Jegantha, the Wellspring
Legendary Creature — Elemental Elk
Companion — No card in your starting deck has more than one of the same mana symbol in its mana cost. (For example, you cannot have Kitchen Finks in your deck but you can have Carnival / Carnage ) (You may reveal this card from outside the game before you start and declare it as your companion. If you do, your deck must follow the companion's restrictions. You may pay to put this companion from your sideboard to your hand at any time you could cast a sorcery. This action can't be interacted with or countered. You may only choose one companion for your deck before the start of each round.)
: Gain . This mana can't be spent to pay generic mana costs.
Combos Browse all
|Commander / EDH||Legal|
Recommendations View more recommendations
Latest Decks as Commander
Jegantha, the Wellspring Discussion
1 week ago
Im kinda confused on the purpose of Jegantha, the Wellspring in this deck. Could you please explain the logic in having it?
2 weeks ago
Thanks, harkness, for the upvote and the comment. Jegantha, the Wellspring definitely looks like a good fit. I may have to make room for it in my list. I would ignore the Companion portion and just play it as a regular card, but it also has the possibility of being an alternate commander, which always makes me happy (even if I don't play with it as a commander much I like having the option - the more variety the better). I also like your budget-friendly replacements for the praetors. We could obviously make the deck better by adding all of the most powerful creatures in the game (usually also the most expensive), but it takes a different kind of skill to build decks on a budget. I like your mentality!
As for draw, at least on paper the deck appears to have a good amount of draw options to me. I count 11 cards in the current list that have the potential to net you cards, not including Fierce Empath or Sultai Charm (which don't technically net you cards but do improve the value of the cards you keep). The rule of thumb I try to follow is to have 10-12 draw spells in the deck so it's right there. And I do think it's very valuable to have plenty of draw after your Hypergenesis turn as it usually leaves you with an empty or near-empty hand and you want to be able to recover from potential board wipes.
That said, you're right that most of the card draw is in the form of creatures or enchantments that come down after Hypergenesis . And it would obviously be ideal to draw before your Hypergenesis turn to make sure you have a hand full of threats to lay down. So I did a search for all 3-mana sorceries and instants that draw two or more cards. The best options, in my opinion, are the following: Abzan Charm , Esper Charm , Field Research , Ingenious Mastery , Probe , and Read the Bones . You could also try Fiery Gambit if you have good luck with coin flips (not a card I would want but I imagine some folks would find it fun, and it would be fantastic every time you actually pull it off).
It might be worth it to swap some of the other instants and sorceries for these, so I will definitely consider it myself. I already have one similar card in the list with Dismantling Blow so I'm not sure how many more I would want or which cards I would want to take out. I believe with these cards you would get to draw the cards first and then do Codie's ability to find and play Hypergenesis, but hopefully someone can correct me if I'm wrong. Of course, this also has the potential downside of drawing Hypergenesis and then not being able to find it, which gives me pause. So I'm not sure if it's worth it or not, but it's at least worth considering and testing!
2 weeks ago
I've almost got this deck complete (minus the city of brass and said Praetors, lol!) My placeholders are fun big baddies like Archetype of Finality and Archetype of Endurance , Sun Titan , Geode Rager , Marisi, Breaker of the Coil , Admonition Angel (for fishing up Acidic Slime and Fierce Empath before the big combat). The goading from Marsi or Geode is great because it causes so much chaos after your own combat they usually forget about my Angel or when I start fishing for Door to Nothingness :)
Upon testing, I feel the deck needs some card draw and I'm not sure how to improve that with this particular gimmick. If I had a few ways to draw a bunch right before I trigger Codie that would be perfect. Faeburrow Elder and Golos, Tireless Pilgrim are amazing together so I put in Jegantha, the Wellspring for some redundancy.
2 weeks ago
Companion is a mechanic that allows you to access an extra card at the cost of 3 mana and restricting your deck building. When originally printed you did not have to pay the extra 3 mana, and the effect of having access to an extra card, especially a known card rather than a random one, was so powerful that wizards had to implement bans and the rule change to pay 3 mana.
You do not get the enter the battlefield effect each turn, and not all companions even have an enter the battlefield ability (such as Jegantha, the Wellspring , a popular companion in modern Tron).
Even of you did get Lutri, the Spellchaser ETB each turn, it would only copy a spell, it wouldn't copy the cast triggers of the spell, which is important for your infinite combos. The Release to the Wind combo I described has you copying the spell, but not casting it so Double Vision and Thousand-Year Storm don't trigger. I did link several cards that do work off the combo, and ones templates the same way would also work.
2 months ago
Thanks a lot for your suggestions, but I'd recommend this for a budget sideboard:
1x Jegantha, the Wellspring CMPN
A lot of the cards you suggested are really good when cast off of Tron, but most of the time you'd much rather be playing the payoff cards in the main deck with your Tron mana; the sideboard should be more focused on shoring up bad matchups (life gain and removal for aggro decks, graveyard hate for Dredge and combos) and countering your opponent's sideboard cards ( Wilt to deal with stuff like Damping Sphere ) on the turns before you have Tron, since that's when your opponents are most likely to beat you or play their anti-Tron cards.
2 months ago
Question about Jegantha, the Wellspring , doesnt its mana ability not allow you to use it to pay generic costs? Since most of the cards are genericly costed (aka, how can it be effectively used?
2 months ago
On the topic of upgrades, after cutting Commune for Maps, I'd also cut the two Titanoth Rex , a Forest , and an Explore to play four copies of Bane of Bala Ged or World Breaker . If you're building a sideboard, this lets you add a Jegantha, the Wellspring as a Companion, which is also an amazing upgrade that you can make for cheap.
2 months ago
Three combos you might want to consider:
The creatures Cloudpiercer + Dreamtail Heron seem a bit pricy and slow especially with so many Lands that come into play tapped it when spells like Shredded Sails and Frantic Inventory are more efficient.
Lastly, the your deck being four colors seems to step on it's own feet while it's trying to run. What I've found best that works for me "personally" is going strong on three colors that compliment and support each other. Or better/stronger yet is focusing on two colors with adding in just a little bit of a third color to compliment your main colors.
Exceptions to this are when you cards that help and support five colors like Omnath, Locus of Creation or Jegantha, the Wellspring . Or you just sliver in two colors that support your two main colors.