Sideboard

Control & Utility - For More Aggro (4)

Removal - Mostly against Green, Blue, Black (1)

Land (2)

Ramp (1)

Protection - Mostly Against Red, Blue, Black, White (2)


Maybeboard


The first iteration of this deck was an attempt to center it around my favorite card, Somnophore, which earned the moniker "Mr. Sandman" from my playgroup. And what started out as a pure control deck based only on tap and copy effects has now transformed into a utility-control deck that replicates the effects of dreams.

This deck (with one example provided each) simulates said effects such as sleep (Sleep), replication (Infinite Reflection), disappearance/reappearance (March of Swirling Mist), confusion (Reins of Power), horror (Cruel Somnophage), hope (Day's Undoing), time (Time Sieve), manipulation (Fatespinner), etherealness (Dismiss into Dream), illusion (Likeness Looter), and transformation (Rise and Shine). This deck utilizes three primary functions:

  • 1) Sleep: Tapping effects and synergies. This will be a mild nuisance to your opponents at worst at the start of the game since they can usually ramp faster than you and put out big threats - often ignoring you in the process. This deck prioritizes targeting things in order to work which requires some setup, so you often slip under the radar as you don't seem like much of a threat starting out.
  • 2) Sift: Finding what you want with draw/tutor/ramp - which effectively helps you cycle your deck as well. Mid-to-late game, your low cost spells and creatures will start to synergistically work together and do so more consistently.
  • 3) and Seize: Utilizing your opponent's board, library, and graveyard against them. You don't need to have a strong board presence when you know you can just take or deny theirs - combining with your control and utility, you can create some fun scenarios.

As such, the above is the primary strategy.

Note that this deck shines when playing with 2 or more other people.

Listed below within the lyrics of The Chordette's 1954 Hit Single, "Mr. Sandman" you’ll find the following (please use the corresponding numbers with the numbers for each lyric - I'm just having fun at this point):

  • 1) Definition of the term “Sandman” when discussing this deck.
  • 2) Gameplay style
  • 3) Self-Reliant Strategy, Win-cons, & Notable Synergistic Combos
  • 4) Fluff AKA Imagined Lore of the Deck
  • 5) Transmute Tutor List
  • 6) Why Auras and Not Equipment
  • 7) Regarding Thematics
  • 8) Thanks & Appreciation

What is a "Sandman"?

  • A "Sandman" is any creature that essentially taps a target creature. This includes creatures such as Somnophore and Niblis of Frost or any creature that benefits from attacking or doing direct damage (such as Fogwalker, Nether Traitor, Wharf Infiltrator, Shadowmage Infiltrator, Dauthi Voidwalker, Nether Traitor, or Dimir Infiltrator) with Hidden Strings/Hands of Binding ciphered to them. Add in Sleeper's Robe, Ghostly Touch, Curiosity, and your unique Sandmen hand pick dreams along the way.
  • Somnophore is best if you get him early game to shut down would-be problems for a potentially infinite amount of time. However, Niblis of Frost is more effective mid-long game via its ability to combo with repeated spells - especially being able to utilize aforementioned cipher spells like Hidden Strings to it's greatest capacity.
  • Your Game? Sleep, Sift, and Seize:

  • Your game starts out slow and it isn't quite clear what you'll be up to. We're not focused on damage here and Quietus Spike is only a distraction unless they let you get away with it. And Lazav is your commander for 2 reasons: 1) To bring your killed creatures back and reap their abilities when needed once more. 2) To trick your opponent into thinking your power derives from your graveyard, combined with your slow start game, will make your opponents hesitate to kill your creatures early on. Flying under the radar. Your biggest strength with this deck is being able to put your opponent's creatures to Sleep. Find your synergistic cards by Sifting through your library with tutors and draw effects - providing an answer to the question your opponents play while throwing out more questions at your opponent slowly over time. Then your ability to slowly Seize control of your opponent's board and utilize different combinations with your spells (and theirs). This allows you to sneak under the radar most games, even if you play with the same group again. You're typically unassuming in a 2+ match. It's only by the time you start taking faster and more consistent control do folks recognize what you're doing - and usually too late. Don't have Dismiss into Dream out? Horobi, Death's Wail or Maddening Imp will be happy to clear the field. Flyer's in your way? Dream's Grip or Gigadrowse will make them feel too heavy for flight. Not able to get Somnophore or Niblis of Frost? Grab a hold of Dimir Infiltrator with Hands of Binding ciphered onto it and you got yourself a pre-built Sandman in tow. Taking a long time to find a way to summon slumber? Use your Cultists and give them Sandmen abilities with Ghostly Touch, Curiosity, and Sleeper's Robe to quicken the pace. Or just use their creatures with Metamorphic Alteration, Phantasmal Image, or go the direct route with the ever powerful Willbreaker with the multitude of tap effects. Then cause chaos with the likes of Thief of Sanity and Dauthi Voidwalker who will help you steal from your opponent's library and graveyard. Fatespinner will make your opponents double guess what they'll need to play while being held down by Orb of Dreams. Tutor for anything within 2 cost and with cards like Dream Devourer, you'll be making most cards 2 cost - supporting this is a drop of your Aether Vial. Again, your game is to sleep, sift, and seize. All it takes is the careful calculation to see how your opponents play and stay 2 steps ahead while looking 2 steps behind. 40 life is a lot to lose - it's the perfect amount to play the slow game when you're keeping creature's asleep or in your control.
  • Self-Reliant Strategy is as follows: Stall --> Draw --> Tutor/Tap/Control--> Win

