Well of Discovery

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Planechase Legal
Premodern Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Well of Discovery

Artifact

At the end of your turn, if you control no untapped lands, draw a card.

ZendikariWol on General problems with Deckbuilding

5 years ago

Strawman fallacies are a form of argument based on a misrepresentation of the opposing argument. Nobody said that Well of Discovery was better than Ancestral Recall . What Akros said was that consistent draw was typically better than burst. You are the one who chose to use a strictly worse version of Staff of Nin , also a bad card, as the poster-child of consistent draw. I have been playing EDH for five years and had never even heard of Well of Discovery until now. It's literal jank.

It's like me saying "so you're saying Accumulated Knowledge is better than Necropotence , then?"

Now, I don't know why I bothered arguing that anyway, since Recall is banned, and your argument was therefore ridiculous anyway. But I did and it's over now. Onto your next point.

Yes, Phyrexian Arena has nothing on Rhystic Study . But it's in black. Sometimes you're running and you just gotta use draw spells that aren't the best draw spells in the game. Given the available options outside of blue, I'd say Arena fits well enough in those decks.

ZendikariWol on General problems with Deckbuilding

5 years ago

Hey, SynergyBuild, hate to butt in on a fight that isn't mine but you seem to be utilizing some fallacies yourself, but of a different sort than you accused AkrosTheClear of using; namely the Strawman Fallacy.

I'm specifically talking about your Well of Discovery vs. Ancestral Recall analogy. You used the most broken draw spell in Magic history and compared it to a six-mana artifact that triggers once on your turn.

A more accurate analogy would be Ancestral Recall vs. Rhystic Study - a much closer matchup which, in my opinion, Rhystic wins.

And as to your deal with Phyrexian Arena , I agree that it would be ridiculous to run it in a 1v1 deck. But commander is typically not a 1v1 format. I think that if you're casting Arena after turn 5, burst draw would have been better. But cast on turn 3, you're drawing probably 4-8 cards with this boy. That's value, imo.

SynergyBuild on General problems with Deckbuilding

5 years ago

AkrosTheClear

You have two serious fallacies in there, and 2 minor ones, of which one I think is just a typo:

"Turn 3 play Phyrexian Arena , and by turn 11 you've draw 11 cards."

You'd only draw 7. Losing 7, waiting 7 turns for that payoff. Not 11.

Onto the more pressing matters:

"First off I think we can all agree that in commander repeatable card draw effects are much better than one time uses."

No. I can't agree to that. Well of Discovery isn't much better than Ancestral Recall , despite Well's ceiling being drawing 30+ cards.

You have to evaluate cards on their powerlevel, not say "We can all agree" to some B.S.

Now, there is no reason for a deck to run Arena unless it runs every single card in the linked page by cdkime so graciously beforehand.


Now, onto the next big issue:

"The worst possible effect for Phyrexian Arena is that you play it, and someone destroys it before your next turn."

No, this is false. Worst case scenario is as follows:

It is now a 1v1. You are in topdeck mode, with ~20ish life and little board state, against some insanely strong (power/toughness) creatures. You have Damnation in deck, tons of useless mana on field, and hope to topdeck it. You are super dead on board and it is the only out.

You draw Phyrexian Arena . You play it, pass, and lose.

Now, imagine if you had Read the Bones instead. You scry 2, maybe you hit it, if you don't, then you draw. Immediate value when you need it.

You lost because of Arena. You would've won with RtB. Or Night's Whisper , or Necropotence with an instant speed sweeper, or Sign in Blood , or even your Damnable Pact . You lost with Arena.

That is the floor.

GobboE on Sidar and Tana

7 years ago

less lands, and i mean it: 37 land, tops

Further: your tokens could use (limited) boosting, but not such much that they it becomes a non-bo with your commanders: Paragon of Eternal Wilds and Paragon of New Dawns

An even better option might be Archetype of Courage and Archetype of Endurance, I suggest them because they could really work in your deck, but those are (slightly) over 40 cents.

Further, you need some card draw: Well of Discovery and Mercadian Atlas are nice budget options, but Grim Flowering is also a valid option.

Tranquility is a great green budget option to get rid of pesky enchantments.

MagicalHacker on Boros Forever!

7 years ago

Hey!

So the deck looks pretty good! I can see a good theme of aggressive creature that also do other stuff, like anthem all your creatures, so it looks like this can beat down pretty hard pretty quickly.

