Defender A deck can have any number of cards named Dragonwall Fragment. At the beginning of your upkeep, if you control twenty or more creatures named Dragonwall Fragment, you win the game.
{T}: Add {C}. Tap an untapped creature you control: Dragonwall Gates becomes a 0/4 Wall artifact creature with defender until end of turn. It's still a land.
Search your library for a basic land card and put that card onto the battlefield tapped, then shuffle. Create a Vial token. (It's an artifact with “{1}, Sacrifice this and another permanent: Draw a card. Activate only during your turn.”)
Pressure {G}(You may cast this spell for its pressure cost if seven or more cards are in your graveyard.) Return target card from your graveyard to your hand. Exile Drawn to the Light.
Flying When Dreadworld Demon enters, each opponent may have you draw a card. Each player who doesn't loses 3 life. You gain life equal to the life lost this way.
“Always assume a demon's first offer is a mercy.” —Rezzal, the Loamfeaster
When Dream Keeper enters, each player conjures a card named Fatigue and puts it on top of their library. (It's a colorless sorcery that costs {2} with “Draw a card.”) Whenever a player draws a card except the first one they draw in each of their draw steps, each opponent mills a card.
Puzzlebox (Begin the game with this and another card you own from outside the game in the command zone, locked. That card is face down until you unlock this.) {0}: If a player has fifteen or fewer cards in their library, unlock Dreamcast Relic. If the revealed card is blue, put it into your hand. Otherwise, put it on top of your library.
Flying Foresight — Whenever you draw your second card each turn, put a +1/+1 counter on Dreammender Sphinx. Cycling {2}({2}, Discard this card: Draw a card.)
Flash When Dreamnapper enters, another target creature phases out until Dreamnapper leaves the battlefield. (Treat it and anything attached to it as though they don't exist as long as it's phased out.)