Wheel of Fortune

Wheel of Fortune

Sorcery

Each player discards his or her hand and draws seven cards.

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Printings View all

Set Rarity
Vintage Masters (VMA) Rare
Masters Edition IV (ME4) Rare
Revised Edition (3ED) Rare
Revised Foreign Black Border (3EDFBB) Rare
Unlimited Edition (2ED) Rare
Collector's Edition (CED) Rare
International Collector's Edition (CEI) Rare
Limited Edition Beta (LEB) Rare
Limited Edition Alpha (LEA) Rare
Promo Set (000) Rare

Combos Browse all

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Highlander Legal
2019-10-04 Legal
Oldschool 93/94 Legal
MTGO Legal
Leviathan Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Wheel of Fortune occurrence in decks from the last year

Commander / EDH:

All decks: 0.05%

Red: 0.46%

Rakdos: 0.17%

UBR (Grixis): 0.74%

Wheel of Fortune Discussion

dongerlord on Sevinne, the Chronoclasm Acid Flashback

1 week ago

Oh sorry I forgot to mention that Underworld Breach + Mana Geyser + Wheel of Fortune is also a wincon. Its a 'budget' version of the Lion's Eye Diamond + Underworld Breach + Wheel of Fortune combo, but it actually works better in your deck because it combos with your existing burn cards to burn everyone out.

MrBodi88 on Consultation Kess: a Primer

2 weeks ago

How do you feel about Rielle, the Everwise ? Do you think it will make the cut with all the wheels? Also, what about the combo with Wheel of Fortune, Lion's Eye Diamond, and Underworld Breach? I think it is a really good combo

rdean14 on Card creation challenge

3 weeks ago

I like the idea of a prison-style Jeskai curse, here's mine, based on Ruric Thar, the Unbowed, Lavinia, Azorius Renegade, Chancellor of the Annex, and Gaddock Teeg, among others.

Ojutai's Curse

Legendary Enchantment - Aura Curse

Enchant Player

Enchanted player can't cast creature spells with converted mana cost greater than 3.

Whenever enchanted player casts a spell, counter it unless that player pays .

Whenever the enchanted player casts a spell with a converted mana cost greater than the number of lands they control, Ojutai's Curse deals 5 damage to them.


Temur () is my least favorite wedge/shard. I like stax, aristocrats, and resource-denial oriented control (Lantern Control and 8-rack styles more than more traditional control).

I'd like a Temur commander you think I'd like, or at least one you'd like, if you don't feel like speculating. I just require it does something Temur doesn't have a commander for. Here are the existing Temur commanders and my sense of their themes:

Illuna, Apex of Wishes, which either incentivizes running only one or two nonland permanents or top-deck manipulation and mutate/bounce effects.

Intet, the Dreamer is largely about top-deck manipulation

Kalamax, the Stormsire is about instants and copying effects.

Maelstrom Wanderer is a combo-build using its cascade trigger.

Omnath, Locus of the Roil is Elemental Tribal with Landfall.

Riku of Two Reflections is interesting in that it works both with nontoken creatures and nonpermanent spells. Lutri, the Spellchaser would be ideal, were it not banned, lol, but Wort, the Raidmother, Dualcaster Mage, and Naru Meha, Master Wizard are definitely core to the spirit of its function.

Surak Dragonclaw. is about stompy creatures and maybe Trample-tribal

Xyris, the Writhing Storm is about making opponents draw card Windfall and Wheel of Fortune effects

Yasova Dragonclaw is a voltron-style commander

Animar, Soul of Elements is for artifact creature and morphs.

MurderForBrunch on Kykar Will's Fury

3 weeks ago

Hi! It looks like a pretty interesting list. I have a couple of straight suggestions, and some comments/questions.

The first comment is that I see that this deck is pretty much a cEDH deck, it looks pretty consistent and pretty fast when it gets going. In that regard, I don't like Leave / Chance. If it's there for the Chance part, I would recommend more like Ponder, Preordain and Brainstorm. I mean, I recommend those three cards regardless! They're really efficient. On the other hand, if the Leave part is relevant, there's always Paradoxical Outcome which is bonkers good! Or even Rebuild which also returns opponents' stuff.

