|Commander / EDH||Legal|
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|Born of the Gods (BNG)||Uncommon|
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Archetype of Endurance
Enchantment Creature — Boar
Creatures you control have hexproof.
Creatures your opponents control lose hexproof and can't have or gain hexproof.
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Archetype of Endurance Discussion
6 days ago
Alright, lemme hit a few notes here for the sake of discussion; Keep in mind that I'm only sharing my opinions and wholeheartedly appreciate everything you have to offer. Here's some respectful rebuttals for discussion:
Progenitor Mimic is more for copying things like Master Biomancer, Reclamation Sage, and stuff like that. Clever Impersonator is used on stuff typically not mine, mostly a value play to copy enemy fatties, artifacts, or planeswalkers (and actually won me the game i mentioned above by doing the latter).
Trinket Mage is in mostly to get the Ring or the Top, but i see your point. Initially I was thinking of something like Woodland Bellower into Trinket Mage into one of the abovementioned, just a little value play to pump my board, but that all doesn't feel in line with the counters strategy, but rather more of a control'y type maneuver.
Death's Presence is on a very short list of cards i have on hand, itching hard for a spot in the deck - but the reason it didn't make it is because of how situational it is, needing a creature to die, and a creature to absorb the counters, what feels like a flimsy situation in some games. Master Biomancer just felt more useful as a creature on board for less mana and a more consistent effect.
Lorescale Coatl caught my eye as well, and has been removed from the list as it really is just too slow (not that this deck is very fast to begin with).
I had considered Tuskguard Captain, but it's so much more effective to have flyers than tramplers, and having a guy that i need to tap to add counters to itself seems FAR too cumbersome.
With this deck hosting 30'ish creatures, and almost guaranteed a blue player at every table, i feel the need to make my creatures uncounterable, over untargetable. Nothing feels worse than trying to play a big dude just to have it countered and your turn wasted. Archetype of Endurance is in and out of this deck as much as any card, but it was easier for me to justify Asceticism (not that redundancy is a bad thing), it just feels flimsy to drop 8 mana into a creature that will more-than-likely face a Counterspell.
Young Wolf is a turn-1 play to get me on board. i have no intention of placing counters on it before its first undying trigger (think early chump blocker). Zameck Guildmage is little more than a draw engine, I'd rarely ever consider its first ability, I just want to keep cards in my hand.
I recognize the need for ramp, I just hate drawing those cards late game. Likewise, spending too much time ramping early tends to cost valuable early tempo and by half a dozen turns i have mana, but I've fallen well behind on board and am now at the mercy of my draws (or maybe I've just had some very unlucky experiences).
1 week ago
first of all i really like the deck and the monstrosities it produces. i personally play EDH casually with a group of friends and therefore is everything i know based on my experiences there. my very first deck i ever built was Varolz, the Scar-Striped and it did similar things with all sorts of hydra's and counter doublers. this deck never won. the reason was that i needed several turns to get out a big dude, only to have it struck by Anguished Unmaking. for these kinds of decks you need explosive turns where once you're set up, you can keep going each turn untill your opponents are trampled over. the first thing that came to my mind was Everflowing Chalice or Gyre Sage. combined with Sword of the Paruns a gyre sage that taps for 4 green mana becomes an infinite mana source. Mistcutter Hydra could now be a hasty 10000/10000 coming at your unsuspecting opponents. Gemstone Array is really usefull when you are producing immense amounts of mana, for you can use it as a converter to make UG for vorel.
now we are creating big mana (remember, there are so many ways of doing this, i just happen to like these ones) its time to look at the creatures that benefit from this and the creatures that are too slow.
i'm just mentioning things that i think need to be replaced, if a card is not mentioned, it can stay imo.
Master Biomancer: currently you have no effective ways of adding power to your creatures that do not generate +1/+1 counters by themself. therefore you should either remove Master Biomancer or add cards like Death's Presence.
Lorescale Coatl, since your carddraw is limited this card is too slow.
Oran-Rief Hydra i smell something of a mini landfall subtheme in the deck as it is, however this isnt what you currently are trying to do so that makes this card way too slow.
Sphinx of the Final Word: are your instants and sorceries the things you win your games with? i think the answer would be: no, my creatures are going to win the game for me. therefore i would replace this card with Archetype of Endurance if protecting is what you want to do.
Zameck Guildmage: probably too slow.
lastly, 37 lands is fine, but the amount of ramp is not. Nature's Lore and Chromatic Lantern are the only cards that make sure you have your lands. you have green, so add cards like Cultivate, Kodama's Reach, Rampant Growth, Explosive Vegetation. also a Simic Signet is nice to have.
this deck can go anywhere and i had lots of fun trying to figure out a path to playing fun games, i realise that i have been rambling on and on so i would really appreciate your opinion on the matter.
1 week ago
That all makes sense, and is also why a card like Holistic Wisdom might be a good thing to have.
It turns out that I have been reading Awakening wrong this whole time, I thought it only untapped my own creatures and lands. What I really want is a Prophet of Kruphix that falls under the Naya umbrella to pair with Sigarda's Aid, which is more symbiotic than Vedalken Orrery and much less frightening than Vernal Equinox.
2 weeks ago
Wow, thanks a lot for the time and the great suggestions!
I don't usually put one use instant protection effects on the deck because of some instant hate in my meta (Teferi, Mage of Zhalfir, Grand Abolisher and the likes), but i'll keep in mind to add more protection. Probably going for Asceticism (again, as soon as my 3rd world country, broke college student budget can afford it), Lightning Greaves and Alpha Authority.
Archetype of Endurance and Foe-Razer Regent are pet cards, so, despite being not-that-optimal, they'll probably stay in the deck for now. That said, the rest of the expensive thing should see the cut-axe soon.
Thanks again for the time to read the deck and the amazing write-up and suggestions!
3 weeks ago
Looking pretty good. The trample providers you included are really helpful for hydras. I would drop most of the charms and instants except the protective ones. The more ramp the earlier you can get hydras and the bigger your hydras, so get another 5-10 ramp spells. You could try Archetype of Endurance to protect your hydras. Elemental Bond, Garruk's Packleader, and Zendikar Resurgent draw you cards when you play hydras. Something like Pandemonium or Warstorm Surge could really hurt opponents when your hydras enter play. Death's Presence and Stalking Vengeance might be helpful when they die.
3 weeks ago
3 weeks ago
Archetype of Endurance. They can't take what they can't touch.
1 month ago
Deck looks really good, and I wouldn't change much. Only thing I would add for sure is Shaman of Forgotten Ways for an alternate win condition. Ruric Thar, the Unbowed, Summoning Trap, Archetype of Endurance and Prowling Serpopard could work wonders in a blue meta. Ghalta, Primal Hunger and Utvara Hellkite make great beaters.