Alhammarret's Archive

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Vintage Legal
Modern Legal
Casual Legal
Leviathan Legal
Legacy Legal
Frontier Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

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Set Rarity
Magic Origins (ORI) Mythic Rare

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Alhammarret's Archive

Legendary Artifact

If you would gain life, you gain twice that much life instead.

If you would draw a card except the first one you draw in each of your draw steps, draw two cards instead.

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Alhammarret's Archive Discussion

Firebones675 on Sultai Cycling

1 day ago

Worth noting that cards like Alhammarret's Archive, Thought Reflection and Psychosis Crawler will trigger when you cycle.

Andar on Oloro Stuff

4 days ago

Outs:
- Chalice of Life  Flip: Isn't the worst card in Oloro, but isn't all that reliable either.
- Darksteel Plate: I've seen you play this card a bunch of times, and most of the time it just sits there, all menacingly. Problem is - your deck doesn't plan to use creatures often, so the plate also won't be used either.
- Dreamstone Hedron: Ramp is great, but expensive ones that produce colorless mana can be iffy since they're often easy targets right after you play them. Gilded Lotus can at least let you cast counterspells after you tap all your lands to play it.
- Orzhov Keyrune: This one is just personal preference from me. I don't like 3 mana artifact ramp most of the time. (Chromatic Lantern and Darksteel Ingot are much better) It's up to you if you wanna take it out or not.
- Sun Droplet: This card is very slow and you could easily replace it with something better.
- Subversion: It may seem like a decent drain effect, but it's not that great since it's 5 mana and makes you wait til your next upkeep before it does anything.
- Thought Reflection: Decent card, but 7 mana is pretty costly. Up to you if you wanna keep it.
- Celestial Force: It's nice to instantly gain life each upkeep, but 8 mana for basically just a vanilla creature otherwise isn't really good.
- Pontiff of Blight: Extort is nice for your deck, but your deck doesn't have many creatures to take advantage of the pontiff. Up to you if you wanna keep this guy if you wanna add more creatures.
- Skirge Familiar: I think this card would be a lot better if your deck was more combo focused.
- Azorius Chancery: These types of lands will flat out screw you over if they get destroyed or Blood Mooned.

Cards you definitely should add (won't cost you a whole lot):
- Crested Sunmare: Easily synergizes with Oloro and provides very solid creatures for defensive/offensive plays.
- Aetherflux Reservoir: The win condition you've been looking for. It's a pretty funny card honestly, but works very well with Oloro once you get him going.
- Alhammarret's Archive: Simply synergizes well with Oloro.
- Felidar Sovereign: Not sure how the others would feel about alternative win conditions, but if everyone' okay with it, this guy can most likely win you some games.
- Karlov of the Ghost Council: An awesome card. Can help control the board or becomes a big body to swing with.
- Delay, Counterspell, Swan Song, Negate: Good, cheap counterspells you should at least be running.
- Sphinx's Revelation: Put that ramping to good use.
- Anguished Unmaking, Cyclonic Rift: Must-have control instants.
- Supreme Verdict, Merciless Eviction, Fumigate: Excellent board wipes to go with Oloro.
- Clever Impersonator: This guy's incredibly flexible and can be useful in just about any situation.
- Mana Confluence: Almost exactly another copy of City of Brass.
- Temple of Enlightenment, Temple of Silence, Temple of Deceit: These will make your mana base a tad bit more consistent while helping you a bit with your next draw as well.
- Diabolic Tutor/Dark Petition/more tutors: Your deck would be more consistent if it had more tutors.
- Brainstorm: Generally a good blue card to manipulate your deck/hand a bit at an instant.

