrank.

Also, if you can find cards like Callous Bloodmage and Golgari Thug to replace some of your noncreature graveyard interaction, you may then want to consider adding Mortal Combat. This should help with losing over Angel of Suffering.

Great deck! You definitely took it in directions I wouldn't have thought of.

Happy Hunting!

Archon_Bel on "Valgavoth, Harrower of Souls" EDH …

1 year ago

I'm getting back into MtG after about one year and a half of not playing. Valgavoth, Harrower of Soulsfoil interests me because of the awesome artwork and ability to draw cards and get stronger without necessarily being an instant combo commander. I'd say I'm a casual player, but I like any deck I play to be fine-tuned, resilient, and effective in what it does. I still want to win, after all!

For this deck, I'm naturally thinking some kind of burn route with cards like Underworld Dreams and Sulfuric Vortex to consistently trigger Valgavoth's effect on every opponent's turn. Effects that punish the opponent for doing anything will also be effective in triggering the effect and whittling their life totals down. Additionally, I'm wanting to add in an aristocrats strategy for more life loss triggers, value, and more importantly, board control. A discard theme might also be nice, but aristocrats seems like it has more support.

Problem is that I'm not really familiar with either burn/punisher or aristocrats strategies, so I have no idea what cards and engines to put in a Rakdos deck. I have a Yawgmoth, Thran Physician deck, but that doesn't really need a whole lot of investment seeing how the commander is its own sac outlet, card draw, and board control.

tl;dr Valgavoth burn/sacrifice deck for life loss and board control. What do?

_Kane_ on Valgavoth, Harrower of souls (HF-1)

1 year ago

Hey, welcome to TappedOut.net! I would recommend listing you basic lands under one art image so the counts are more accurate. We can chat about the mana base another time.

Here are a few quick suggestions;

Sulfurous Springs - Replace Ash Barrens

Basilisk Collar - Lifelink to keep your HP at a healthy amount and deathtouch for a decent chump-blocker.

Razorkin Needlehead - Ping dmg on opp turns.

Blasphemous Edict - Board wipes are needed along with targeted removal.

Stormfist Crusader - Card draw

Roiling Vortex - This reads, "Yes, yes, and more please."

Scrawling Crawler - Yes, you have your opps drawing more cards, but they will pay for it with their life. You will also draw more cards. Taking advantage of the "symmetric" card draw by making it weighted in your favor.

Florian, Voldaren Scion - Card selection and Card draw.

Underworld Dreams - Ping dmg on opp turns.

Withering Torment - Enchantment removal is extremely rare in Rakdos Colors.

Ankh of Mishra - Ping dmg on opp turns.

Rug of Smothering - Ping dmg on opp turns.

Nightshade Harvester - Ping dmg on opp turns.

Magebane Lizard - Ping dmg on opp turns and keeps spell decks in check.

Cemetery Gatekeeper - Exile someone's fetch land from a GY. Then, whenever a player play a land you ping for 2 dmg.

Malakir Rebirth  Flip - A tapped land with a great spell on the backside.

Reanimate - Any graveyard...

I believe you opened a Bloodthirsty Conqueror!!

Expensive:

Sheoldred, the Apocalypse

Bloodchief Ascension

Orcish Bowmasters

Ob Nixilis, Captive Kingpin

Deflecting Swat

Jeska's Will

Deadly Rollick

Solphim, Mayhem Dominus

Zo-Zu the Punisher - I may have one of these for trade. I'll check.

Dauthi Voidwalker

Opposition Agent

As far a cuts:

Vile Entomber - Easy cut.

Olivia, Crimson Bride I would lose the graveyard reanimator subtheme.

Valgavoth's Lair - With your deck only being in two colors and with no add value for the land being an enchantment (the extra card type becomes more of a risk than reward), I would cut this land.

Enchanter's Bane - Just not strong enough and the damage isn't on your opponents turns.

Mask of Griselbrand - Too expensive to cast/equip and requires the creature to die for the card draw to trigger.

Temple of the False God - Easy cut. The pay off isn't there and the number of times you won't be able to tap this land for mana isn't worth the upside.

Light Up the Stage - There is better card draw.

Braids, Arisen Nightmare - The group slug effect is nice, but a potential cut due to being non-targeted removal/group sacrifice.

Massacre Girl - Black has better board wipes that can't miss.

Ash Barrens - Easy cut for a land more suited to your deck build.

Bloodfell Caves - Easy cut for a land more suited to your deck build.

