Wheel of Fortune

Wheel of Fortune


Each player discards his or her hand and draws seven cards.

Browse Alters View at Gatherer

Combos Browse all


Format Legality
Leviathan Legal
Canadian Highlander Legal
1v1 Commander Legal
Limited Legal
Unformat Legal
Highlander Legal
Oldschool 93/94 Legal
Casual Legal
Custom Legal
2019-10-04 Legal
Commander / EDH Legal
Vintage Legal
Duel Commander Legal
Tiny Leaders Legal
Oathbreaker Legal

Wheel of Fortune occurrence in decks from the last year

Latest Decks as Commander

Wheel of Fortune Discussion

Snivy__ on Jhoira, Turn 0 Combo Captain

1 week ago

Maybe for more redundancy add in Underworld Breach? I know the deck doesn't have many ways of getting colored mana, but once you drop the Breach you can recast many artifacts from your graveyard to make more colored mana. Also because of this consider adding Wheel of Fortune just to ensure you can win, it'll also be another win con as it can deck out your opponents.

battle_jelly on Purphoros, God of the ETB Triggers [cEDH PRIMER]

1 week ago

Hey everyone, sorry, I've been neglecting the comments here for a bit. Just been playing on Twitch, making new decks, and testing this deck through video. (Not as fun as in person, but oh well.) Profet93, I will definitely add that infinite combo to the description. People must know. :D The draw power from Light Up the Stage is good, but the conditions are a bit much. Unless you are actively damaging your opponents, it's just a very expensive draw card (same about of mana for Wheel of Fortune). Humble Defector is good, but I hesitate to give my opponents card advantage. If they see you running Purp, and you are in a game of 3-4 folks, you'll never see this creature back on your side of the field. On the other hand, Humble Defector is great if you can sac him in response to the activated ability. Draw, then sac. Ignite the Future is a possible change to Outpost Siege if you are running it, and its flashback is sweet.

TriusMalarky on Does Red/White Need to Have …

1 week ago

Red carries White in RW EDH decks with cards like Dockside Extortionist, Pyroblast and Red Elemental Blast, Deflecting Swat, Gamble, Faithless Looting, Captain Lannery Storm, 6 of the 10 playable rituals, Wheel of Fortune, Wheel of Misfortune, Reforge the Soul . . . Red, in more tuned EDH, shifts from the aggro role it has in other formats to a color that wants to dump its hand to generate advantage and then cast a wheel effect to go back to 7.

If you get into cEDH, red is the color that drops Mana Crypt into Simian Spirit Guide and Rite of Flame to cast Fellwar Stone and then Wheel of Misfortune, meaning they ended net -1 cards to get a land, a crypt and a rock out. Starting t2 with 5 mana and a full hand is pretty good.

White can . . . get Deafening Silence out t1. Or maybe Rule of Law. Not bad, but it's not exciting at all and it also doesn't synergize with red in any way.

So the cards red/white gets from white are the generic support cards and a couple high-power tutors that Red misses. Cause who wants to play Deafening Silence when your whole strategy is 'cast your hand'? RW isn't bad in EDH, but it is pretty much just R+.

CaptainToll on In Flames - A Sense of Purphoros

2 weeks ago

Steven89 thanks a lot for your questions!:)

  • While Chaos Wand generally has underperformed it is a card I added for fun reasons even if it means hitting duds from now and then.

  • The ritual part is true for general style of play, but I want this deck to kind of play a little control oriented and therefore I want Purphoros out asap to really play a red way of "draw-go". If you look for my ramp you see, that quite the amount of permanent ramp is there.

  • On the value of rituals and wheels or permanent ramp and wheels I would say, that it depends on what you want to achieve. Permanent ramp and wheels go nicer for a long game while the rituals with wheels provide some explosiveness at the expanse of cardadvantage (which can be recovered through wheels).

  • Note if they were not out of budget I'd slam Zodiac Dragon and Wheel of Fortune. Zodiac for its recursion and Wheel because of refueling.

