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
Gladiator Legal
Highlander Legal
Historic Legal
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Planechase 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.

RiotRunner789 on Equip

1 week 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!

7 months 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

11 months 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.

Rhadamanthus on Does Gandalf the White double …

1 year ago

It will trigger an additional time. To leave a zone is to go from that zone to some other zone. The fact that Ichor Wellspring's ability is specifically battlefield to graveyard doesn't disqualify it from being affected by Gandalf. Gandalf doesn't look for triggered abilities written in a particular way, but for abilities that are triggered by a particular kind of event.

When the FAQ / Rulings Notes article for the set is published, it will have more specific details on what Gandalf's ability does and doesn't interact with.

nhhale on Does Gandalf the White double …

1 year ago

Gandalf was recently spoiled for the new LOTR set: https://scryfall.com/card/ltr/19/gandalf-the-white

I think I am probably wrong about this, but my first instinct with this card tells me that since another card like Ichor Wellspring triggers from being put into the graveyard form the battlefield, this is different from "leaving the battlefield" without distinction on where it went and Gandalf wouldn't double the card draw from being put into the graveyard.

aladinnsane on Braids, Compleated Nightmare

1 year ago

Looks pretty good, I had fun with a similar deck a while ago. Just be aware that you will need a fair bit of protection for braids as she tends to get a ton of hate!

A few interesting cards that almost guarantee the card draw would be Dunes of the Dead and Gods' Eye, Gate to the Reikai. No one wants to sack lands, you'll get your drain and draw, plus a little token for your trouble. Because of braids abilities, it means you can get away with other spells you'd otherwise want well away from your board. Treacherous Blessing, Demonic Lore or Ichor Wellspring get you easy card draw plus a nice option for braids to sack. Syr Konrad, the Grim is always a great card to go for when the aim of the game is to constantly sap away at you opponents creatures too.

BPWyndon on Braids, Arisen Nightmare

1 year ago

Cut Suggestions=

  • Ichor Wellspring, great rate for drawing but you have plenty of draw spells + commander.
  • Gravecrawler, Nether Traitor, Bloodghast, Endless Cockroaches since you are adding a level of recursion into the deck, these guys are obsolete, since we would rather have cards that have ETB or dies triggers. We can re-evaluate if you are having problems finding creatures to sac.
  • Darkness, hopefully with your lifegain this card would be dead.
  • Dauthi Voidwalker, while an awesome card it doesn't really fit the mold, and we need to make cuts.
  • Swiftfoot Boots, I would find out how often your commander gets hated off the board before deciding if you need this.
  • Demonic Pact, I love the fact that you can get around the negative of this card, but it is slow and we need to cut cards.
  • Weatherlight Compleated, slow.

Add Suggestions=

Edit= - Bolas's Citadel can also be considered card draw.

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