Archetype of Endurance

Legality

Format Legality
Noble Legal
Hero Legal
Heirloom Legal
Vintage Legal
Modern Legal
Casual Legal
MTGO Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

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Set Rarity
Born of the Gods (BNG) Uncommon

Combos Browse all

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

TheDuggernaught on Selesnya Self Fortification (Pillow Fort)

2 days ago

Enchantress is not played super often in modern as it lacks many of the tools it has access to in legacy. That being said, it is not a terrible deck and can squeeze out free wins in some match ups. The common cards in these decks are Sigil of the Empty Throne, Greater Auramancy, Idyllic Tutor, Utopia Sprawl, Fertile Ground, Story Circle, Ghostly Prison, Starfield of Nyx, Leyline of Sanctity, Privileged Position, and Heliod, God of the Sun. Some lists run Mesa Enchantress and Verduran Enchantress. I feel like running a few is fine, but Eidolon of Blossoms definitely outclasses them as he is also an enchantment. There are also a few fun tricks you can do with Mirrorweave.

Overall, the most important thing is to narrow the deck down to 60 cards. This is especially true if you want the deck to be more consistent as you then up the statistical odds of not only drawing your best cards, but the cards you need when you need them. Cards I would consider cutting are Authority of the Consuls, Anointed Procession, Heroic Intervention, Amulet of Vigor, Eldrazi Monument, Godsend, Spear of Heliod, Aegis of the Gods, Archetype of Courage, Archetype of Endurance, Grand Abolisher, Sigarda, Host of Herons, Karametra, God of Harvests, and Trostani, Selesnya's Voice. I would also maybe cut Gideon, Ally of Zendikar -- but he is pretty dang good in almost any deck.

Pal00ka on LAND HO!

6 days ago

Why Arbor Elf? You have no "special" forests nor enchantments to boost mana in which to untap for extra gain. The mana dorks (and rocks) in general (except Smokebraider) seem odd additions due to Omnath wanting you to drop lands. Why not more instants/sorceries to put lands on the field? Early game they'll get you to Omnath faster and late game they make elementals. Mana dorks may accelerate in beginning but can get wiped away and are subpar late.

Pandemonium, Where Ancients Tread, and Warstorm Surge were favorites of mine in Omnath.

I'd highly suggest more protection for Omnath because he's a magnet for removal. Swiftfoot Boots, Darksteel Plate, Bear Umbra, Boar Umbra, Snake Umbra, Spider Umbra, Archetype of Endurance, Wrap in Vigor, or Resuscitate all help him stick around longer.

In my build I was all in on making tokens with him. 1/5 of the deck was ramp spells alone. Two of the few elementals I included was Obsidian Fireheart (his burn ability doesn't go away even if he does) and Liege of the Tangle (we're already going to have lots of lands so might as well let them smash face too).

Haste for your elementals to immediately hit is wise too (get some value now in case a wipe is coming). Fervor, Hammer of Purphoros (good w Titania too), Fires of Yavimaya, Concordant Crossroads or Mass Hysteria fit the bill.

Trample too so your 5/5s are just getting chumped by 0/1s: Nylea, God of the Hunt, Primal Rage, Thunderfoot Baloth and Overrun/Overwhelming Stampede fit the bill.

Hope something helped!

slayingmatt1234 on Karametra, God of Harvests EDH

6 days ago

After at least playing a few sample hands, I see what you are saying. Your deck wants to play very aggressively and explosively spamming lands and mana into into a wincon, whereas I want to play a slower, attrition-based game. This lets your deck snowball a lot harder than mine (though mine snowballs too just quietly), but my deck has a lot more resilience when 3 other players have tried to lock me down. I have had multiple games where my opponents work together to remove my entirely hexproof board only to have cards like Emeria Shepherd completely refill it the next turn multiple times. I'm often treated as "the blue player that doesn't play blue" because I often just slowly draw more cards, build up more board presence playing diplomatically, slowly remove the opponents outs with hatebears, and having the answer to everything even in 4 player games until I just kill them out of nowhere. I think that a lot of the differences in our card preferences come down to these different playstyles. That said, your little deck explanation has given me some ideas, so kudos to that!

Back to your deck, I just want you to be aware that having played Enchantress for a long time in commander, those cards tend to be very all or nothing. They are either amazing or they whiff and they suck. So if you want to run them most effectively, you may have to dilute some of your cards from your other main gameplan (for better or worse, Enchantress is also a great way to play Karametra) which may not be what you want.

