|Commander / EDH||Legal|
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|Commander 2017 (C17)||Rare|
|Commander 2013 (C13)||Rare|
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Well of Lost Dreams
Whenever you gain life, you may pay (X), where X is less than or equal to the amount of life you gained. If you do, draw X cards.
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Well of Lost Dreams Discussion
1 week ago
2 weeks ago
Dross_Mcbane : Great suggestions. Well of Lost Dreams was in the initial build. I found that I was always spending my mana on other stuff, but as I've been refining the deck, card draw seems to be the weakest link, so it's definitely worth testing out some more. I had never seen Dawn of Hope before. Nice to be able to produce life-linkers and have such a cheap source of card draw. I appreciate the suggestions!
2 weeks ago
2 weeks ago
Where the hell is Well of Lost Dreams?
4 weeks ago
Isochron Scepter seems out of place because you only have seven cards it works with. I think Worn Powerstone is too slow, instead I would run some talismans (Talisman of Progress). I would only keep Torpor Orb if you decide to make this deck more control heavy. An Ulamog, the Infinite Gyre to stop mill seems good in place of Commit. I would try to get nonbasic lands so you don't end up mana screwed. Shocks and fetches are ideal but if you don't want to spend that much, life-gain taplands and others should suffice.
Cards I like for this deck:
Austere Command, Vindicate, Killing Wave, Toxic Deluge, Karlov of the Ghost Council, Vona, Butcher of Magan, Kambal, Consul of Allocation, Souls of the Faultless, Drogskol Reaver, Tainted Sigil, Well of Lost Dreams, Venser's Journal, Polluted Bonds, Moat, Sphere of Safety, Bojuka Bog, Glacial Chasm
The deck looks good though, hope it really polishes up!
1 month ago
So, you need more lands since you aren't playing green and don't have any mana ramp to help you with what is currently in your deck. These are just my suggestions for adding and removing, don't take them to heart.
Caltrops + Light of Sanction & Lightmine Field: I understand the theory/idea for this little synergy you have going here, but all your opponent has to do is get rid of your lightmine field and you won't really be able to attack with any of your creatures since most of them have low toughness.
Well of Lost Dreams: You only have four cards in your deck that gain you life so this may see barely any usage. Inheritance, Alms Collector, and Tower of Fortunes can provide possibly more stable draw usage.
Contagion Clasp + Contagion Engine : Awesome proliferate cards, sadly these appear to only be the two cards that actually give any permanents any counters and even then the payoff isn't that great when you're looking at the very amount of mana that has to be spent on them.
Spy Kit: This gives a creature the same name and not type, so it won't change whatever you equip to a knight. Oh dear lord, just realized this allows you to tutor your whole deck for each non-legendary creature with Remembrance, I mean, if that is the whole reason why you have both of these cards in there, interesting and fun combo for tutoring for any non-legendary creature in your deck, go for it, but I still think there are better cards that will perform more efficiently by themselves.
Reliquary Tower: If you possibly put more draw power into the deck based off what I mentioned in Well of Lost Dreams, you want to make sure you are able to keep your hand and not have to discard.
Emeria Shepherd: Creature version of the land, but allows you to return it to your hand if you want, and doesn't restrict to creature only.
Dolmen Gate: Prevents the combat damage dealt to your creatures.
Illusionist's Bracers: Allows you to place two training counters for your commander
Norn's Annex: Another tax card with your Ghostly Prison and Windborn Muse
Odric, Lunarch Marshal: Just an all around decent card that shares a few keyword abilities that your creatures have.
Boreas Charger: Ramp, it never hurts. Since you also have Blade of Selves and Helm of the Host you can grab yourself more land more often if you go against any sort of deck that ramps/accelerates faster then you.
1 month ago
Some more cards you can cut would be:
- Alhammarret's Archive
- Staff of Domination
- Magus of the Wheel
- Orb of Dreams
- Faith's Reward
- Price of Glory
- Rule of Law
- Sanctum Prelate
- Well of Lost Dreams
Cards that can be cut out for now. Test it afterwards to see how it runs. In reference to Alms Collector, it's a good one to keep. It gives you a way to deny card draw from other opponents.
1 month ago
@hkhssweiss: Update: just added The Immortal Sun (Thus negating the idea of Chandra, Torch of Defiance.), & Well of Lost Dreams (Despite Having no life gain.). But I have another question regarding Expulsive Draw: any examples in that allow you to pay w/ any mana is opposed to the exact cost? The last two: Chandra, Torch of Defiance, & Outpost Siege don't have such an option. I'll be doing an Alternative for another deck of mine, but I dunno how it'll last...