    That being said, while your deck heavily focuses on using your opponents' boards against them, there are unique self reliant win-cons and notable synergistic combinations even if you don't utilize your opponent's side of the field. These are listed below:

    Your Major Win Cons are the following:

    Notable Combos/Synergies:

    The Night Pieces

      You control a Dimir cult known only as “The Night Pieces” bringing about the realm of Mr. Sandman, simply referred to as “His Dream”. With Lazav, The Multifarious as its Shadow Leader, guided by the Augurs of His Dream - Fatespinner, Disciple of Deceit, and Willbreaker - gather your ritual artifacts, draw and tutor for unique answers to any given situation, and lull your opponents to sleep by tapping their creatures with the Paragons of Slumber like Niblis of Frost or Somnophore. You'll ensure their dreaming with utility spells like Hands of Binding and Hidden Strings. Or simply cause chaos as you peer into your opponent's graveyards and libraries with Thief of Sanity and Dauthi Voidwalker. Your game is The Night Piece's chant: "Sleep, Sift, Seize - To give him His Dream, make His Dream." By the time they figure out what's happening, their creatures will have either fallen asleep forever or awakened under your control. After all... Their nightmares are His Dream come true.

    The Shadow Leader - Lazav the Multifarious

      Your commander is simply another tool to ensure His Dream stays alive. Lazav, the Multifarious is a living vessel to your most important creatures in your graveyard whether they die on the battlefield or via discard. Reinforcing this is the Fae - Likeness Looter who is actually more attuned to your ability to draw from both your graveyard and your library. Your opponents will think this is a mill deck - that sending things to your graveyard is where you derive your power. It is not.

    The Three Sisters - Fatespinner, Disciple of Deceit, and Willbreaker Augurs of the Dream, the Three Sisters are the symbolic cornerstones of your deck:

    • - Fatespinner represents your slow control over the other player by giving choices to respond to - your deck is a utility box of different answers - and their very library can be used against them or determine their fate. Thief of Sanity and Dauthi Voidwalker are your strongest viceroys for control. Watch as Thief of Sanity mills and play the very spells your opponents wished to play. With Dauthi Voidwalker - those very cards are exiled into the Void while you hand select which ones to play first. Suddenly your opponent has to consider whether or not the Wrath of God they played earlier will be their undoing. And with cards like Horobi, Death's Wail - your opponents will have to reconsider whether attaching that artifact or counter to their creature is even worth the sacrifice. Or if they even should have creatures in the first place.
    • - Disciple of Deceit represents your ability to tutor for answers. Guided by Dream Devourer and the Demonic Tutor, you can summon rituals to either play counter spells or tutor with the likes of Clutch of the Undercity, Shred Memory, and Muddle the Mixture. She represents your ability to Draw cards you need through creatures like Baleful Strix and Shadowmage Infiltrator amongst the other cantrips.
    • - Willbreaker represents the reality of what it means to become part of The Dream when your opponent’s creatures fall asleep - they are yours to control. If she is to fall or fail, then Dismiss into Dream is your answer - if you can’t have your opponents creatures, then they shall simply fall asleep and cease to exist - they are no longer worthy of His Dream. Whether it is making copies of the greatest threats with Metamorphic Alteration or Phantasmal Image or utilizing the rituals of Ghostly Touch and Hands of Binding. By bringing about the Manifestations of Mr. Sandman like Niblis of Frost and Somnophore - you can slowly ensure your victory as they beckon your opponents to fall asleep - only to wake up on your side of the field.

    Why Transmute?

