Premium−70%The Sandman — 100-Card Commander Deck
SKU DECK-SDM-100
Dream of the Endless leads this The Sandman Dimir (blue/black) Commander deck. Nightmare Aura Curses make opponents haunted, lose life at upkeep and become targets for the deck's haunted-player rewards. Dream draws for each of your creatures dealing combat damage to a haunted player. Bracket 4.
The Sandman: choose who carries the nightmare
Dream of the Endless leads a Dimir (blue/black) Commander deck built around Curses attached to opponents. At the beginning of your end step, Dream sends a Nightmare: an Aura Curse token attached to a target opponent that makes that player lose 1 life at the beginning of their upkeep. A player is haunted while a Curse you control is attached to them. The Sandman's realm becomes a battlefield strategy of placing those Curses and choosing how to exploit the resulting state.
- SEND A NIGHTMARE: Create a Nightmare Aura Curse token attached to a target opponent. At the beginning of the enchanted player's upkeep, that player loses 1 life.
- HAUNTED: A player is haunted while a Curse you control is attached to them. Dream of the Endless draws you a card whenever one of your creatures deals combat damage to a haunted player.
- THE ENDLESS RESPOND: Death of the Endless draws you a card and costs you 1 life whenever a creature controlled by a haunted player dies. Delirium of the Endless can send a Nightmare for two generic and one blue mana, once each turn.
- SPREAD THE DREAM: John Dee, Doctor Destiny sends a Nightmare to each opponent when he enters and stops haunted players gaining life. Rose Walker, the Vortex draws a card for each haunted opponent when she enters.
Spread the Curses or deepen the pressure
A single Curse is enough to establish the haunted condition, so reaching several opponents can open more useful attacks and improve Rose Walker's arrival. Dream rewards each creature that connects, rather than a single combined combat-damage event. Flying on the commander helps his own attacks, while other haunted payoffs let the rest of the deck benefit without requiring every card to send another Nightmare.
Lucifer Morningstar makes each haunted player sacrifice a creature on entry, and The Kindly Ones makes each haunted opponent lose life at your upkeep for every Curse attached to them. Those effects reward different distributions of enchantments. This The Sandman Magic Proxy deck suits players who enjoy persistent enchantment pressure, selective attacks and an interconnected cast whose effects read the same clearly defined condition.
A 100-card Commander deck plus 3 tokens, with the existing Bracket 4 designation.
Fan-made proxy — not intended for official tournaments
The Sandman — 100-Card Commander Deck
Dream of the Endless leads this The Sandman Dimir (blue/black) Commander deck. Nightmare Aura Curses make opponents haunted, lose life at upkeep and become targets for the deck's haunted-player rewards. Dream draws for each of your creatures dealing combat damage to a haunted player. Bracket 4.
Quantity
The Sandman: choose who carries the nightmare
Dream of the Endless leads a Dimir (blue/black) Commander deck built around Curses attached to opponents. At the beginning of your end step, Dream sends a Nightmare: an Aura Curse token attached to a target opponent that makes that player lose 1 life at the beginning of their upkeep. A player is haunted while a Curse you control is attached to them. The Sandman's realm becomes a battlefield strategy of placing those Curses and choosing how to exploit the resulting state.
- SEND A NIGHTMARE: Create a Nightmare Aura Curse token attached to a target opponent. At the beginning of the enchanted player's upkeep, that player loses 1 life.
- HAUNTED: A player is haunted while a Curse you control is attached to them. Dream of the Endless draws you a card whenever one of your creatures deals combat damage to a haunted player.
- THE ENDLESS RESPOND: Death of the Endless draws you a card and costs you 1 life whenever a creature controlled by a haunted player dies. Delirium of the Endless can send a Nightmare for two generic and one blue mana, once each turn.
- SPREAD THE DREAM: John Dee, Doctor Destiny sends a Nightmare to each opponent when he enters and stops haunted players gaining life. Rose Walker, the Vortex draws a card for each haunted opponent when she enters.
Spread the Curses or deepen the pressure
A single Curse is enough to establish the haunted condition, so reaching several opponents can open more useful attacks and improve Rose Walker's arrival. Dream rewards each creature that connects, rather than a single combined combat-damage event. Flying on the commander helps his own attacks, while other haunted payoffs let the rest of the deck benefit without requiring every card to send another Nightmare.
Lucifer Morningstar makes each haunted player sacrifice a creature on entry, and The Kindly Ones makes each haunted opponent lose life at your upkeep for every Curse attached to them. Those effects reward different distributions of enchantments. This The Sandman Magic Proxy deck suits players who enjoy persistent enchantment pressure, selective attacks and an interconnected cast whose effects read the same clearly defined condition.
A 100-card Commander deck plus 3 tokens, with the existing Bracket 4 designation.
Fan-made proxy — not intended for official tournaments
All 80 Cards in the The Sandman — 100-Card Deck
Every card is also available individually as a single Magic proxy.
- Dream of the Endless
- Death of the Endless
- Desire of the Endless
- Delirium of the Endless
- Destiny of the Endless
- The Corinthian
- Rose Walker, the Vortex
- John Dee, Doctor Destiny
- Lucifer Morningstar
- The Kindly Ones
- Daniel, the New Dream
- A Dream of a Thousand Cats
- The Dreamstone
- The Helm of Dream
- The Pouch of Sand
- Season of Mists
- The Library of Unwritten Books
- Sovereignty of the Dreaming
- Eternal Waking
- Despair of the Endless
- Destruction, the Prodigal
- Lucien, the Librarian
- Matthew the Raven
- Gault, the Nightmare Who Hoped
- Cain, the First Murderer
- Gilbert, the Walking Place
- Hob Gadling
- Thessaly, the Last Witch
- Roderick Burgess, the Magus
- Lyta Hall, the Fury's Call
- Brute and Glob
- Read the Book of Destiny
- Dream Unmakes the Corinthian
- Twenty-Four Hours in the Diner
- The Sleeping Sickness
- The Cereal Convention
- A Midsummer Night's Dream
- Not in My Realm
- Dream Reclaims His Tools
- The Key to Hell
- A Flood of Ideas
- Abel, the First Victim
- Calliope, the Youngest Muse
- Nuala of Faerie
- Mervyn Pumpkinhead
- Eve of the Cave
- Hector Hall, the Dream Sandman
- Cluracan of Faerie
- Sol Ring
- Dimir Signet
- Talisman of Dominance
- A Hope in Hell
- Sand in the Eyes
- A Doll's House Dream
- Sleep of the Just
- Escaped Nightmare
- Gryphon of the Gates
- Hippogriff of the Gates
- Wyvern of the Gates
- Raven of the Dreaming
- Whispered Nightmare
- Counsel of Ravens
- Mist over the Dreaming
- Cold Sweat
- Arcane Signet
- The Dreaming
- The Castle of Dream
- Lucien's Library
- Fiddler's Green
- The Gates of Horn and Ivory
- The Gallery of the Endless
- Fawney Rig
- The Inn of the White Horse
- The Gates of Hell
- The Cave of Eve
- Island
- Swamp
- Nightmare
- Raven
- Nightmares and the Haunted