Mr. Sandman
Commander / EDH
SCORE: 15 | 4 COMMENTS | 2657 VIEWS | IN 2 FOLDERS
Waking Dream —Nov. 10, 2024
Think we’re coming to the final iteration of the deck unless the next upcoming sets surprise me as much as the Duskmourn set. I’m really happy with the art selections and variety of this deck. It’s not only been a fun project, but it gave me confidence that I can build a decent deck from scratch and with a unique idea. It’s slow, and in a 1v4 it can run the risk of being slower to build up momentum. That being said, it always brings some WTF moments to games which is the biggest reason why I love it. It’s just a fun deck. That being said, here are the final changes until something big comes around the corner:
Added Siren's Call back in because this type of removal has proven useful and basically acts as this deck’s version of a single board field wipe. Glaring Spotlight was a tough cut, but also felt worth it since my playgroup doesn’t typically use spell protection. Plus I have the easier advantage of getting Arcane Lighthouse.
Traded out Endless Sands for Homeward Path for the main hand. I realize I don’t have to worry about exiling anything since my deck is good to keep a constant momentum despite board wipes - in the sideboard it goes. HP however becomes a great political card if I need extra assistance and want to give an opponent back its creatures I stole. It might be advantageous as I could likely sleep them again late game when I would need to use it.
Took out Infinite Reflection for Fear of Sleep Paralysis, not only does it ooze flavor, but Infinite Reflection always felt like a “win more” card. It would never come out until I was already on the winning side of things. FoSP, however, gives extra benefits to the 10 other enchantments I play, gives extra access to sleep/stun effects, and is made more useful by emphasizing that my opponents cannot remove their stun counters, but I can if I take control of their critters.
Floodpits Drowner was an easy no-brainer as a replacement for Fog Walker. And while I will miss the image of another sleeping image, FD just has more flexibility, costs the same, and does the same as FG but 100% better with added perks.
The change I was surprised about the most however? Wharf Infiltrator always felt like one of those cards that was always on the cutting floor but proved more useful in practice than anything else that’s been cut in the past. Its skulk ability and draw/discard effect was of great use, but it became problematic if there were blockers with 1 toughness - I was lucky if I drew more than one card. Then comes the beauty that is Silent Hallcreeper. Skulk gets replaced by Cannot Be Blocked, draw is still a good effect without the loss of a card. Plus damage buff. Add a copy effect like Phantasmal Image and Metamorphic Alteration, and suddenly the effects compound upon themselves as soon as you have TWO+ Silent Hallcreepers. Love the art too - plus what child hasn’t had a nightmare about something coming down the hallway leading to your bedroom?
And finally - Dream Devourer has only been useful a handful of times, and because I rely on my early game for fast pace and the general low cost of my most utilized cards, means it rarely sees use. I instead traded THIS out for Fear of Isolation as I like the idea of having another permanent bounce back card - plus the flying - and keep Dream Stalker in the 99. Not only is the Stalker a fantastic damage tank, but the flavor text is basically the theme of this deck in a nutshell.
Quote:
"What happens when it is the dream that wakes and the sleeper that fades into memory?"