  • Transmute is a powerful and flexible ability. Because this deck is slow and relies on specific cards to be played together in order to be effective, you need to find a way to ensure you get what you want. While the multiple options to draw cards helps you look for answers, Transmute helps you FIND your answers while also giving you access to playing either creatures or counter spells. Here's a list of what cards you can transmute for (please note that your Transmute cards can search for each other as well):
  • For 0 CMC - Tolaria West: This is primarily to help you find your land options whether you need Mox Tantalite for that extra mana or Mystic Sanctuary to get an Instant/Sorcery card back in hand. Can be used with any of your lands but the primary reason why this card exists in this deck is to get Arcane Lighthouse for when you need to remove Hexproof and Shroud from the field as it is your greatest threat.
  • For 1 CMC - Only Accessible with Disciple of Deceit: I'm not sure if it's worth the mana cost to insert the only Transmute card Dizzy Spell in the deck. Though I may reconsider as it would give me access to Amulet of Vigor, Aether Vial, Sensei's Divining Top, Sol Ring, and Glaring Spotlight. For spells it could get me Ponder, Preordain, Brainstorm, Curiosity, Dream's Grip, and Gigadrowse. We will see if it gets added in later but would require more play testing for now.
  • For 2 CMC - Dimir Infiltrator, Shred Memory, & Muddle the Mixture: Gives you access to some of your greatest utility cards and the majority of your deck. Primarily used for Hands of Binding and Hidden Strings for your Sandmen. Demonic Tutor and Disciple of Deceit for a more powerful tutors. Creatures like Baleful Strix, Dream Devourer, Fogwalker, Likeness Looter, Lazav, the Multifarious (if shuffled into your library), Nether Traitor, Phantasmal Image, and Wharf Infiltrator. It can also get you Lost in the Maze, Dream Stalker, Ghostly Touch, Metamorphic Alteration, Sleeper's Robe, and another potential wincon with Rise and Shine. What's great is that it also gets you Demonic Tutor which means you can essentially get anything from your Library.
  • For 3 CMC - Drift of Phantasms & Perplex: Gives you access to your 2nd most common cost cards with some of your most handy utilities. You have access to your most powerful Artifacts like Orb of Dreams and Quietus Spike. Board control like Fatespinner, Dreamshackle Geist, Cloud Key, Imprisoned in the Moon, Maddening Imp, and Polymorphist's Jest. Draw options like Shadowmage Infiltrator, Verity Circle, Day's Undoing, and Theft of Dreams. And then utility cards like Mirage Mirror, Thief of Sanity and Misleading Signpost.
  • For 4 CMC - Clutch of the Undercity: Purely for pulling out your most powerful cards like Somnophore, Niblis of Frost, and Horobi, Death's Wail. You also get access to Sleep, Cryptic Command *list*. Also gives you access to one of your major win-cons: Reins of Power.
  • **Why Auras?**

  • Normally a card like Sleeper's Robe would just be replaced with Mask of Riddles as they do the same thing with MoR being arguably better due to its usability. So why not have equipment equivalents versus auras?
  • - - Variety Within Theme - -
  • There are several artifacts already. Having more would kind of kill the idea of things happening within a Dream so having some aura spells fits with the ephermeral nature of dreams - they don't always last and can be brief. It also makes it so this doesn't become simply an artifact deck.
  • - - Mana Efficiency - -
  • The mana curve on this deck is strict - there is typically a lot of low cost stuff and having less than 40 lands means risking not having that third land on turn 3. Having Auras instead of equipment ensures my ability to not have another thing to juggle and worry about - do I spend the extra 2 mana to equip an artifact? Or do I save it to play a counterspell if need be? This ensures I don't have to worry about it as much.
  • - - They can target my opponent's creatures - -
  • This is the single most important reason. With cards like Dismiss into Dream, Willbreaker, Infinite Reflection, and more, all of my Auras have the ability to target other creatures. This means I can make copies of their creatures, I can enchant and then control their creature with the very same enchantment in a single move. Or when running low on other options, I can target my opponent's creatures and cause them to disappear. It gives this deck more options to abuse and control the rest of the field. With equipment, I can't do that and if my stuff gets destroyed, why waste the time to try to re-equip it? Obviously things like Whispersilk Cloak are an exception but all in all - this ensures that my combos that rely on targeting my opponent's creatures have more options.
  • Every card in this deck is intended to represent dreams to some capacity whether by mechanic, art, or quotation. Having this limitation ensures creativity with finding unique cards to consider that otherwise may be ignored. Please feel free to hit me with any suggestions, criticism, or feedback. I appreciate it!

  • Thanks for reading folks! What started out as probably a dumb idea turned into many years, and a labor of love, while having a (sometimes frustrating) blast creating this deck centered around Mr. Sandman and his Dream. Thanks to friends and the comments below - I am grateful for other people's help on creating this living abomination.
  • It has now become my absolute favorite deck. So thank you again!
  • I hope you enjoy it too and I look forward to hearing your suggestions!
  • - Azul

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    Updates Add

    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?"

    Comments

    Top Ranked
    Date added 4 years
    Last updated 4 days
    Key combos
    Legality

    This deck is Commander / EDH legal.

    Rarity (main - side)

    3 - 1 Mythic Rares

    50 - 7 Rares

    12 - 2 Uncommons

    17 - 0 Commons

    Cards 100
    Avg. CMC 2.51
    Tokens Foretell, On an Adventure
    Folders Cool Decks, Poss Builds
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