Ichor Wellspring

Legality

Format Legality
Noble Legal
1v1 Commander Legal
Vintage Legal
Modern Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Commander 2016 Common
Commander 2014 Common
Mirrodin Besieged Common
Mirrodin Besieged: Phyrexia Common

Combos Browse all

Ichor Wellspring

Artifact

When Ichor Wellspring enters the battlefield or is put into a graveyard from the battlefield, draw a card.

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Ichor Wellspring Discussion

bimjowen on Daretti, Stax Savant

3 weeks ago

Mark_Hill_AL, welcome! I think you made some good points, although you may have missed a few nuances (which is totally forgivable since you noted you don't play Daretti).

Trimming the curve with Daretti is a good thing, yes, but we do want to make sure we have a decent number of threatening artifacts to reanimate with Daretti. These reanimation targets are often high CMC and they do pull up our curve, but we don't typically plan on ever casting these as we cheat them in with our -2. I've already made some painful cuts -- I removed all the Eldrazi, Bosh, Iron Golem and several other high CMC cards. Nullstone Gargoyle is a headache for most opponents. Generally an opponent will have to burn two spells to answer this guy, at which point I can reanimate him again the next turn. He can really create card disadvantage for our opponents similar to Possessed Portal -- a great suggestion you made and a card I am only not playing currently because I don't own one.

Myr Retriever is decent, but he doesn't do anything upon early game -2 Daretti activations to sac him when my yard is empty, or if my yard is exiled. I think if I'm looking for -2 fodder that Ichor Wellspring may be better.

Wheel effects are this deck's bread and butter for two reasons: red card draw is hard to come by, and filling our graveyard is critical to make use of our -2.

Some of the card selection spells are okay, and they do feed my yard a bit, but some of them force random discard (bad) or don't provide card advantage (bad).

Stranglehold is in to prevent combo decks from simply tutoring a wincon that I cannot interact with (I'm playing mono red after all). It also stops their fetches! Extra turns are rarely in my meta but that's just sort of a bonus effect. I agree it's a bit pricey at 4 CMC and it doesn't synergize with the deck since it's not an artifact, but again, in red we need every advantage possible to prevent people from comboing off because we usually cannot stop them once they do.

Charbelcher is much better than you'd think, particularly with Unwinding Clock and stax pieces in play.

I agree with your point on Mirrorworks and Prototype Portal. I think I'm going to cut PP because it creates card disadvantage if it's killed before I get to use it, but Mirrorworks is generally solid. Mirrorworks also goes nuts with Ugin's Nexus!

Believe it or not, Chandra Ablaze has pretty nice impact generally. Her -2, used with no cards in hand, is a straight draw 3. Alternately, she acts as a mini wheel and fuels my graveyard while wrecking the hands of my opponents! Chandra Flamecaller is pretty similar but only hits me. Chandra, Torch of Defiance usually doesn't have that much impact in the testing I've done. She seems like she should be good, but her +1 Mana ritual is almost always useless so she's basically an Outpost Siege that my opponents can swing at and kill with their hate bears.

Paradox Engine and Ruination are definitely going in! I'm just considering what to cut for them.

Again, Crucible of Worlds is much better than you'd expect because it allows me to get back lands I pitch to Daretti's +2 and it also allows me to expediently recover from my land destruction spells. There's also a little bit of tech between Crucible and my nonbasic sacrifice lands, but that's secondary.

Grafdiggers isn't bad. It does hurt Nullstone Gargoyle though. But it hoses certain decks like Meren and Karador, but they aren't really the problem decks for me in my meta -- it's the blue decks that are problematic.

Let me know if any of this makes sense or if you disagree! Thank you for your huge comment!!

ISchock on Gremlin's Ultimatum

1 month ago

Thanks for the tips! I think your Wrangle, Invigorated Rampage, and Kari Zev's Expertise spells are great considering how much we just want to swing in with the Ravenous Intruder without fear of being blocked. Ichor Wellspring definitely needs to replace my Prism since I don't need mana fixing. I really like Treasure Keeper's ability in this deck and I don't know if you see a use for him in yours since he is standard legal, but I just picture him casting Expertise which then lets you cast something else. Or if he casts Scrap Trawler and then you combo off another artifact like Servo Schematic it is a beautiful thing.