You mentioned that you find yourself in topdeck mode pretty often, and I can see why. I usually aim for 10-14 cards that draw more cards, and I only see 2 here (Staff of Nin and Reforge the Soul.) A lot of people will say that Boros just can't draw spells, but those people are wrong. Now, Boros isn't the most efficient at drawing cards, but it's not out of their reach. Get ready for a wall of text, because here are all your options:

Pursuit of Knowledge, Sorcerer's Strongbox, Slate of Ancestry, Dreamstone Hedron, Magus of the Wheel, Knollspine Dragon, Commune with Lava, Wheel of Fortune, Wheel of Fate, Mentor of the Meek, Bygone Bishop, Stromkirk Occultist, Sin Prodder, Prophetic Flamespeaker, Outpost Siege, Chandra, Pyromaster, Chandra, Flamecaller, Well of Discovery, Urza's Blueprints, Tower of Fortunes, Thran Tome, Tamiyo's Journal, Sword of Fire and Ice, Skullclamp, Rogue's Gloves, Moonring Mirror, Mind's Eye, Mask of Memory, Loreseeker's Stone, Infiltration Lens, Illuminated Folio, Farsight Mask, Endbringer, Bottled Cloister, Bargaining Table, Book of Rass, and Angelheart Vial.

Of these, I'm going to suggest the following eight to bring your number up to ten (obviously Mind's Eye, Sword of Fire and Ice, Chandra, Flamecaller, and Wheel of Fortune are the absolute best, but they are all above $5, unlike the following cards):

  1. Skullclamp
  2. Mentor of the Meek
  3. Outpost Siege
  4. Chandra, Pyromaster
  5. Knollspine Dragon
  6. Magus of the Wheel
  7. Slate of Ancestry
  8. Mask of Memory

So what 8 cards to take out? Let's find out which are the least impact, and let's start from the highest cmc, because getting a lower curve is never bad.

  • Captain of the Watch: This card is great in a soldier tribal, but too low impact in this deck, I think. With only 10 cards that get the boost from her, on average, it will only interact with 1-2 cards at a time.
  • Lightmine Field: I can understand wanting some pillow fort, but there are plenty of options that don't affect your creatures too, and you are going wide, so this card hoses you pretty bad.
  • Ajani Vengeant: His plus is very situational, and even though the other abilities are pretty good, him sometimes not doing anything until then is kind of a waste of a card here.
  • Sword of Vengeance: I like having a lot of abilities to get the boost from cards like Concerted Effort, but I think this card is just too expensive for too little. None of the abilities are necessities in the deck to be on one creature.
  • Skyknight Legionnaire: French vanillas are sometimes cool, but this one here is not worth 3 mana. There are better hasty creatures and better fliers for 3 mana, so I don't think its necessary to have them both on one creature since they don't really combo in any way.
  • Lightning Talons: This pretty much has the flaws of both above cards, plus the fact that it's an aura means that it opens yourself to a 2-for-1.
  • Godsend: This isn't really an equipment-themed deck, and there are better equipment for a deck going wide, like Sword of the Paruns. Overall, it's not a horrible card, but paying six mana to give a creature +3/+3 and exiling "deathtouch" doesn't seem that worth it here.
  • Asha's Favor: Again with the keywords, and the auras, and the three mana!

So those are the 8 cards I would take out for the drawing cards.


If you are interested, here are some cards I think would definitely make this deck more resilient!

First, a deck with lots of creatures is going to be weak to board wipes, so here are some cards that will protect you from those: Selfless Spirit, Avacyn, Angel of Hope, and Eldrazi Monument.

Secondly, there are a couple of super aggro cards for edh that I think you could take advantage of, although be wary because these can make you an early target if played too soon: Luminarch Ascension, Serra Ascendant, and Hero of Bladehold.

Lastly, every deck needs a couple of easy ways to pick off nasty creatures, so I would recommend using Swords to Plowshares, Path to Exile, and Darksteel Mutation (which turns off commanders!) as some pretty good spot removal cards.


Thanks, and good luck!

TOOMUCHDOG1 on

7 years ago

there are a few card draw spells that I might suggest for this deck Carnage Altar, Damnable Pact, Dark Prophecy, Decree of Pain, Dregs of Sorrow, Erebos, God of the Dead, Fruit of the First Tree, Greed, Inheritance, Insist, Mind's Eye, Nantuko Cultivator, Necrologia,Symbiotic Deployment Phyrexian Etchings, Well of Discovery, Wretched Confluence

Now, all of these are not perfect, and some will probably be easily vetoed but they all can function as good card draw in your deck. Well, besides insist, but that card is just nice to have.

Eiti3 on I Need Help Finding Card …

7 years ago

Insert copy/pasted lists for ya!

And if you want burst draw, let me know. That's a whole another list

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