  • I try to lay low during the early and midgame and proceed to control with what little control red has to offer (I love reds way of control) until we can dish out an absolute alpha strike.

  • I'll admit: You have discovered the decks weakness. It can't take the whole game in one swoop and red has big troubles maintaining resources for a grind. Not saying it can't, BUT it has its disadvantages. If I were to try and solve this, I would add Bearer of the Heavens with Worldgorger Dragon or Blightsteel Colossus.

jakeyuki12 on Boros Aurelia

2 weeks ago

@ king-saproling Haha yeah, I know the cheeky things you can do with those types of spells. BTW I didn't mention Tithe. It's a good card, so that's more of a room issue more than I don't like it.

I like my combos to be composed of all cards that do something good outside the combo. It's the main reason I don't run Aggravated Assault, it's great for the combo, clunky and slow in this deck otherwise. The one combo the deck currently has is Underworld Breach + Wheel of Fortune + Smothering Tithe. All great cards that if I have at the same time, I win the game.

The combo you are mentioning I think would go much better in a deck that can equip Sunforger for free. This deck loves Sunforger, but it can't abuse it like, say, Ardenn, Intrepid Archaeologist.

Azdranax on HELP ME!!!

3 weeks ago

For mono-red commanders, especially versus blue, there are two keys that will lead to the greatest consistent success - 1) out race your opponent (typically with a lower mana curve) and 2) maintain similar or greater card advantage to mitigate any counter magic directed at you.

As others have previously stated, you can attempt to beat the blue player at their own game by focusing on blue hate options specifically, like Pyroblast, Red Elemental Blast, Burnout and Active Volcano. You can also use copy spells like Fork, Reverberate and Reiterate to beat them at their own game to counter their counter magic spells. Finally, you can venture down the road of mass land destruction specific to blue with by casting Overmaster into a Boil or Boiling Seas, bringing down the hammer if their counter magic remains focused on you. Unfortunately, there aren't enough of these card options to realistically create a reliable strategy to overcome blue counter magic, so deck building choices and strategies become even more valuable in most cases.

Simply outracing the blue player in resources and board state in the early game can be very effective. The lower your average CMC, the more you can advance you game plan before counter magic can oppress you. However, you then need to be able to recover your card advantage. While possible in mono-red, the best options are limited and can definitely stretch a budget. Wheel of Misfortune and Wheel of Fortune won't put you ahead in card advantage, but they'll definitely replenish your hand. Jeska's Will can be a powerful play, but it only affects a single turn. Most remaining options like Browbeat or Risk Factor are conditional to an opponent taking damage, which likely isn't a factor in commander if your needing cards in hand.

Based on all of these factors, unless you have the budget to pull together all of the blue hate spells and best draw option spells, I'd recommend giving a different commander in mono-red a try...Zada, Hedron Grinder. So long as you can get your commander in play, every single-creature targeted spell that can draw a card or scry becomes a cantrip or scry spell for every creature you have in play. Even if the original spell targeting Zada gets countered, the copies from the cast trigger can still resolve, so the value of individual counter spells is dramatically reduced for you opponent. Feel free to check out my specific list here: Yada...Yada...Zada

Best of luck with your mono-red goals and happy brewing.

Omniscience_is_life on I Wanna Rock!

3 weeks ago

I would cut Tempt with Discovery, as it allows people to get Strip Mines and the like to kill your combo. I'd also cut Krark-Clan Ironworks as infinite mana doesn't seem to actually do much in this deck.

If you have the budget, Wheel of Fortune and Allosaurus Shepherd seem to be generically good cards in RG

RambIe on Biggest, Dumbest, Craziest Enchantments/Instants/Sorceries

1 month ago

food for though if you go enchantments
Mana Echoes
Kindred Discovery

as for flashback wheel
he opened the game with Mountain, Mana Crypt, Wheel of Fortune
i don't think most understand how devastating that was
then followed it up with a Soul-Guide Lantern 2 turns later

Load more