Another card I don't like is Ugin, the Ineffable. I mean, it's a really good card, but also very expensive. As I understand, it's there to discount artifacts, in that sense there's Cloud Key and Semblance Anvil which also do that and they're not creatures. Or even Helm of Awakening (this one reduces all costs, but to everyone). Although, artifact combo doesn't really look like the main strategy, in which sense I would just cut Ugin, and add other stuff. Most of your artifacts are very cheap anyway.

Now, one of the comments/questions I have is the following. The main Win-Con is Aetherflux Reservoir, isn't it? It's a really good win-con but still, some other win-cons are always good. In order to make the deck more resilient I would add additional finishers, like Walking Ballista when you have infinite mana, or maybe even a Jace, Wielder of Mysteries with so many Wheel effects! Oh! Another cool line is Wheel of Fortune and Lion's Eye Diamond with Underworld Breach! You can draw your whole deck, cast Jace and win on the spot! You can also switch the Wheel with Brain Freeze! :D

In general I like the deck! It seems really cool! :D I'll keep an eye on it!

Mortlocke on Grixis Infection

3 weeks ago

Hey SevynnthDimension,

First things first - you need to have a proper deck description. I have no idea what you're really going for with this deck outside of:

  1. Play a bunch of random infect cards
  2. Get some stax pieces out
  3. ???
  4. Hope for a Win?

Writing a thoughtful deck description will not only help everyone who randomly visits your page (like me), but will help you gain a better understanding of what you're trying to accomplish with this deck. A general guide you can follow would be answering the following questions:

  1. What turn can my deck consistently threaten to win the game?

  2. What are the themes in this deck? (Obviously Infect, and +1/+1 counters)

  3. Are there any cards deemed controversial or salt inducing among opponents? (Obviously all infect cards, especially Blightbutt and Skittles)

These are also questions you should be asking your opponents before you sit down and start a game (those three questions you would be discussing with your opponents are known as the turn 0 talk). One thing that does help alleviate some of the salt Infect produces is ensuring that your opponents know what they are signing up for. I guess the term "social contract" applies here. But yeah, you need to be doing this before starting a game - especially with an infect deck.

Another resource to consult is Epochalyptik's Do you want to write a primer?. There you have an expanded list of topics to address and questions to ask yourself. I know it's easy to throw together a bunch of cards - but if you really care about your commander, and the deck you're constructing then you'll go deeper and ask yourself

A suggestion: Cut about 5 to 8 lands, and include more interaction, ramp, and rocks - especially the latter. Grixis has few cheap ramp staples, but the usual suspects i'd recommend are: Cabal Coffers + Urborg, Tomb of Yawgmoth, Fellwar Stone, Arcane Signet, Talisman of Dominance, Talisman of Creativity, Talisman of Indulgence, and Mana Crypt (Sorry, I know the last one is dumb expensive). If you're playing infect, then usually you're playing some form of prolifeation. That doesn't seem to be much of a subtheme here, but if you do decide to lean more into it then you could try out Everflowing Chalice as well.

As for interaction, you have some very strong color options. Imp's Mischief, friggin Toxic Deluge, Damnation, Black Sun's Zenith, Deadly Rollick, Counterspell, Fierce Guardianship, Negate, Mana Leak, Vandalblast, Blasphemous Act, Faithless Looting, and Countersquall. All very good options. Also, you could do with a bit more draw options as well - Windfall, Wheel of Fortune, (Expensive, I know - sorry) and Rhystic Study are all great staples.

Infect/Poison counters can only get you so far in commander. Take it as an inevitability that you will outright lose due to the mechanic being so politically weak. Assume that at the start of every game you will be isolated and that players will more often than not band together to remove your infect creatures/sources. To better compensate, you need to have a reliable secondary theme built into your deck that can help you get to victory.

jakeyuki12 on Aurelia's Legion

4 weeks ago

Hiya! Long time Aurelia player here, hope I can help out!

The first thing I see- you have 15 pieces of hard ramp in your deck, but only 31 lands. Especially considering your mana-curve, 31 lands is not enough. I suggest upping your land count to 38 and cutting a handful of ramp cards as you have so many. In particular, I don't think you need Seer's Lantern, especially considering you already have a copy of Sensei's Divining Top. I also don't think you need Walking Atlas as you don't have enough lands to support it consistently. In addition, if you want to pump out big angels, you'll want to have ramp that really puts you ahead. In particular, Thran Dynamo is an excellent choice to get you from 4 mana to 8 (provided you hit you land drop, which you want to do every turn).

