|Commander / EDH||Legal|
Printings View all
|Commander 2014 (C14)||Rare|
Combos Browse all
Well of Ideas
When Well of Ideas enters the battlefield, draw two cards.
At the beginning of each other player's draw step, that player draws an additional card.
At the beginning of your draw step, draw two additional cards.
Well of Ideas Discussion
3 weeks ago
It appears that you lack some serious card draw. Rhystic Study is solid if you have any laying around. Sai, Master Thopterist would be thematic for the deck. Other options include Kami of the Crescent Moon , Well of Ideas , and Dictate of Kruphix . Yes, these options benefit your opponents, too, but if you chose to run Smothering Tithe , they would benefit your all the more. There are good card draw options in , too, like Greed , Vampiric Rites , Arguel's Blood Fast Flip, and even something like Thallid Soothsayer (although not on theme at all). A staple card draw engine when playing token strategies is Skullclamp .
Hope this helps some. Probably not what you wanted to hear (more cards to add), but card draw sure helps with smoother game play.
3 weeks ago
You may play around Kynaios and Tiro of Meletis 's ability. Tatyova, Benthic Druid will give you extra card draw whenever you get a land on the field. Reliquary Tower is cheap now, and works wonders. You surely will have 5 lands on turn 4, so Temple of the False God is really good.
You should also consider Azorius Chancery , Boros Garrison , Gruul Turf , Selesnya Sanctuary , Simic Growth Chamber , Izzet Boilerworks . You play your untapped land for the turn normally, then play one of those with K&T's ability. You get ahead of mana since these lands tap for 2 mana.
I suggest removing Azorius Guildgate , Blossoming Sands , Boros Guildgate , Gruul Guildgate , Izzet Guildgate , Simic Guildgate , Tranquil Cove , Vivid Grove , Haunted Fengraf and Unstable Frontier for the lands above.
Do you want to see chaos happen? Hive Mind , Knowledge Pool , Thousand-Year Storm , Eye of the Storm , Shared Fate , Gate to the AEther , Possibility Storm , Ruhan of the Fomori , Perplexing Chimera , Dictate of the Twin Gods , Furnace of Rath , Gratuitous Violence , Mind's Dilation , Sunbird's Invocation .
Do you want to give more resources to them? Eladamri's Vineyard , Dictate of Karametra , Zhur-Taa Ancient , Heartbeat of Spring , Heartwood Storyteller , Intellectual Offering , Keeper of Progenitus , Well of Ideas , Rites of Flourishing , Ghirapur Orrery . Zendikar Resurgent and Mirari's Wake .
1 month ago
So, I'd start by cutting three lands again, adding more ramp sources, and adding card draw.
Card draw options: Mentor of the Meek , Rhystic Study , Book of Rass , Jace Beleren , and Skullclamp are all decent options. Group-hug options that are affordable include Kami of the Crescent Moon , Well of Ideas , and Dictate of Kruphix .
Cards to cut: Era of Innovation , Court Homunculus , Aethersphere Harvester , Esper Stormblade , Porcelain Legionnaire , Windwright Mage , and probably a bunch of other of your low-curve creatures. They just don't do enough to warrant a slot in EDH, really. You'll want to get out as much bang for your buck for each creature you pack into the deck.
You need some kind of focus for this deck, too. What do you want to do? How do you want to win?
8 months ago
Thanks Skillville! It definitely is a mix of tokens and aura/equipments. Well of Ideas was in there as more of a diplomatic card, but with this deck I actually don't wanna be drawing that much so I was already thinking of taking it out. I think there are lot of obvious ways to make the deck stronger but like I mentioned on your deck, I'm trying to be fair - the tokens are for some board presence until I inevitably start building up Narset until she's more or less unstoppable, but for my casual setting I don't mind taking my time getting there. I'm also trying to keep a handful of jeskai themed cards, things like Quiet Contemplation which I still have to pay for and aren't super oppressive.
8 months ago
Replace Well of Ideas with Mind Unbound IMO its the best enchantment draw no one uses plus I don't like giving my opponents any hugs :) This deck seems like it is a mix of voltron with tokens. My play style picks 1 theme and focuses on that so I would suggest making it token based only or voltron auras. If you are going to use walkers use one's that matter like Ugin, Karn, Ajani Unyielding or Steadfast would be good. Teferi would be cool and Tezzeret can fetch for Strionic Resonator. Also, I really dislike Oath of Jace because if you have no walkers out its really a dead card and you only rock 6 currently. But in short, pick a specific theme and focus on having every card help to make that idea come to fruition.
