|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
9 hours 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:
Necropotence = Pay 7 life, draw 7 cards. Obviously the best.
~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.
Alms Collector + Anvil of Bogardan = On your turn for your draw step you'll draw 2 cards and discard 1. On your opponent's draw step they'll only draw 1 card and discard 1 card while you draw a card as well. This would effectively draw you lots of cards while stifling your opponents, but it should be noted that this draw engine will be targeted pretty harshly since leaving it unchecked can slowly decay your opponent's hand. While it might get you some card advantage it might just end up having the whole table turn against you.
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.
1 week ago
Your deck seems to have a high average mana cost, especially considering that you have a lowish number of lands. I would consider weighting your mana curve towards the low end. I would consider putting 4 Sacred Cats in your mainboard as they do a fantastic job of gaining you life to trigger your Ajani's Pridemates, as well as providing cheap card advantage. Another card that you might consider is Well of Lost Dreams, as it works well with your life gain cards, particularly Ajani's Mantra, and provides cheap and plentiful card advantage in the long term.
If you want to make it more of a token list, consider getting rid of your life gaining cards and add in more token generators, such as Raise the Alarm, even if it doesn't necessarily create cats. Blind Obedience may be better for tokens than life gain, as it makes it difficult for your opponent to muster an effective defence.
1 week ago
1 week ago
Nice deck. You should consider Well of Lost Dreams its an awesome card draw in this deck.
2 weeks ago
Slaughter - seems good with extort stuff
Esper Panorama - more fetch lands!
Consuming Vapors - kill spell and life gain
Well of Lost Dreams - card draw!
I hope you get to enjoy the fun of finding hidden gems in all the cards you have sitting around! Let me know if you want to debate any cards!!!
3 weeks ago
Last_Laugh I haven't drawn into it yet, having just ordered it lol. On paper, I think it'll be good in the long run after the C17 hype dies off, since most people will be playing those. It's amazing in a deck with many creature types but is usually ineffective against other tribal decks. I'll let you know how it goes for me!
Thanks for all the input!
3 weeks ago
Yeah haha, Tavern Swindler has a chance to facilitate an early Licia. Also has some synergy with Well of Lost Dreams and Alhammarret's Archive. But mostly it's just janky and comical and will occasionally do something minorly busted.
3 weeks ago
That deck is asking for Well of Lost Dreams. It will generate a very important amount of card advantage in your deck.
Other than that, I feel that the deck could do with the classic green ramp, even more with that 33 land count.