Thanks for your comment on your deck feed. It's true that there is nothing new under the sun and we can't know everything that's already out there. I'm glad I ran into you on this site so that my gremlins can thrive and be a little more obnoxious :)

noodr on Gremlin's Ultimatum

1 month ago

Check out Temur Battle Rage and Ichor Wellspring. Best case scenario for this deck is t1 couple cheap artifacts, t2 atog/gremlin, t3 swing for a lot with battle rage and/or fling for lethal. If you can have this and be decent against removal, you'll be in great shape with the deck :)

sixpakal on Artifact bounce tribal

1 month ago

xyr0s Thanks for the feedback. Esperzoa when played acts as a nice plus when it sticks due to flying and it's power, but mostly soaks up removal as you stated.

This deck's primary goal is to play a lot of artifacts to boost Master of Etherium and Cranial Plating and make Metalwork Colossus cheap. I keep switching out Mycosynth Wellspring & Servo Schematic for functional reprints of Ichor Wellspring (Prophetic Prism, Alchemist's Vial and the like), but but them back in for chump blocking ability and getting lands out of my deck.

I think I put too much emphasis on the bounce and not the rapid amount of artifacts I can play.

xyr0s on Artifact bounce tribal

1 month ago

This looks like a durdle-midrange kind of affinity. Instead of just hitting early on, you have piles of synergies... but at the cost of having meaningful 1st and 2nd turn plays (ok, Echoing Truth being an exception).

Esperzoa: modern is not a format, where you get to play a creature with toughness 3, and watch it bounce an artifact repeatedly for ETB-cardadvantage in your next turns upkeep. Instead, you most likely get to watch it bounce the artifact, and then be Lightning Bolted and the bounced artifact Remanded when you recast it. Perhaps 1 Esperzoa, just because you never know when a game will go really long.

Ichor Wellspring, Mycosynth Wellspring, and Servo Schematic seem good, if you can get them to be cast repeatedly. Otherwise, they are less impressive (2 mana for a single servo token isn't considered a threat in modern). And you only have Esperzoa for repeating.

Chuubii on Mono Red Stax (Land Destruction)

2 months ago

Marcus_Licinius_Crassus, thanks for the input. I hadn't played much, so I am replying late. Adding more borderposts really helps. Eight is too much, and I'd rather have one Iron Myr in that slot. Adding more borderposts also allow me to put in a full 4 of all my land removal, as having 2 posts makes all lands negligible.

I don't remember where, but I got a lot of comments about Atog being suboptimal with this little artifacts. He never disappoints - he is a great blocker, eats Ichor Wellsprings, excess borderposts, and even a one time 5/6 can help close out game.

Also shook up the sideboard a bit.

sodanghappy on Pia's Toddler Tantrum

2 months ago

Zuharran,

I'm aware that it does lose quite a bit of it's edge without Pia's, but I try to make up for it with other wincons, Inkmoth+Ravager for one. Without Pia's, Trawler and Retriever can recur themselves/each other as blockers, and with sculptor or Ironworks it's more practical. Disciple is gonna have a field day. With 4 or 5 mana on turn 3 or 4, thanks to Opal or Springleaf, I could afford to sink some mana. Sacking 2-3 artifacts and drawing/recurring more per turn with a disciple in play seems like a pretty decent threat. Again, with Sculptor I can play a Pyrite for free and sac for 1 mana. But without it, it's practically like sacking a clue. I could sub it out for Chromatic Sphere, but pyrite comes with a 2 damage threat. it synergizes with disciple for more, essentially a bolt. Other than Terrarion and Ichor Wellspring, there isn't anything else like Star or Implement of Combustion, that I know.

Now regarding Viscera Seer, if I didn't focus more on noncreature artifacts, I'd consider it. I'm already satisfied with my eggs for card advantage. I don't want to sacrifice essential combo pieces, like Ravager or Disciple. Trawler and Retriever make for good blockers, with which I could sac after blocking, but without any of them in play, Seer can only block and sacrifice itself when blocking. It's much better paired with Athreos, which is why I recommended it to you.

I'd like to focus on getting the combo out quicker and more consistently. If there's a way to make this deck more focused, I'm open. As this is just a messy mashup of Ironworks Combo and Affinity with Pia's Revolution as scotch tape, it's doesn't have much individuality. Of the thousands of Magic cards from over the years, I'd like to be made known of anything that can potentially set it apart. It doesn't have to be stuck to Modern, as I'm considering making a Legacy version using Goblin Welder and Ashnod's Altar.

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