9 months ago
First of all, thanks for leaving a comment and giving me some help! Since this is my first deck, your comment is also the first one I ever got. Well, I considered your views on Font of Mythos and similar cards and I finally got convinced, so I removed them from the deck. I still kept Forced Fruition on the maybeboard because I believe I can give it good use in some situations. I'm still not sure about it and I can´t test it since I don't own this deck yet. I also kept Well of Ideas on the deck. Library of Leng was moved from the maybeboard to the deck. I liked how Curiosity and Helm of the Ghastlord synergise with Nekusar, the Mindrazer so I included them. I also liked the "near-infinite" card draw and damage of Niv-Mizzet, the Firemind. The combo can go even further with the help of Library of Leng and some wheel effect. I know this combos are difficult in commander but I'm kind of a Johnny, and if it works once, it'll be worth it. I previously considered both Lightning Greaves and Swiftfoot Boots but at some point I forgot about them and didn't include them. I put the first into the deck and the second on the maybeboard. This will remain this way untill I know if it's worth to include both of them or which one is better. Next, I removed some creatures form the deck and added No Mercy and Smoke. At first didn't want to rely on creatures dealing combat damage to activate their effects, but I also needed them in order to have something to block other creatures with. Now I have other ways to prevent other players from attacking me. I also wanted the deck to be mostly oriented towards enchantments and sorceries. Finally, I included Sigil of Sleep which synergises with Nekusar and also helps me with others' creatures.
1 year ago
Hello! So I see you mentioned in your description that this is your first commander deck. It has a pretty solid base, so I will just give you some rules that I tend to follow when I build. At a baseline, I tend to run 10 sources of draw, 8-10 sources of ramp, and 5-10 pieces of spot removal.
Tatyova, as I understand it, is going to be the leader of a merfolk tribal deck. Merfolk tend to have a low converted mana cost, so Tatyova allows you to draw into more cards to continuously cast more and more merfolk. That being said, if you are running Tatyova, I would up your land count somewhat, up to at least 38 or 40. I would recommend a plethora of nonbasics like Botanical Sanctum Hinterland Harbor Breeding Pool Simic Growth Chamber Simic Guildgate Skyshroud Forest Temple of Mystery Thornwood Falls Tropical Island Woodland Stream Yavimaya Coast including as your budget allows. I included tropical island, an insanely expensive card, for the sake of brevity.
In terms of removal, I tend to include some counter spells in this category. You should pick up Counterspell Arcane Denial and Swan Song. Negate is very good also. For spot removal, you should consider things like Rapid Hybridization Krosan Grip Beast Within Nature's Claim and Curse of the Swine. I tend to try to get a board wipe or two as well, so look into Wash Out and Cyclonic Rift and River's Rebuke.
For draw, and additional land drops, I would run Rites of Flourishing Wayward Swordtooth Horn of Greed and possibly Helm of the Host for the commander. You want ways to hit more than your only land drop. Consider Dictate of Kruphix Brainstorm Preordain Ponder and Well of Ideas. For some tribal support and creature support, you have Vanquisher's Banner and Herald's Horn as you mentioned. I would look into Zendikar Resurgent as well.
For ramp, you pretty much want the classic green stuff, some of which you have, like Cultivate Kodama's Reach Rampant Growth Sakura-Tribe Elder Explosive Vegetation among others. These spells double as draw spells when Tatyova is out! So they are very great. I would steer away from Simic Signet and Darksteel Ingot forms of ramp because this deck should focus on lands, but they are by no means bad inclusions.
Things like Unsummon and Rescue are good for saving creatures you want to keep, but countering the spells which remove them, or giving them hexproof is an effective way to avoid removal. Kumena, Tyrant of Orazca is also enormously powerful in a deck like this. I don't see a Lightning Greaves or Swiftfoot Boots and those are staples. Consider investing in a Thought Vessel
In terms of general advice, I would up the creature count if possible.
I know I have given you an overwhelming amount of card suggestions, and don't break the bank getting the expensive ones. A lot of these cards are staples in commander if you don't have them and they will go an extremely long way to making your game play feel more consistent and effective. Let me know if you have any questions. Beating people to death with merfolk is a lot of fun. Speaking of islandwalk, consider Thada Adel, Acquisitor and something like Quicksilver Fountain to create islands.
1 year ago
Also how has Well of Ideas preformed for you?
Well of Ideas occurrence in decks from the last year
Commander / EDH:
All decks: 0.01%