The first tries to play two decks in one, the other two, add a third idea. Underworld Dreams & Megrim are two different things. They have some common ground but their individual potentials' maxima are not element of the intersection. You could chain Wheel of Fortune effects, but then either effect alone should win. Apart from that good ways to trigger one have are usually not good ways to trigger the other. Point being that Megrim needs the op. to have cards in hand to discard. But again, there's better ways. F.e. Inquiry is a great card for Megrim decks, offering a great mana to damage ratio, not being stopped by other discard and randomly screwing hands in your favour. With Dreams it's merely a fancy Lava Spike. You want Teferi's Puzzlebox kind of cards. Massive and/or repeatable draw.
Pyromancer's Ascension wants you to play loads of non-permanent cards. Adding your damage dealing permanents... is contrary to its needs.
Bloodchief Ascension wants you to repeatedly deal two damage and then get cards into the opponent's grave. Three turns with a Megrim deck and good spells to trigger it should win you the game. Dreams just deal one damage on their own, so you need more cards to set it up. Cards that are not efficient ways to trigger Ascension.
Oh, and Caress is loss of life, so if you want to use Quest in any of these lists, opt for Megrim. If we're at quest a similar logic applies like with BA, while it can get more than one counter in a turn, if you get it active, you should be winning already, and the card you drew being Quest could be the last damage needed. If Quest works then probably in a Dreams deck where you set it up over a couple turns and use it the turn you cast Wheel. 14 to the dome. Game.
Long story short: Of the three decks? None.
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Each reality is but the dream of another, and each sleeper a god unknowing.
We define the boundaries of reality; they don't define us.
Needless to say, that wasn't what I was hoping to hear, but I really appreciate your honesty and I get your points. No wonder I had lots of trouble finding the right cards for the decks, if the strategies don't really mix. I'll try making a list for draw punishment and maybe one for discard punishment to see, which one I like the best. Thanks again!
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Pyromancer's Ascension wants you to play loads of non-permanent cards. Adding your damage dealing permanents... is contrary to its needs.
Bloodchief Ascension wants you to repeatedly deal two damage and then get cards into the opponent's grave. Three turns with a Megrim deck and good spells to trigger it should win you the game. Dreams just deal one damage on their own, so you need more cards to set it up. Cards that are not efficient ways to trigger Ascension.
Oh, and Caress is loss of life, so if you want to use Quest in any of these lists, opt for Megrim. If we're at quest a similar logic applies like with BA, while it can get more than one counter in a turn, if you get it active, you should be winning already, and the card you drew being Quest could be the last damage needed. If Quest works then probably in a Dreams deck where you set it up over a couple turns and use it the turn you cast Wheel. 14 to the dome. Game.
Long story short: Of the three decks? None.
Needless to say, that wasn't what I was hoping to hear, but I really appreciate your honesty and I get your points. No wonder I had lots of trouble finding the right cards for the decks, if the strategies don't really mix. I'll try making a list for draw punishment and maybe one for discard punishment to see, which one I like the best. Thanks again!