Dreams - Atlantic
IDEAS AND DIFFERENCES?
The idea behind this build is an all-in combo, going creatureless helps blank some cards in your opp deck and frees up slots for more redundancy like Sylvan library and recall.
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Dreams is a pretty flexible card, it can play a secondary role in a creature-based build, usually Esper or Grixis or even mono black or black rack. I prefer this build as it's a bit more volatile and can have some pretty exciting turns.
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MEMORIES FROM PLAYING IT?
Some of the most memorable plays include casting Time Walk 3 times, Hurkyl 6 cards back to opp hand and casting Winds under double Dreams for lethal. My friend Josh Jones plays a very similar list and I once saw him land a turn 1 kill.
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MATCHUPS?
Super fast aggro/burn and decks that have disenchant and counter magic are the most problematic. Sometimes it can take a few turns to setup and if you can't find abyss/balance a few creatures can eat you up. Alternatively, disenchant is enemy #1 as dreams is the primary wincon and it is even worse when backed up by counters to hit our key spells.
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ANY SIDEBOARD SUGGESTIONS?
The sideboard is tough as you can't remove many cards from the main deck before you weaken speed and redundancy. Key considerations are mass creature removal in Earthquake, Falling Star and Abyss, else Disenchant hate in Gloom and Flash Counter/Counterspell.
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souce: Brian Bogdon - Geocities of Brass
picture: @oldschoolmtg
Brian Bogdon's list
SPELLS
1 Ancestral Recall
1 Balance
1 Black Lotus
3 Black Vise
1 Braingeyser
1 Chaos Orb
4 Dark Ritual
1 Demonic tutor
4 Howling Mine
1 Hurkyl's Recall
1 Mana Drain
1 Mox Emerald
1 Mox Jet
1 Mox Pearl
1 Mox Ruby
1 Mox Sapphire
2 Recall
1 Regrowth
1 Sol Ring
2 Sylvan Library
1 The Abyss
1 Time Walk
1 Timetwister
4 Underworld Dreams
1 Wheel of Fortune
4 Winds of Change
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LANDS
​4 Badlands
4 City of Brass
1 Library of Alexandria
1 Strip Mine
4 Underground Sea
4 Volcanic Island