Ichor Wellspring

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Freeform Legal
Gladiator Legal
Highlander Legal
Historic Legal
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Modern Beyond Horizons Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Planar Constructed Legal
Planechase Legal
PreDH Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Ichor Wellspring

Artifact

When Ichor Wellspring enters the battlefield or is put into a graveyard from the battlefield, draw a card.

tinhead on Gut Shot

1 week ago

I appreciate the recommendations! I’m only partly trying to swarm, however. The deck is more about quickly establishing a board presence with cheap artifacts and creatures, then sacrificing those for value (e.g. Ichor Wellspring) and creating 4/1 skeletons with menace in the process. The deck doesn’t have any go-wide or Goblin payoffs, instead preferring to goad other creatures or use evasion to push the last points of damage through.

I find one-shot effects like Dragon Fodder and Krenko's Command to be inefficient in Commander — there are simply better ways to make tokens (Goblin Rabblemaster and friends). Two vanilla 1/1s is simply not powerful enough to justify a card slot. Krenko, Mob Boss is certainly strong, but does not mesh well with the themes of the deck. There are very few haste enablers and no untap effects, making it hard to get full value out of Krenko. Beyond that, Goblins are not a focus of the deck, meaning that Krenko will typically make a handful of 1/1s. Playtest the deck a few times and you’ll see what I mean — Krenko is a little slow.

Thanks for the feedback!

jonjonhholt on Pauper Madness

1 month ago

I think that would be a reasonable swap. Another spot you could look at is Demand Answers. Right now you dont have any artifacts youre thrilled to sacrifice(like an Ichor Wellspring) so its usually going to be cast by discarding a card in which case Grab the Prize is strictly better. Additionally, then you could consider cutting the Drossforge Bridges the deck runs as your tap land count is already pretty high with the deserts. But if you feel like you are casting Demand Answers using the sacrifice an artifact mode on a blood token or bridge enough and like that then as you said Vampire's Kiss would be a super reasonable swap.

Also total tangent but with the new spiderman set theres another interesting option for this deck in Swarm, Being of Bees. While I think kitchen imp is definitely better, a couple copies of swarm could be interesting as your 5th and 6th copy of Kitchen Imp.

Crow_Umbra on non-black commander search advice

2 months ago

I feel like I have a similar issue as you Moondrop, but for playing stuff in White/Green/Blue lol. I have a few recommendations from personal experience. The following are commanders that I currently have in my personal rotation, or have had built in paper at some point. All of them are pre-con commanders, so they already have decent starting point built in:

  • Gylwain, Casting Director - A new exploration of an Aura based strategy. What initially interested me about him was that his ability focuses more on playing creatures than loading up on Auras or Enchantments, which lent itself to playing a more "Go Wide" version Auras, compared to others which aim more to Voltron up a couple of big threats. I took him apart because I've play lots of Aura/Enchantment stuff and it's grown kinda stale for me, also managing Role tokens on board was a bit annoying at times. He's the least popular suggestion, currently sitting at 745 on EDHRec.

  • Nelly Borca, Impulsive Accuserfoil - Her pre-con is fairly decent out of the box, and most Goad and forced combat cards are fairly cheap. She's usually the commander I'll play first at any given session, mostly since she helps get the interactive juices flowing. I think she scales decently to whatever table she's at, and rewarding your opponents for hitting each other keeps things interesting. Nelly isn't super popular, as she is currently ranked 347 on EDHRec/

  • Osgir, the Reconstructorfoil - The first Boros commander that really piqued my interest. I don't have him built anymore, but he's one of the few commanders I'd reconsider bringing back. He was fairly popular around the time Strixhaven dropped, but I think some of that popularity has since faded as he's now ranked 401 on EDHRec. Given your affinity for recursion and reanimation, his ability is adjacent to that, and leaves a lot of flexibility for reanimating artifacts with ETBs like Solemn Simulacrum or Ichor Wellspring.

  • Satya, Aetherflux Genius - Speaking of ETBs, Satya is a really fun option for getting additional value out of creatures with ETB effects. His pre-con is more geared towards utilizing Energy, which are fairly cheap cards in general if you wanted to go down that route. I think most builds tend to focus on his Energy aspects and the ETB/Clone effects in conjunction with him are a bit more slept on by comparison. He's more popular than my other suggestions, sitting at 109 on EDHRec

Necramus on

9 months ago

Goldberserkerdragon Okay. I'm adding a few that came to mind:

Charming Prince- blinks, scrys, and can create loops with other blinkers.

