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.
|Have (2)||metljoe , metalmagic|
|Want (2)||sk1tz0fr4nt1c , Hoberg|
Combos Browse all
|Commander / EDH||Legal|
Well of Lost Dreams occurrence in decks from the last year
Latest Decks as Commander
Well of Lost Dreams Discussion
15 hours ago
Looks pretty good, heads up! Maybe add in Well of Lost Dreams ?
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!
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!
Blind Obedience seems perfect for your deck!
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.
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!
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.
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.
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:
The things I see you can easily add to help for ramp are:
- Lotus Field
- Isolated Watchtower
- Terrain Generator - use extra mana you have on your opponents' end steps to drop a land before your turn
- Settle the Wreckage - this works if you can make a bunch of tokens, swing with them, then exile your own tokens to put a ton of lands into play
- Sol Ring And you already have Sword of the Animist, which is the best ramp mono-white can use tbh.
For card draw you can use these:
- Dawn of Hope - white's best draw engine
- Skullclamp - Clamp your tokens to draw two
- Sram, Senior Edificer - You're a bit light on Artifacts and Enchantments to get full use out of him but he's still pretty great if you need a draw engine and white does pretty good at protecting its creatures
- Endless Atlas
- Seer's Sundial
- Well of Lost Dreams
- Alhammarret's Archive
- Staff of Nin
1 month ago
1 month ago
Cool build! You might consider these: Hammerhand , Escape Velocity , Hero's Blade , Gryff's Boon , Glaring Aegis , Hyena Umbra , Capashen Standard , Dragon Mantle , Flamekin Village , Bastion Protector , Pentad Prism , Light of Promise , Shefet Dunes , Simian Spirit Guide , Mask of Memory , Well of Lost Dreams
1 month ago
Looks good so far. You might like these: Blade of the Bloodchief , Sadistic Glee , Light of Promise , Sunbond , Cradle of Vitality , Unspeakable Symbol , Cathars' Crusade , Cauldron of Souls , Vizkopa Guildmage , Cliffhaven Vampire , Heirloom Blade , Well of Lost Dreams , Phyrexian Arena , Captivating Vampire , Thirsting Bloodlord , Bloodline Keeper Flip