Well of Ideas

Well of Ideas

Enchantment

When Well of Ideas enters the battlefield, draw two cards.

At the beginning of each other player's draw step, that player draws an additional card.

At the beginning of your draw step, draw two additional cards.

Latest Decks as Commander

Well of Ideas Discussion

DemonDragonJ on Well of Ideas or Walking …

2 weeks ago

I have Well of Ideas in my group hug EDH deck, but I am contemplating replacing it with Walking Archive , so I wish to ask for advice from the others users here before I make a decision.

I shall compare the cards, below, listing their advantages and disadvantages.

Well of Ideas

+controller receives the benefit before their opponents do, and receives a greater benefit

-has a higher mana cost

Walking Archive

+has a lower mana cost

+provides a creature for blocking

+is a mana sink, and can potentially draw a significant number cards over the course of the game

-opponents shall receive the benefit before the controller, and all players receive the same benefit

What does everyone else say about this? Which card should I use in my deck?

Alternatively, I could replace Dictate of Kruphix with Walking Archive , although the flash mechanic on the dictate is very appealing. What does everyone say about that idea?

Massacar on Font of Mythos or Smothering …

9 months ago

DemonDragonJ

Personally I like Font of Mythos over the Well of Ideas.

Cheaper CMC, no color restrictions, and while their effects are different they're similar enough that I would say Font is the value pick.

DemonDragonJ on Font of Mythos or Smothering …

9 months ago

What about replacing Well of Ideas with Font of Mythos? Doing that would lower the mana curve of the deck, or should I keep the well, simply because it provides such amazing card advantage?

DemonDragonJ on Drawing Cards During Upkeep Versus …

1 year ago

There are plenty of cards that allow a player to draw additional cards, beyond their normal card draw each turn, and, in this thread, I wish to focus on triggered abilities that cause players to draw cards.

Some cards have abilities that cause their controller to draw cards that trigger during that player’s upkeep step, while others trigger during that player’s draw step, but, in recent years, there have been more instances of such abilities triggering during draw steps (i.e., Well of Ideas or Overbeing of Myth) and less of such abilities triggering during upkeep steps (i.e., Bringer of the Blue Dawn, Honden of Seeing Winds, or Arcane Denial).

That makes me wish to ask several questions: what is the difference between drawing a card during one’s upkeep and drawing an additional card during one’s draw step, why does WotC have two different variations on that ability in the first place, and, most importantly, why have there been more instances of that ability triggering during the draw step, rather than during the upkeep step, in recent years? I prefer such abilities to trigger during the upkeep step, because nearly every other ability triggers during that step, and, as far as I am aware, there are very few abilities that trigger during the draw step, apart from additional card drawing, so everything would be easier and more uniform if the upkeep step was the universal (or near universal) step during which abilities triggered. Also, WotC could have saved many words on Panopticon if they had used the same template that they used on other planar cards, such as Quicksilver Sea or Grove of the Dreampods.

What does everyone else say about this? Why did WotC have two different variations of this ability, and why has one become more commonplace, recently?

Grind on

1 year ago

cool deck!!!
check out Impulse over Anticipate.
maybe Reverberate or Twincast over Doublecast. Repeated Reverberation is another option.
maybe Pull from Tomorrow over Stroke of Genius.
maybe Ghost Quarter over Field of Ruin,
maybe Shivan Reef over Highland Lake,
maybe Brainstorm over Radical Idea,
maybe Fact or Fiction over Chemister's Insight,
maybe Capsize over Into the Roil.
and some other options just to consider: Underworld Breach is great recursion. The Immortal Sun and Well of Ideas are kind of high mana options to give you one-sided more card draw.
and i've always really liked Archaeomancer, Mnemonic Wall, Izzet Chronarch, for those Relearn-type effects. but probably dont need to run all 3 as that is overkill.
anyway just some thoughts, hope it helps!!!
keep having fun! Cheers!

pkbabyboi on Pseudo-Fun Xyris

1 year ago

Dictate of Kruphix Fevered Visions Font of Mythos Kami of the Crescent Moon Rites of Flourishing Well of Ideas Empyrial Plate Sword of War and Peace You should also look at Instant speed cards that have people draw cards maybe? And have them draw fail? That's how I would make the deck

Optimator on Alela Faeiry Swarm

1 year ago

You have a lot of enchantment-based removal, like Darksteel Mutation, et al. I like these effects a lot but they can be even better with recursion. Starfield of Nyx and Hanna, Ship's Navigator would be good choices if you're looking for more card advantage. As far as deck slots go they can usually be treated as "draw".

They're expensive, but some of the best card draw cards are Kindred Discovery, Phyrexian Arena, and Rhystic Study. Some other fair-to-middling options that are enchantments/artifacts are Honden of Seeing Winds, The Magic Mirror, Coastal Piracy, Underworld Connections, Greed, Erebos, God of death, Vampiric Rites, Distant Melody, Mind Unbound, Well of Ideas, Thassa, God of the Sea (Scry 1 is kinda like 0.45 of a drawn card), Thought Reflection, Dictate of Kruphix, Monastery Siege, Tamiyo's Journal, Staff of Nin, Arcane Encyclopedia.

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