Well of Knowledge
(2): Draw a card. Any player may play this ability but only during his or her draw step.
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|Commander / EDH||Legal|
Well of Knowledge Discussion
5 months ago
Well of Knowledge and Rites of Flourishing are odd cards I found worked well when I ran this guy as a commander. On the surface level, they reduce your threat level in multiplayer (after all, you're doing nice stuff for them, aren't you?), but in actuality, they're filling their hands out as fast as possible.
Dragon Fangs doesn't target on it's triggered ability, so once it's in the yard Multani will get trample each time he's cast.
9 months ago
I like it but that 6 mana cost is killer. Well of Knowledge is superior imho and more deserving of a reprint.
10 months ago
The way I see it this deck is mid-range control, does not have an explicit win-condition, and has 2 Plans.
Plan A: Kadena sticks, you get a flash enabler out like Vedalken Orrery , a bounce-to-hand effect like Temur Sabertooth , and keep most of your mana open for flipping, bouncing, and free-casting. In this way you control as you see fit, build your board state, but 2/2s will not be intimidating anyone.
Plan B: Kadena does not stick, you still have your flash enabler and bounce-to-hand effect, but now mana is tight and you need to keep controlling the board.
In both Plans you will have extra mana, either for flipping morphs or casting and flipping morphs. But what if you do not need to do those things? Now you have potentially a lot of mana "going to waste." I would suggest adding in a few outlets where you can turn extra mana in card advantage, tokens, or something else you deem needed/relevant.
Helpfull cards: Treasure Trove , Tower of Fortunes , Erebos, God of the Dead , Book of Rass , Well of Knowledge , Customs Depot , Freyalise's Charm , Greed , Mind's Eye , Ant Queen , Spawnsire of Ulamog , and Deadeye Plunderers .
In all of these instances there has been an emphasis on drawing cards because without finding more morphs the game-plan gets derailed quickly either because opponent's know which you have or wipe the board before you can bounce them back to hand. As an alternate win-condition that complements drawing cards I would say to either try to mill yourself or opponent's out.
Helpful cards: Jace's Erasure , Psychic Corrosion , Sphinx's Tutelage , Jace's Erasure , Mesmeric Orb , Altar of the Brood , Jace, Wielder of Mysteries , Laboratory Maniac , Minds Aglow , Prosperity , Blue Sun's Zenith and Fascination .
Adding in a mini voltron package is not a bad idea too, where even just one of these could be fine.
1 year ago
Red and White aren't typically the best colors for drawing cards or getting card advantage. I've been brainstorming up ways to generate cheap value off of two card pairings. How would you rate these?
Engine Result: Artifacts you control have , : Draw a card.
How It Works: Initially you can tap the Clock of Omens and Key to the City to untap the Key to the City . By doing this you skip needing to discard a card from tapping the key, and you can pay mana to draw a card since it untaps. This means you can also draw more cards off the key if you have spare artifacts lying around such as mana rocks and/or equipment.
(This engine is also pauper commander legal!)
Engine Result: Each card in your hand has cycling .
How It Works: Enchant Pili-Pala with Prophetic Ravings which gives it haste and the ability to rummage. While the Pili-Pala 's untap ability costs mana it always produces one mana from untapping which you can use again when you need to untap it effectively making it cost to untap it. (Also keep in mind that the first discard-draw is always free, so the cost to cycle cards does average out to here.)
Engine Result: Your opponents pay off your college tuition.
How It Works: While Well of Knowledge is a draw engine in of itself, it pairs wonderfully with Smothering Tithe which already will generate treasure tokens off the single card your opponents draw each draw step. This means that each opponent effectively pays off half your draw tax on Well of Knowledge and if each opponent pays into the Well of Knowledge each turn they'll effectively make the first couple of draws free resulting in much greater card draw for you in comparrison.
Engine Result: At the end of each player's turn, if that player exists you may pay to draw a card.
How It Works: Norin the Wary is a fickle card with an ability that's bound to trigger on every turn. Because of this if he's by himself he will effectively do nothing in a game, but with Mentor of the Meek , every time he reenters the battlefield will create a draw trigger from the mentor which means you've created a cheaper Mind's Eye that also draws you a card on your own turns as well.
2 years ago
Well of Knowledge if you pay a fee we will grant you a bonus card for your draw step
Avenger en-Dal once per turn and only during combat but we got a machine gun of exile attackers
Spiritual Asylum let's buy some time to get ready for battle shall we
Kill Switch holy crud the breya ramp is getting to fast ...HIT THE EMEGENCY STOP QUICK!!!
Detritivore delicious nonbasic land removal that's untouchable and the chances of targets being on the field same odds of finding a cow on a field near a farm
Mana Maze oh that's evil star especially since I'm using it in eldrazi decks with devoid cards wich is a loop hole around this.
Hammer Mage a driver for the street sweeper of artifact cards in play
Volcanic Wind hmmmm only six to do easily atleast 20+ damage to creatures and sweep...amazing
Once a upon a time someone just cast Wrath of God esc card then all the sudden I play Natural Affinity then after resolve I cast Eerie Interlude or Teferi's Protection and either resolve every one surrenders and possible a table flip happens because now it sweeps the lands and creatures excepts mine the end.
Soulquake a board sweep and group hug at the same time sweet
Sages of the Anima and this isn't a Animar staple because?
Fight to the Death hey I also played a all creatures are forced to block a particular creature escape card earlier board sweep for one player
Balancing Act is that what I... IT IS!!!
A LOOP HOLE OF PLAYING Balance !!!
Teferi's Protection your board then they have to sacrifice all the permanents
Well hope you like my stuff might have more in the future
2 years ago
as for multani, actually ran him in an odd "semi-group hug" deck. Dragon Fangs can enchant him, despite having shroud, and between Well of Knowledge, Howling Mine and Rites of Flourishing he had enough bonus draw to keep him big enough to one shot in three player games. lot of fun. highly recommend it.
3 years 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!
3 years ago
mahdik, Thanks again for the help. Here's what I've decided to do so far:
Dark Depths is fun but not necessary
Mishra's Helix is so awesome, I've loved this card for a long time but also not necessary for this deck.