Coward_Token on Duskmourn

1 year ago

Like Classes, Rooms gives white some pseudo-card advantage. Naming the different parts "doors" is a bit confusing though.

Kaito: Sorry, I haven't been paying attention, but are there any other Ninjas in the set or is Kaito just pumping himself? Obviously good with Yuriko.

Zimone: Mirror Box + land flickering and you can have multiple Primos

Razorkin Needlehead: glad mono-red is getting more Underworld Dreams effects

Aminatou: Kinda wish the cost reduction was greater so that it would feel more exciting, but that's just my pushing ass whining. Drawing lands is going to feel kinda bad, but surveil 2 helps. Get a flash enabler so that you can miracle on other people's turns.

Demonic Counsel: Disproportionaly disappointed that it's not flavored as a rival to Valgavoth tempting a mortal

Unwanted Remake: Fixed Pongify, seems fair for the color

DreadKhan on Eye for Mischief

1 year ago

If you can get copies I feel like Exquisite Blood and Bloodchief Ascension would generate a ton of life with your Goading stuff, the risk of these cards is that you get targeted early, Goad helps offset this nicely I'd wager. It's a bit janky, but Elemental Mastery would be a nifty way to technically swing at each opponent while your Commander is out without risking anything of any value. Baeloth Barrityl, Entertainerfoil seems interesting if you can count on having lots of stuff Goaded, he also makes it hard for someone to stockpile weenies to Craterhoof you later (I checked and you can get other versions for cheaper, I just can't seem to link to them!). Professional Face-Breaker is a nice option if you think you can get in for damage.

I absolutely love Ghoulish Impetus in a deck that wants to see people swinging, makes a whole bunch of dead stuff surprisingly quickly if you pick your creatures well.

I think if you really want to run something like Spiteful Visions I'd consider something like Fate Unraveler or even Underworld Dreams, these reinforce the effect. Another card that'd be amazing with it would be Exquisite Blood that I mentioned earlier. Temple Bell or Humble Defector are some draw effects that might synergize with what you're doing, adding political draw effects.

Oh yeah, if you like to sow Chaos, I love how much you can do with Dauthi Embrace. If you like Varchild, maybe Varchild's War-Riders? I remember finding one of these in a store's binder and picking it up, it worked well in 1v1, but if you can goad them all they won't be a problem until late (when you're 1v1), at which point the card lets you sacrifice it.

I bet this deck is a blast to play!

000CBomb000 on Draw a Few Format?

1 year ago

I play Old School and in casual games we have a house rule that we draw two each turn, with no discarding required in the first turn only. It has several advantages:

  • dramatically reduces the likelihood of mana flood/screw.
  • it speeds up games, since you generally play a land and cast at least one spell per turn. Otherwise, with typical draw one, players tend to empty their hands quickly and the game slows down dramatically.
  • it decreases the effectiveness of control decks like The Deck, which aren't fun to play against anyway. It increases the effectiveness of Aggro styles, which are more fun. Creatures are really janky in Old School and they need as much help as they can get.
  • it reduces the advantage of Library of Alexandria, Braingeyser, and Jayemdae Tome, and reduces the disadvantage of Mind Twist, any of which can be nearly fatal in Old School matches.

There is even an Old School variant called "Gentleman's Rules" that bans Library and Mind Twist because they are so powerful in single-draw. In double draw, they are not a problem.

The only downsides:

  • cards that punish card draw get much stronger. Chains of Mephistopheles and Underworld Dreams become very strong, almost problematic. If enacted in a tournament, it would definitely change the meta (maybe that's good!). We would likely have to restrict these.
  • Sylvan Library becomes very strong, and may need to be restricted.

Some of those factors may be relevant to Commander. Definitely try it out!

legendofa on Reinvented wheel

2 years ago

One thought about Hullbreacher here is that it almost totally negates damage from Underworld Dreams and Sheoldred, the Apocalypse, and quickly gives Liliana's Caress and Waste Not nothing to do.

All these cards want the opponent to be continually drawing and discarding, which Hullbreacher shuts down. It works better as part of a lockdown prison or 8-rack deck alongside cards like Shrieking Affliction or The Rack.

It's still a viable card, and does good things with Sphinx's Tutelage and creates a lock with wheels in general, but I would move it to the sideboard or use it as part of a different deck. If nothing else, this deck should have a way to sacrifice it or get rid of it quickly when you have a bunch of the other payoff cards out.

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