Yorion, Sky Nomad - blink birb

Abdel Adrian, Gorion's Ward - blink man that synergizes well with other parts of your deck ala Anointed Procession

Brago, King Eternal - King Blink

Ichor Wellspring - Generic card advantage that plays to the overall gameplan

Emry, Lurker of the Loch - artifact recursion/enables Lotus Petal loops with Displacer Kitten and something like Greaves or TY Elixer if you want to build in a combo

Lotus Petal - great value for 0 that plays to the gameplan and can be replayed fairly easily for mana advantage

Ephemerate - a sneaky instant that gets us value off blink payoffs while serving as a protection spell against targeted removal

Displacer Kitten - a combo engine that actually makes this deck just pop off

capwner on Molten Opals

11 months ago

Hello Xica! I very much appreciate you taking the time to look at the deck and leave your thoughts. Let me see if I can address some of your points and explain why I made the choices I did.

  1. Field of Ruin and Demolition Field I agree with you these are great denial cards that can fit in many decks, and are especially good when you can combine with Leonin Arbiter and additional cleansing effects like White Orchid Phantom or Geomancer's Gambit. This is generally how I've seen LD built in modern the past couple years and, frankly, I've found this build to underperform. There are a couple reasons that Fields do not fit in this shell, the main one is they are slow colorfixing (2 cost) vs. Ghost Quarter which, combined with any darksteel land, provides immediate colorfixing. This is really important for the deck as a big part of our plan is sticking the turn 2 tempo play of Boom or Cleansing Wildfire (on myself). Opening Darksteel Citadel + Demo Field is just not what we want to see. These are also SOFT land destruction which use up an entire turn of play in the early game, and don't even tempo the opponent. That plus a tight manabase with limited slots for basics is why I don't run these.

  2. Experimental Synthesizer This is a solid engine card and you often see it paired with Gleeful Demolition and similar effects. I've built with this card and Ichor Wellspring in previous versions of the deck. The main reason I avoid these here is simple, Thoughtcast is better card advantage and I don't need artifact fodder because the darksteel lands reliably turn on Gleeful already. The fact that you can only play the exiled card on the current turn when we run so many high-cost bombs we may need ALL of our mana to cast, is sub-optimal.

  3. Rise and Shine Alright, so I never said I didn't like this card. I've actually been really close to trying to fit it in here, as a 1-of probably. I just think Kappa Cannoneer is better in the slot. As a 2 mana play, it doesn't fit well in my curve where I want to cast boom on turn 2, drop an opal, then do mycospawn/charmaw/saga turns 3-4-5. The reason this deck works is because it chains that early tempo into this creature-based hard land destruction or saga beatdown almost immediately, keeping the opponent on the back foot for the entire game. 4/4 indest body for 2 is very good, but it just doesn't work with my gameplan as well as the other cards I have chosen because it has no tempo value. Our first priority is to disable the opponent, after which we have much more time to worry about the beatdown plan.

I hope that gives you bit better understanding of the deck! Like I said in the description, I've spent quite a bit of time and effort to develop this and I'm pretty confident I'm running about the best cards I can. Mostly I just want to try and fit a 4th Ghost Quarter, Mishra's Bauble, or Thoughtcast, if I were to change anything at this point. I think I'm probably doing something right here because my testing record is currently an absolutely insane 33 match wins to 8 losses.

Thanks again for your feedback, I'd be happy to check out your list and share my thoughts a bit later when I have some more time!

Xica on Molten Opals

11 months ago

Hello, i just wanna chime in, about the tension that seems to exist in your deck between the "destroy artifact for value" and "care about number of artifacts in play" effects.

Gleeful Demolition goes well with the multitude of old and new "gains value on sacrifice" artifacts, like Clockwork PercussionistExperimental Synthesizer, and Ichor Wellspring.
And it makes possible to run Kuldotha Rebirth, and Shrapnel Blast.
...when/if Orcish Bowmasters are present in numbers, being able to exile cards to cast from exile instead of drawing em can be relevant (for whatever it is worth).

And imho MHayashi is onto the correct idea with land destruction decks in modern.
Its best to build them with playset of Demolition Field and Field of Ruin, with 1-2 playset of best spell based land destruction in addition to that.
Using your land to remove opponent's land leaves you with more slots for spells in your deck, compared to using sorceries to destroy lands.



On the off chance you are interested in checking out my list, here is a link: Gleeful Reveler 2024 dec


P.s.: I disagree with your take on Rise and Shine (and awaken mechanic in general), those cards are THE reason to splash blue in artifact deck.

EchoSpice on How to Destroy tokens with Breya

1 year ago

Cool deck! I think Goblin Welder would fit nicely in here, its great for triggering ETBs and LTBs, like with Solemn Simulacrum and Ichor Wellspring

wallisface on Pauper Storm Update Help

1 year ago

For what it’s worth, if I were building this deck it’d look something very close to this:

Rite of Flame and Lotus Petalfoil both let you start your game a turn earlier, which is important when there’s otherwise soo few turn one plays.

Manamorphose, Gitaxian Probe and Street Wraith are all there to just cantrip easily, meaning you’re running effectively a 48 card deck which should make it a lot more consistent and find you the pieces you need.

Cathartic Reunion is a bit of a flex slot. I could easily see either Ichor Wellspring or maybe even Goblin Tomb Raider being a better fit here.

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