Tower of Fortunes

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 2013 (C13) Rare
Mirrodin (MRD) Rare

Combos Browse all

Tower of Fortunes

Artifact

(8), Tap: Draw four cards.

Price & Acquistion Set Price Alerts

C13

MRD

Ebay

Recent Decks

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Tower of Fortunes Discussion

StopShot on Any Suggestions for Mardu Draw ...

3 days ago

Hello, I'm looking for ways to draw more cards in . I'm trying to find effective two-card draw engines, basically any 2-card synergy that can repeatedly draw cards every turn. As a reference I am only looking for card draw engines that would draw more cards than simply playing Phyrexian Arena would, because why would I need two cards to do what 1 card already can?

I've made a list of card engines I'm currently utilizing, and another list of ones I've considered, but wouldn't fully commit to. I'd like to hear some fresh ideas or second thoughts on what I've laid out.

~Draw Engines I'm already running:

  • Skullclamp + Bloodghast = Draw 2 cards whenever you play a land. 4 cards if that land is a fetch land.

  • Land Tax + Scroll Rack = Get 3 basic lands, exchange them for cards on top your deck. Next turn get 3 basic land, and shuffle your deck to repeat process. Basically draw 3 every turn.

  • Necropotence = Pay 7 life, draw 7 cards. Obviously the best.

  • Geth's Grimoire + Geier Reach Sanitarium = While card draw is variable on the number of opponents - in a standard 4-player game you'll draw 4 cards and discard 1 after the first for each use.

~Draw Engines I've considered, but felt underwhelmed by:

  • Aggressive Mining + Drownyard Temple = A repeatable draw 2 for 3 mana is fine, but the restriction I can't play lands is detrimental and may not make up for the value produced. I also couldn't play it right away until I have enough lands in play to last me the game.

  • Aggressive Mining + Herald of Leshrac = Bonus points that my commander is Alesha, the only issue is while the combo is so evil that it will draw hate from across the table, the demon's culumative upkeep is too slow to effectively be oppressive.

  • Mind's Eye = Tends to get targeted and removed just as easily as Necropotence. Unlike Necropotence, Mind's Eye costs more mana to put on the field and can be removed before you make any advantageous card draw off of it.

  • Norin the Wary + Mentor of the Meek = Practically a creature version of Mind's Eye for one less mana and in addition I can use it to draw on my turn, however; I find draw engines using creatures tend to get removed more easily than those that use artifacts and enchantments, and that disruption can make this one impractical.

  • Humble Defector + Homeward Path = Same issue with the last draw engine mentioned. Creature-combos tend to be removed more easily, and in addition, this combo is limited to two cards per turn and usually I have to wait until my next turn to get started since Humble Defector will likely have summoning sickness.

  • Well of Lost Dreams + Words of Worship = While there is a slew of life-gain cards to choose from, none of them seem as practical or as reusable as Words of Worship . The issue sort of amounts to a combination of small issues being; it costs 7 mana to get both pieces on the table, it can only be started (mostly) on your draw step, and you got to pay a minimum of 4 mana just to draw 1 card more than Phyrexian Arena would which can be pretty harsh for a start-up tax.

  • Tower of Fortunes + Thran Turbine = While the turbine can be switched with Sol Ring or Mana Crypt, it tends to beg the question why not run both or all three? Essentially your 1 or 0 cost artifact helps by making the activation cost from 8 to 6 which is much more reasonable for drawing 4 cards, yet still as costly. Braid of Fire may be considered instead, but you'd need to wait 3 turns after playing it just to make 1 mana more than the Thran Turbine to make a difference. Mana Flare can also be used instead to practically make the activation cost 4 mana, but it gives your opponents a ridiculous amount of mana to use which can be too severe of a drawback.

  • Sensation Gorger + Runed Stalactite = Unless you're already running a Goblin or Shaman tribal deck, revealing a creature card on your upkeep will result in discarding your hand and drawing 4 cards, plus the additional card you'd draw on your draw step. The three issues with this set up are; if your opponent(s) like their hand removing this will become their top priority, if your opponents have no hand or useless cards in hand this may restock them with what they need faster, and lastly there's always the possibility you might not reveal any creature cards for turns and turns to come unless you're running a creature-heavy deck, and even then you can still top-deck a land.

  • Kurkesh, Onakke Ancient + Sensei's Divining Top = This works similar to how Sensei's Top works with Future Sight, but not as good. Essentially you can tap the top to draw a card and copy the draw ability with Kurkesh so you can draw a card and the top again. This allows you to pay 2 mana to draw 1 card as many times as you'd like. Do note though creature draw engines tend to be more weak since creature remove and boardwipes tend to be prevalent.

  • Invasion Plans + Infiltration Lens = It might be a three card draw engine since you need Infiltration Lens equipped to a creature, but it doesn't matter what creature it is preferably one without flying though. Because Invasion Plans says the attacker chooses blockers you can have your equipped creature be blocked by all creatures an opponent controls, which will trigger Infiltration Lens for each creature that blocks. That means if your creature is blocked by 3 creatures you'd draw 6 cards. The main issue with this draw engine is it depends strongly on the number of untapped creatures your opponent controls. Invasion Plans can also leave you open to large beaters since it can allow your opponents to have you block only their smallest creature or force you to make unfair trades in combat.

  • Sensei's Divining Top + Darkblast = This isn't so much a draw engine as it is an effective top deck filter. Sensei's Divining Top suffers from the fact you're stuck with whatever the top three cards of your deck are. Luckily Darkblast tends to mitigate this with its dredge 3 as well as being easily disposable to put back into your graveyard for further use. While these two won't net you any extra cards it should be noted that both pieces can be pretty hard to remove on their own and may get you to your more valuable cards faster, so I felt it was worth a mention.