The next thing- your deck's ways of generating card advantage aren't very consistent, they generate it typically in ways like getting lands to your hand, tutoring, making tokens, etc. Only 3 of them actually increase the amount of cards in general you have access to. You do have some of the best ones though like Mask of Memory, Magus of the Wheel, and Tectonic Giant (I typically count impulsive draw, the exile and you can play for the next turn as card draw since it practically increases your hand size). Mask of Memory is one of the best ways to draw cards in any aggressive deck- the problem is, you need smaller creatures to stick it on early so you don't have to wait- and the cmc of your creatures is really high. If you want to go angel reanimator with your deck, wheel effects is the best card draw for your deck. You already have a copy of Magus of the Wheel, you might also want to include Reforge the Soul and Wheel of Fate. The caution with Wheel of Fate is that it's awful late game. And of course, when you can afford it, Wheel of Fortune is the best- it's the original after all.

I would also balance your mana-curve. It's high in some places and really low in others.

Last of all, some cards I recommend. Winds of Abandon is one of the best pieces of removal for EDH that has been printed in a while. I definitely recommend adding it in. Heliod's Intervention is also incredible. If you need more tutors for equipment, Steelshaper's Gift is the best you can get. Lyra Dawnbringer is a great angel for angel tribal. Blasphemous Act is one of the best boardwipes in Boros colors for EDH.

Let me know if you need any more help! I also recommend DespairFaction. He has a YouTube channel known as Commander Replay and also has plenty of great decks here on tappedout.

Annexus on NARSET'S WAY OF A JESKAI MONK [cEDH PRIMER]

1 month ago

@smilodex Hi again! Seems like we're getting some great talks here. Good to see that we agree on the Timetwister replacement, but it's okay to disagree with the wheeling thing. I do think too that Wheel of Fortune is incredibly powerful, I just haven't been playing it in my own pile. Could be that I'm horrifyingly wrong on that call. Sad that the price recently went up on this card, it's gonna be holding me back from getting one fairly soon, as it's currently not a good time. I am however willing to really try this card out and can see the merit of using it. My prime worry on wheels is the fact that, as pilots, we draw a hand that's full of unplayable cards due to high manacosts. I am wondering: did this already happen to you and if so, what did you do in that scenario? Because if that hand is filled up with Tturns cards, this deck is going to have a bad time.

I'd like to touch on the Thousand-Year Storm inclusion. I've been mulling it over in my head and to be real, that card can be incredibly bonkers. The fact that it says cast instead of "from hand", that makes this incredibly effed up beyond belief. I'm currently calculating and goldfishing the card, to see how big this can get. It might be an inclusion in my own list.

Narset Transcendent is a very interesting walker. Not only does it hit flavorcity, it also is relatively versatile as you said. The +1, as I use it, is mostly there to scout ahead before an attack. Is there something that I don't want and that needs to go? Narset T gives the info. The ult is relatively good, but also pretty unused mostly. The -2 however, is what sells me on this card. Giving something rebound and coming back for nothing is pretty powerful. You could just take time to cast a rebounded Time Stretch or, if you're in a pickle, a removal option. There's a good bunch of things you can do with this card. It is, however, a bit costly on the mana. Flipping her, however, feels real good. Something similar comes from Narset, Parter of Veils. Not only does it synergize well with wheels, it also serves as a hatepiece against a large portion of the cEDH decks out there. That anti-draw ability has come in pretty handy, as many combo decks will be shutdown without any form of removal. It buys a lot of time and has a good upside when Spiral/Echo/Wheel hits. See the wheel plays as 'win-more'.

I do own an Aggravated Assault. Wonder if it's gonna be good here. Might just test it.

I wonder though, what are the thoughts on Teferi by the discord? It seems really nuts and feels pretty good in this deck. I think pieces like that are what pushes this type of deck in an Adaptive playstyle rather than full combo. Also: there's a discord now? I didn't even know! As for Xmage: I don't have that... yet. I do have Cockatrice, could make Xmage.

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