Well of Lost Dreams

Well of Lost Dreams


Whenever you gain life, you may pay (X), where X is less than or equal to the amount of life you gained. If you do, draw X cards.

Latest Decks as Commander

Well of Lost Dreams Discussion

seshiro_of_the_orochi on Patron of the Kitsune

15 hours ago

Looks pretty good, heads up! Maybe add in Well of Lost Dreams ?

BrassLord on Firja's Dark Disciples

1 week ago

Looks like a fun starter commander! Black White lifegain is a definite fun archtype to build, maybe work up towards something like Karlov of the Ghost Council or Oloro, Ageless Ascetic ! I know starting out budget is important as you don't want to invest in cards you might not like, so I've made the recommendations with that in mind!

On the first look, your commander can filter through your deck fairly consistently, so some reanimation spells like Dread Return Unburial Rites Victimize might work out for you!

Revival / Revenge and Light of Promise are both fun cards that offer some utility and can get out of hand.

Spirit Loop seems like it could have a home in your deck, as it's a consistent 2cmc spell that you can keep casting and getting back to trigger your commander.

Well of Lost Dreams Dawn of Hope Cosmos Elixir Are all sources of card draw that synergize with your lifegain gameplan! Your commander's colors are notoriously known for lacking card draw and ramp, so these might help keep you in the game!

Soul Warden Soul's Attendant and Suture Priest are decent lifegain triggers, as they trigger on each creature entering the battlefield.

Blind Obedience seems perfect for your deck!

Vampire Nighthawk Indulging Patrician Basilica Bell-Haunt Angel of Vitality are creatures that seem to fit with your gameplan.

Lurrus of the Dream-Den offers consistent recursion and allows you to cast lower cmc permanents. Kami of False Hope could also pair with this really well, as it's basically a fog effect that you can cast for cheap over and over!

In your current list, it appears a little removal light (which to be fair is meta dependent). since you're playing white, you have access to cards like Darksteel Mutation and Reprobation , which can be a headache for your opponents to deal with if you enchant their commander. Also Victimize is a great catchall removal spell.

Colored mana seems at a premium in your deck, so I'd also look into getting some cheaper artifact ramp like Marble Diamond and Charcoal Diamond .

For cuts, I'd recommend evaluating your cards in terms of whether they actively win the game or help you do what you want. In your current list Fortified Rampart I've found to be underwhelming and doesn't further your gameplan. I'd also recommend replacing the following: Star-Crowned Stag Skeleton Archer Reaper of Night Kor Scythemaster Inspiring Captain Hailstorm Valkyrie Gargoyle Sentinel Fiend Binder Angel of the Dawn Courier Griffin Silverflame Ritual Chaplain's Blessing Splendid Agony Djeru's Renunciation Sinister Possession .

That being said, it can sometimes be fun just trying your best with whatever cards are lying around! Hopefully the suggestions can give your deck a little pep!

NensouHiebara on Halvar, Divine Voltron

1 week ago


Dawn of Hope trumps Well of Lost Dreams just by the fact it can fuel itself. Yes, it costs a substantial amount of mana and effort to get it started, but it's better than a draw engine that's completely dead without outside help.


Winning the entire game that early is too extreme for me. I prefer Commander when it plays like a board game: a lot of back and forth and anyone has a chance of victory. Curbstomping like that will alienate my deck and is not something I want to participate in.


Our decks function differently. Inspiring Statuary works in yours, but not in mine.

CavemanlyMan on Halvar, Divine Voltron

1 week ago

So I don't know if someone has suggested it before, and I'm not even sure if I'm totally on board with the suggestion myself, but here it is.

Perhaps it is worth comparing Well of Lost Dreams and Dawn of Hope . The main reason being that the amount of card draw you get out of well of lost dreams is simply higher. The amount of card advantage it generates for you is better, BUT it doesn't have the second ability that makes tiny lifelinkers. So, you'd have to rely on other cards to gain you life and draw you cards. You have exactly 9 other sources of life gain in your deck (10 if you consider that recruiter can get Serra Ascendant/Danitha Capashen)

Then you have to think about the issue of mana cost, which I would say (even though the cmc is obviously lower on Dawn of Hope) is about equal.

-Dawn of Hope costs 1W BUT it costs 3W more to make a lifelinker (that will probably die in the process of gaining life (if it isn't equipped (which costs more mana to do by the way))) AND it simply costs more to draw the cards. So in the end you are sinking 8 mana (or more) in to draw 1 card. The only case in which you wouldn't be doing that is if you are using your other life gain sources, but both cards can utilize those.

-Well of Lost Dreams on the other hand costs 4 to play, and 1 to draw 1 card (so 5 total) OR, even better, 6 mana to draw 2, 7 to draw 3, 8 to draw 4, ect. That is however relying on outside sources of lifegain and how much life they gain you. At worst, it draws you the same amount as Dawn of Hope for less mana

In all reality you have a 1 in 10 chance of a card in your deck being an independent source of life gain. Assuming you use at least 10 cards during a given game, which you will assuming you don't die before turn 3, then you will (on average) have at least one other source of lifegain at least once during a game. Therefore, the fact that it relies on outside sources of life gain seems negligible.

The one exception to it being negligible that I can think of is trying to recover from a board wipe, of which you have several. If you think about it though, you are going to be drawing sources of life gain more often than you are going to be drawing board wipes. But idk, maybe this will be the one thing you find issue with.

So: pros: costs less mana overall, draws more cards, is an artifact (for things like Puresteel Paladin ) cons: higher initial cmc, doesn't make lifelinkers (negligible), doesn't help recover from board wipes quite as well.

Anyways, that was a long post and I think I persuaded myself that one was better than the other in the process. I only made this so in depth because almost every time I or someone else has suggested something in the recent past you have completely shot down the suggestions. Thus, I've made it a point to not suggest something unless I've really thought about it.

But by all means, enlighten me on the things that I didn't think about.

jamochawoke on Anafenza, Alpha Strike

1 month ago

Hi there! I've been playing around with 2 mono-white EDH decks for a while. You can see how I solved some of the biggest problems white has in them:

Pure Nahiri


The things I see you can easily add to help for ramp are:

For card draw you can use these:

Suns_Champion on Butter Your Necktie

1 month ago

Thanks king-saproling, all of those are great suggestions! Light of Promise and Well of Lost Dreams seem pretty strong with all the lifegain going on!

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