Maybeboard


Without the angel Avacyn, the ancient defenses of the Church were fading. The night had always been terrible, but without the safe wards that the angels provided, humanity turned to the strength of their arms and the height of their walls for protection. Those unlucky enough to be unable to afford such luxury lived in fear of never waking up each morning. But even the strong defenses that money could buy brought only limited safety. After all, how does one sleep without a dream?

This is a themed deck. Being competitive is a secondary goal to the flavour, but is still appreciated. I'm shooting for a nightmarish feel, to describe the dreams of an unfortunate who is plagued by unwelcome spirits. In his head, the victim feels lost, and trapped in this cycle of habitual nightmares. And unluckily for him, these dreams have only been getting worse. Who knows what might happen?

There are two fatties which are our win con, namely Hypnox and Spirit of the Night . We have three locations they could be in, our hand, library and graveyard, and three separate engines to pull them from these places for cheap. Dream Halls allows us to cheat them out from our hand, Call to the Kindred digs through our library to place them out for free, and Recurring Nightmare rescues them from our graveyard.

Call to the Kindred is seeing two types of creatures here, Spirits and Horrors. It can latch onto Gloom Surgeon quite nicely, but Mausoleum Wanderer and Lone Revenant work as well. Frightcrawler is the draw for our Hypnox , though his usefulness is limited beyond that and I want a cheap replacement.

We are frail till our heavy hitters are out, and so we stall the opponent with Gloom Surgeon and Halls of Mist . Although not frequently needed, Immortal Coil is useful to extend our game past zero life. To keep it effective, we self mill when things look bad with Dream Twist and Mirror-Mad Phantasm .
I used Night's Whisper over the more versatile Sign in Blood , as a flavour choice. I'm aware that Sign in Blood can ping them for that extra health in a pinch. Dark Ritual gives us a much appreciated bit of ramp that doesn't leave the flavour, allowing early castings of our fatty engines. Optimally, it'll be used for a turn three Dream Halls .

Our land choices aren't fully optimized, and I'm working on them. Moonring Island was a recent addition that has a mechanic that I might work make useful, but I'd have to chop a mechanic from the deck to make room. Perhaps a library control aspect could make the Immortal Coil /selfmill less needed.

I also need a sideboard and am clueless as to what I want. Open to all criticism and help!

The idea was inspired by this deck here. Only a Dream

Music for the occasion? Nightmarish Ambiance -

-In progress!

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Date added 7 years
Last updated 5 years
Exclude colors WRG
Legality

This deck is Casual legal.

Rarity (main - side)

1 - 0 Mythic Rares

37 - 0 Rares

2 - 0 Uncommons

13 - 0 Commons

Cards 60
Avg. CMC 3.49
Folders My decks, Dimir, Spirits, Favorites, Interesting decks
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