Dream Halls lets everyone play spells at the alternative cost of pitching cards to grave
5 colors opens up the greatest flexibility for pitching multi-color cards
5 colors gives you the entire universe of magic to work with!
What we want Dream Halls to do for us and the table:
Lets us chain together the best spells in magic to dump our entire decks onto the battlefield
Lets us possibly recur libraries multiple times
Combo?
Lets other decks attempt to do the same
Themes
Spell Recursion + Card draw: To fuel Dream halls, we run a lot of large draw effects from blue. In other colors, we have interactions such as Greater Good + Lord of Extinction/any fatty that will draw you large fractions of your deck. Additionally, we want to recur non-permanent spells so as to reuse effects previously pitched, Praetor's Counsel, All Sun's Dawn are the biggies along with creature based CIP effects like Eternal Witness
Man-lands beats: Many of the largest effects in magic have a high CC. Its no surprise that we pack a lot of green ramp in order to run out the good stuff. To make it interesting, we include all of the colored elemental world-wake man-lands with enablers to tutor and cheat them into play, Sun Titan, Primeval Titan.
What about combo? We run a long Conflux chain to grab/recur Cruel Ultimatum. Yes, infinite cruels are the win-con. Cards Bolded are required, cards unbolded only must be in the color.
Start with Dream halls (in play) + Conflux (in hand) + Colored creature A
I like it, though. I like how this is much more utility based. I have to ask, though, about how often can you get Dream Halls out and keep it defended?
I like it, though. I like how this is much more utility based. I have to ask, though, about how often can you get Dream Halls out and keep it defended?
oo, your list is intersting. I'll have to take a closer look tomorrow.
Wargate early for ramp or utility (easy 3 mana ramp). Then later recur it with one the many recursion guys to find dream halls and go nuts.
Ideally, I want to have a handfull of cards already before resolving dream halls. Now in a super competetive matchup, this would never happen but as for fun games, its boils down to getting conflux in hand or some sort of draw engine in play like Greater Good and just dumping hand.
The current General of choice is Horde of Notions due to flavor and built-in recursion.
The premise:
What we want Dream Halls to do for us and the table:
Themes
What about combo? We run a long Conflux chain to grab/recur Cruel Ultimatum. Yes, infinite cruels are the win-con. Cards Bolded are required, cards unbolded only must be in the color.
Other win-cons?
Why play this deck?
1 Forest
1 Mountain
1 Island
1 Plains
1 Flooded Grove
1 Temple Garden
1 Yavimaya Coast
1 Breeding Pool
1 Seaside Citadel
1 Stomping Ground
1 Raging Ravine
1 Sunpetal Grove
1 Sacred Foundary
1 Arcane Sanctum
1 Celestrial Colonnade
1 Kessig Wolf Run
1 Glacial Fortress
1 Jungle Shrine
1 Mystic Gate
1 Cascade Bluffs
1 Volrath's Stronghold
1 Scalding Tarn
1 Overgrown Tomb
1 Crumbling Necropolis
1 Rootbound Crag
1 Fire-lit Thicket
1 Arid Mesa
1 Sungrass Prairie
1 Krosan Verge
1 Flooded Strand
1 Verdant Catacombs
1 Steam Vents
1 Savage Lands
1 Stirring Wildwood
1 Hallowed Fountain
1 Creeping Tar Pit
1 Watery Grave
1 Misty Rainforest
1 Wooded Bastion
1 Lavaclaw Reaches
1 Horde of Notions
Utility / others
1 Sensei's Divining Top
1 Ingot Chewer
1 Shapesharer
1 Qasali Pridemage
1 Shriekmaw
1 Bant charm
1 Jund Charm
1 Mystic Snake
1 Cloudthresher
Alt Win-cons
1 Rite of Replication
1 Lord of Extinction
1 Avenger of Zendikar
1 Insurrection
Recursion
1 Regrowth
1 Call to Mind
1 Eternal Witness
1 Naya Charm
1 Anarchist
1 Izzet Chronarch
1 Mnemonic Wall
1 All Sun's Dawn
1 Revillark
1 Sun Titan
1 Praetor's Counsel
Carddraw
1 Mystic Remora
1 Sylvan Library
1 Jace Beleren
1 Trade Secrets
1 Wheel of Fortune
1 Esper Charm
1 Mulldrifter
1 Windfall
1 Fact or Fiction
1 Greater Good
1 Consecrated Sphinx
1 Cruel Ultimatum
1 Sol Ring
1 Weathered Wayfarer
1 Coiling Oracle
1 Farseek
1 Sakura-Tribe Elder
1 Life from the Loam
1 Coalition Relic
1 Realms Uncharted
1 Darksteel Ingot
1 Yavimaya Elder
1 Oracle of Mul Daya
1 Skyshroud Claim
1 Primeval Titan
Cheats into Play
1 Wargate
1 Academy Rector
1 Dream Halls
Tutors
1 Enlightened Tutor
1 Mystical Tutor
1 Sterling Grove
1 Eldmari's Call
1 Fierce Empath
1 Primal Command
1 Conflux
Tips, comments, suggestions are always welcome!
I like it, though. I like how this is much more utility based. I have to ask, though, about how often can you get Dream Halls out and keep it defended?
Also: How is Wargate working in this deck?
Kemba Equips WWW
Proliferation (Daggson) UUU
Sheoldred's Stax BBB
Toshiro BBB
Mikaeus BBB
Zirilan RRR
Grand Arbiter WUW
Sygg Breaks The Game UBU
Epic Experiment (Melek) URU
Edric's Golems UGU
Rakdos, Lord of Riots RBR
Infect (Radha) RGR
Sharuum Flicker WUB
Ruhan's Hammer WUR
Tariel GoodStuff WBR
BEAST WARS! (Mayael) WRG
Whore.Dec (Gwendolyn di Corci) URB
Dream Halls (Child of Alara) :symwu::symbr::symgw:
oo, your list is intersting. I'll have to take a closer look tomorrow.
Wargate early for ramp or utility (easy 3 mana ramp). Then later recur it with one the many recursion guys to find dream halls and go nuts.
Ideally, I want to have a handfull of cards already before resolving dream halls. Now in a super competetive matchup, this would never happen but as for fun games, its boils down to getting conflux in hand or some sort of draw engine in play like Greater Good and just dumping hand.
Do you consider this deck to be competitive?