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Format | Legality |
1v1 Commander | Legal |
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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.








Necramus on
2 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
3 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.
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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.
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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.
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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
3 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 Percussionist, Experimental 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
7 months 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
7 months ago
For what it’s worth, if I were building this deck it’d look something very close to this:
- 4x Rite of Flame
- 4x Lotus Petal
- 4x Manamorphose
- 4x Experimental Synthesizer
- 4x Goblin Bushwhacker
- 4x Goblin Grenade
- 4x Kuldotha Rebirth
- 4x Dragon Fodder
- 4x Krenko's Command
- 4x Gitaxian Probe
- 4x Street Wraith
- 2x Cathartic Reunion
- 4x Great Furnace
- 10x Mountain
Rite of Flame and Lotus Petal 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.
RiotRunner789 on
Equip
9 months ago
Ichor Wellspring: Are you bouncing or recurring this? Not worth it otherwise.
Unwinding Clock: Not enough artifact lands or Mycosynth Lattice.
nuperokaso on
Help me Man the Lux Cannons!
1 year ago
Back when Scars of Mirrodin was in Standard, I had very similar deck: UG Proliferate . I will explain how my deck worked:
- The central card of my deck was the Everflowing Chalice. Without it I simply don't have enough mana to play the cards and abilities. As such, I played 4 Trinket Mage, 4 Ancient Stirrings to find them (literally the reason why I played those two cards) and 3 Voltaic Key to untap them for more mana. For me, it was absolutely imperative to find the Chalice, so I believe you should be playing more Trinket Mage.
- In my original build, I tried Semblance Anvil and Throne of Geth, but removed them as they cause card disadvantage. I had lot of mana, so I preferred expensive artifacts such as Contagion Engine that stay on board rather than cheap one-shot effects such as Ichor Wellspring.
- Tezzeret's Gambit was phenomenal - it both provides another Proliferate I was missing, and it draws cards, so you won't run out of steam later in the game. The phyrexian mana worked great - at the start of the game, I am willing to pay life, because I need speed. At the end of the game, you have little life but extra mana is good. It's million times better than the Trigon of Thought you are playing.
- I also played Prototype Portal, but it's actually a weak card. I started with 4, then went down until I played 1. It's slow - basically any game where you have mana and time to activate it three times to get to +1 card out of it was won anyway... However, there's a reason I play one - it enables you to go to stars should the game be locked. Imprinting Voltaic Key enables you to make a copy of Key, which will then untap the Portal. Withing five turns, you have thousands of mana and Keys, which enable repeated activation of all your artifacts.
- Sphere of the Suns is not best, but a reasonable play. I may have made a mistake to play 0. You don't want to draw multiple, but 1-2 may be a good call. It speeds you up and we both know the deck is slow. Mox Opal would be better if it weren't expensive.
- Voltaic Key is another really powerful card - it doubles your Everflowing Chalice mana, enables multiple activations of Contagion Clasp, Contagion Engine, Lux Cannon and Tumble Magnet. You can use the Key to untap Elixir of Immortality in response to it's activation to activate it multiple times and gain more life.
- Tumble Magnet was the "removal" in my deck. Not very good, but made the opponent's equipment useless.
- Golem Foundry was the win-condition of my deck, but it was simply horrible. I didn't want to play Emrakul, the Aeons Torn and the like, because it I get to 15 mana, I win anyway. If I don't get to that mana, Emrakul is a dead card.
- Finally I played Necropede, with 2-3 probably a better choice than 1. They provide early blocking against aggro decks, capable of destroying two creatures for just 2 mana. Just proliferate. However, unlike other removal spells, this won't be dead if opponent has nothing on board. If you ever score a hit, you can proliferate your opponent to death.
I had a lot of fun with the deck. It was cheap (Contagion Engine cost 50 cents back then), unique, and you had permanently things to do - placing counters was 50% of the game time. It had problems if the opponent played Planeswalkers such as Elspeth Tirel, burn spells or +1/+1 counters (since they cancel the -1/-1 counters and then you can't proliferate to kill enemy creatures).
greenweird on
Retriever Repeater Stations
1 year ago
I made a similar deck to this named Lesser Masticore = Exodia!?! The inspiration is actually from elsewhere, but a lot of the cards are the same like Grinding Station, Ichor Wellspring and Myr Retriever, but my deck went all in on using Semblance Anvil as the cost reducer, and uses cards like Ancient Stirrings, Glint-Nest Crane and Ingenious Smith to get the Anvil or whatever piece of the combo lacking. I think it works really well! Feel free to check it out, I'm gonna goldfish this to see if there's anything I can implement to my deck.
Have (1) | C4rnif3X |
Want (2) | concorde , skynet500000 |