Suggestions (Some are costly, but very worth it for Oloro):
- Grave Titan: Just a powerhouse in general. Just like Crested Sunmare, Grave Titan will give you excellent battlefield presence.
- Whip of Erebos: If you do add more creatures like Grave Titan, this card can be very good for your life gain strategy.
- Sun Titan: One of my favorites. Can grab back some useful stuff, even land.
- Soul Warden, Soul's Attendant, Suture Priest, Auriok Champion: The soul sisters. You shouldn't include all of them at once though. Just keep them in mind since they're good against creature-heavy decks.
- Consecrated Sphinx: Costly, but worth.
- Kambal, Consul of Allocation: Punishes spell-slinging decks, and generally nice if he sticks around.
- Ayli, Eternal Pilgrim: She can be good if you can keep your life total high enough.
- Sanguine Sacrament: Pretty nice for the deck's game plan at instant speed.
- Demonic Tutor: Arguably the best tutor you can find, but the price tag will probably turn you away. But... Greatness, at any cost.. Right?
- Enlightened Tutor, Mystical Tutor, Vampiric Tutor: Excellent tutors, but expensive (although Mystical Tutor is only around $5; not a whole lot compared to Vampiric Tutor).- Austere Command: Another one of my favorites. Very flexible, and doesn't cost a whole lot either.
- Torment of Hailfire: This card will probably make everyone hate you, but it's a fantastic card nonetheless.
- Leyline of Anticipation: One of the best blue enchantments in my opinion. Allows you to intimidate everyone just by playing a land on your turn.
- Crawlspace: Good against creature-heavy decks.
- Talisman of Dominance, Talisman of Progress, Fellwar Stone: Some decent and cheap mana rocks if you want more ramp.
- Decree of Pain: A good tempo swing in your favor if there are a ton of creatures in play. Kinda costly to play though.
- Hallowed Fountain, Godless Shrine, Watery Grave: Shock lands. Excellent at increasing consistency with mana bases. They're even better with the Fetch lands. All of these lands are very costly though.
- Flooded Plains, Marsh Flats, Polluted Delta: Example Fetch lands you could use.
- Ponder, Preordain: Cheap cantrips for a little more consistency.
- Maze of Ith, Kor Haven: Decent control lands.
- Urborg, Tomb of Yawgmoth, Cabal Coffers: Generates a ton of mana if you get them together.
- Expedition Map: Can help getting the above lands or any land you need.
- Crypt Ghast: Synergizes very well with Urborg, Tomb of Yawgmoth, but is overall decent for your deck.



That's all I can think of for now. I can post more for you if I think of anything else.

Myr_Mythic on Rashmi Says No.

6 days ago

Tooth and Nail

Temple of Mystery

Sol Ring

Thrasios, Triton Hero

If you have a lot of draw get Kydele, Chosen of Kruphix

Harrow

Mind's Dilation might be a good fit.

Cyclonic Rift

Triumph of the Hordes is great if you can swing wide.

Alhammarret's Archive makes draw strats better.

Rites of Flourishing

The fetchlands, since they are apparently colorless. (there should be about eleven you can use.)

I think having a subtheme of swinging wide with elves might be a good strategy. The elvish mana dorks and Freyalise, Llanowar's Fury will help with mana production throughout the game, and Freyalise can give you some mid-game spot removal and draw.

Oh, and Temple of the Fl

enpc on Parley

1 week ago

Generally the trick with Selvala is to either play Stax, eating away at your opponents resources so they can't play the cards the draw, or to generate more card advantage than your opponents using cards like Alhammarret's Archive and Well of Lost Dreams.

But the only card which negates the draw for your opponents would be Notion Thief, which you can't run.

Decrepit_Angel on Artifact Storm

3 weeks ago

jacobmcguffin I would cut the extra turn spells, Fireball, Grapeshot, and some of the less useful artifacts. If you are adding in Paradox Engine and Isochron Scepter/Dramatic Reversal you can also cut Alhammarret's Archive (really only seems useful when you are already winning) and Unwinding Clock (basically just a slower Paradox Engine). I also don't think that Dimir House Guard is necessary given that you already have a decent amount of tutor effects. Dark Tutelage and Dark Confidant aren't absolutely necessary and tend to function better in decks that want to play the long game over fast combo decks but that is just a preference of mine.

I also forgot to mention that if you want creature removal, Fire Covenant is actually very good and Toxic Deluge is one of the most efficient wraths.

Outside of that, it would just swap out cards that you think you can justify removing. The best way I have found to figure out what cards to cut is when I am playing the deck, I note times that cards are particularly good/bad and if they end up being bad more often than I like, I cut them and see if I end up missing them. If I don't end up missing the card, it is usually safe to say that the cut was correct.

And Grim Monolith costs 2 to untap with Power Artifact enchanted on it which makes infinite mana the same way that Basalt Monolith does.

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