Tuesday, 29 March 2016

UB Dream Halls


Not that long ago, I wrote about a deck that is not fun to play against. Guess what; today, we are going to be talking about another one. It’s fun to read about though, so don’t stop reading! Alright then, let’s get the awkward intro out of the way so we can dive into the deck. What can cause an opponent to simply not want to play against you? When most of the game involves them just watching you play. Any time this happens, we can refer to it as living the [UB] Dream Halls.

Let’s get started. There are two things you want to do with this deck – 1. get the engine out and 2. then get it going. The engine in this instance is the namesake of the deck: Dream Halls. To do this, it is important to incorporate mana ramp, so you can get Halls out ASAP. Sol lands and Lotus Petals are great ways to do so; the latter also being of use in later rounds. The other aspect of getting the engine out is collecting the combo pieces. The deck contains lots of cantrips and tutors in order to find both the ramp and the centerpiece of the deck, and their importance cannot be stressed enough.

The main thing you want to do once the engine is out is get it running. Since this is a Storm deck, that means drawing and casting spells to a critical mass before destroying your opponent; in this case via Tendrils of Agony. Because the deck mostly contains Blue spells, once Dream Halls hits the board it should be very easy to cast all the spells that you want and win the game.

Mana Severance. Admittedly, despite containing two copies of the card, this was the one that came closest to being cut. While it can certainly help you minimize on dead draws once you get going, the fact is that with Dream Halls out you shouldn’t lose anyway. I had debated switching them out for two Omen, but decided to leave it in anyway because it’s a pretty unique card that has its uses, and also as a sort of nod to Zvi’s first incarnation of the deck.

Mono Blue. When I began writing about the deck, it was originally going to be just one colour. Had that been the case, I probably would have just used Brain Freeze as the win condition. To be honest, this might be the correct route to go since a mono coloured deck has obvious advantages with Dream Halls.  However, I find the main problem with Brain Freeze is that Gaea’s Blessing can really ruin your plan. As always, I encourage you to tinker and see what works best for you. Happy Brewing!



UB Dream Halls

Land

4 Underground Sea
3 Island
4 Ancient Tomb
3 City of Traitors
7 Fetchlands

Total: 21

Creatures

Total: 0

Spells

4 Dream Halls
4 Lotus Petal
4 Brainstorm
4 Impulse
1 Omen
4 Sleight of Hand
4 Force of Will
4 Meditate
1 Future Sight
3 Intuition
4 Tendrils of Agony
2 Mana Severance

Total: 39

Sideboard

4 Tormod’s Crypt
4 Counterspell
4 Duress
1 Pyroblast
2 Chain of Vapor

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