ShatteredEmpires on Neheb's Inferno

4 days ago

usaDiabetic:

Thanks for the feedback! Yeah, card draw seems to be one of the harder things to manage in Mono-Red, other than Wheel effects. Hence the desire for the artifact draw in the Howling Mine and Tower of Fortunes. But some pseudo card draw might be more impactful for the deck. I've got some changes planned but I'm currently focused on the Commander 2017 decks and getting those updated.

And yeah, Ixalan is going to make changes to a lot of decks.

mahdik on EDH - Annihilator: Kozilek, Butcher of Truth

3 months ago

HUFFDADDY Tower of Fortunes is my choice between each of these, easy to cast mid-game, usable late-game to change stale board, while Well of Knowledge is too risky and unbalanced. Don't consider Well of Knowledge if you're not 100% feeling it.

The cards I would consider getting rid of are Mirrorworks (it's good, but it never was for me XD, so I can't suggest it), Paradox Engine (for 5 mana, there are better cards that re-utilize mana rocks and cards with activated abilities: Clock of Omens), Sisay's Ring (considering you already run 14 mana rocks, you don't need more ramp that does not have another usage, like Hedron Archive for instance) and Steel Overseer (considering you only run 11 artefact creature, in a Karn, Silver Golem decks it's good because you can stack counters on random artefact between turns, but here it's just mediocre, it can easily die and needs a lot of work to pay-off, not an incredible card in commander).

Also, I assure you lowering cards cost is an incredible thing, so you should reconsider Cloud Key and Semblance Anvil over any of your 14 mana rocks. You already run Urza's Incubator and Foundry Inspector, I think you can understand the power in them.

Overall, the changes for sure :

Any other way, the deck is still really good: lots of ramp, lots of pay-off, with fair amount of draw/answer/support cards!

HUFFDADDY on EDH - Annihilator: Kozilek, Butcher of Truth

3 months ago

mahdik, Thanks again for the help. Here's what I've decided to do so far:

Added Clock of Omens over Voltaic Key
Added Metalworker over Eldrazi Conscription
Added Darksteel Plate over Myr Retriever, out of your 3 suggestions Darksteel Plate is best suited for this deck.

Dark Depths is fun but not necessary

I didn't add Cloud Key or Semblance Anvil, because like you said they are not that important.

Mishra's Helix is so awesome, I've loved this card for a long time but also not necessary for this deck.

I like Tower of Fortunes and Well of Knowledge, but I don't know what to take out for them, any ideas?

mahdik on EDH - Annihilator: Kozilek, Butcher of Truth

3 months ago

In your maybebaord you have some tasty cards, see the next few lines:

  • You run a lot of mana rock, you should then definitely consider Clock of Omens, it could give you a lot of free mana. You could then get rid of Doubling Cube or Voltaic Key, which are both great cards on their own (with entire different mechanic), but not on the same level as Clock of Omens (especially for commander in the case of Voltaic Key);
  • In the same vain, you should also play more draw engine to utilize that mana you already have: Tower of Fortunes is one of my favorite for exemple. I know draw engine can be difficult in colorless. If your meta has no infinite-mana combo, or any deck that do similar to yours, I STRONGLY advice you to play Well of Knowledge, it's an incredible card for commander, but it's more casual minded;
  • Metalworker is another all-star, no wonder why it's limited in vintage. You should definitely play it, no way you can skip that.

About the mainboard:

Random cards I would consider:

  • Mishra's Helix is a pretty funny card if you want to play more control, with all that mana you play right now you can literally kill people turn's even before they start it. But that card is really uncommon and eccentric. If you look at my decks you'll see I like to play strange cards XD.

Question:

Overall, great deck, super fun to play robots!

Abres_Tenelles on Karametra

5 months ago

Wonder how this list would look with Seer's Sundial, Tower of Fortunes or Loreseeker's Stone for card draw?

lagotripha on The way to justify playing on paper

5 months ago

Hi, Vine Trellis is probably my suggestion, as its an almost flat improvement. If you have the multicolour fixing mainboard, Flamekin Harbinger could help fetch avenger, alongside a single mountain to cast it from terramorphic. It could also fetch Bloodbriar, should you chose to use it. Draw in green is tricky- if you were running more Vinelasher Kudzu I'd suggest Inspiring Call, but with pure ramp cards like Edge of Autumn, Explore, Elvish Visionary, Manamorphose, Rites of Flourishing, Snakeform or Harmonize are likely to perform better. Genesis Wave is an archetype unto itself, Howling Mine/Temple Bell have obvoius drawbacks. Tower of Fortunes might work if you can power it, but will be tricky to do so.

All that said Traverse the Ulvenwald with Flamekin Harbinger and a mountain is probs the best choice- you'll have lands in the graveyard to trigger the two of them and they're lower converted cost than anything else, while Traverse the Ulvenwald is really cheap right now as standard is rotating.

Abres_Tenelles on Omnomnomnath

5 months ago

Nice!

Soul's Majesty and Hunter's Prowess could be fun in this list. Loreseeker's Stone and Tower of Fortunes might help too.

Paragon of Eternal Wilds is quite nice for both your army and Omnath, Locus of Mana in one.

Also if you generate enough mana, the Glissa Sunseeker + Spine of Ish Sah mini combo might be a thing too.

Happy swinging!

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