Daedream combos and turn-by-turn play lines
The core Daedream combo: Daedream into EBP01-085 Maraith: Maraith rests to force night, every Daedream jumps to 500 Power, and the opponent's board simultaneously drops 200. EBP01-082 Daedream – Deep Slumber is the ◇3 follow-up that plays the same role higher on the curve.
Updated 2026-07-31
- ✓Sequencing
- ✓Turn structure to plan around
- ✓Curve
- ✓Mulligan rules of thumb
Sequencing
Resolve the enabler first, then Daedream. Triggers in this game check their condition at the moment they resolve, so a condition established afterwards does nothing.
Turn structure to plan around
Each turn runs Stand Up, Draw, Soul, Main and End. Assignments and deploys happen in the Main phase, so plan the assignment you want a full turn ahead.
Curve
On the play, aim to have ◇2 and ◇3 bodies down before the EBP01-080 turn so you are never trading tempo for the engine.
Mulligan rules of thumb
Keep any opening hand with two lands of the curve plus a route to Daedream. Ship hands that are all ◇5 or higher — this format punishes slow starts.
Common misplay
The most common error with Daedream is committing it into open removal. Bait the answer with a cheaper threat first when the matchup shows removal.
Official turn structure, keyword and timing rules.