If you want to try and do what some of my deck does and get some extra resiliency to make your deck better off in the 3v1, you might be able to replace some of your more peripheral/value cards like Primeval Bounty with some of my protection-based stuff. I don't know how they try to shut you down, but if you surprise them by going for different tutor targets that completely turn their strategies on their heads, I bet you could sneak in a few wins that way, as I have won many a game off of that. The extra flexibility will also I'm sure go a long way. I myself in turn will be trying to see if I can fit in some of these exploding cards in your deck to give me some more surprise wincons.

The best cards I recommend for incorporating the resilience of my style of play (and by all means you don't have to follow this) are Avacyn, Angel of Hope, Archetype of Endurance, Emeria Shepherd, Pariah, and Gaddock Teeg, but really any kind of hatebear works depending on what they try to do to counter you. Figure out their attack angles and hate accordingly. The beauty of hatebears is that you can mix and match them to perfectly tune to your meta, or run a bunch and have a disruptive out to pretty much everything. I notice you also have very little removal and maybe a few of those can help out as well.

Sorry I can't give you better advice, good luck and keep on ramping!

PrincessTrevor on CommandUr-Dragon

6 days ago

Thanks for the feedback. I've got an Eviction, I'd be willing to take out the Shivan Dragon for that. I'm pretty sure I have both the Greaves and Boots, one of the Sieges can go for those, maybe the Mirror or Elemental Bond as well. I wish Archetype of Endurance was a good fit for the deck, one of my favorite Green creatures for Commander.

As for Darksteel Plate, I'm out of luck on that one for now.

Qolorful on Are there any creatures that ...

1 week ago

To the best of my knowledge there is no creature that provides protection and evasion to your other creatures at the same time. Artifacts and enchantments can do that because that's all they do, a creature that did that would be bonkers. Some protection creatures for temur would be Prowling Serpopard, Archetype of Endurance, the ones mentioned above, some you can sac to counter a spell, like Mausoleum Wanderer, but those probably aren't what you're looking for. Asceticism is probably the best protection card green has, but is not a creature. Eldrazi Monument is an artifact but provides what you want as a cost you may not want to pay... Surrak Dragonclaw provides pseudo evasion and a bit of protection I suppose

MrBamsGoesBoom on I'm Devoted to that turn three win

1 week ago

Ok so this is my first time on commenting about a Devoted Druid deck but I feel like now I've seen it be used a bit I know what I'm talking about. So 4 of each Vizier of Remedies and Devoted Druid is correct and Quillspike is a great card for redundancy so I recommend putting in 2 copies instead of 3. Groundbreaker is a great inclusion because it's the green version of Ball Lightning. Weird Harvest is a fine card but I personally prefer Uncage the Menagerie, because x=2 searches out you combo pieces and x=1 searches out Mistcutter Hydra. Archetype of Endurance is great, good inclusion. Commune with Nature is great but if you want the turn 3 win I prefer Utopia Sprawl, because this allows you to keep a hand of just one forest (unless someone at your locals plays land destruction). Apostle's Blessing Is a great inclusion for protecting you combo pieces. Grapple with the Past is an interesting inclusion but I like it because it brings back your combo pieces. Harmonize is a great card as a 2 of because it's some redundancy to get to your big stuff. You can now probably put in 2 Autumn's Veil and you will be completely set. I'd also recommend playing some Canopy Vista in the mana base to consistently land green and white on turn 3.

enpc on Captain Sisay EDH

1 week ago

Your list seems a bit heavy for how much ramp you have. I also think that you're running a lot of cards which could be replaced with much more effective counterparts.

  • Archetype of Endurance should be something like Mother of Runes instead. Archetype is slow and by the time you've assembled the setup with it and Avacyn, you should have already won. Mo' runes can come down turn 1 and helps Sisay stick until her summon sickness wears off.

  • Unless your playgroup runs Extraplanar Lens/you're running Scrying Sheets, Into the North is not worth it just for the Arctic Flats. Given that you're using Paradox Engine, Talisman of Unity is a much better card.

  • You have very little inthe way of creature removal. You're not running Mangara of Corondor, Swords to Plowshares or Path to Exile. These are all staple removal pieces in Sisay and not running them is just setting yourself back.

  • Myojin of Life's Web is a trap card. First off you have to cast it, then to get any value off of it, you have to have a bunch of creatures in your hand, generally meaning that you have to not play stuff for a few turns. This just seems counter productive.

  • You should be running Avacyn's Pilgrim. One drop dork that fixes your off colour is super good.

ScrOuch on [[Primer v3.2]] - OM_RATH!!! (C17 Update!!!)

3 weeks ago

feyn_do_alduin, of course, the more powerful a commander the more aware are the others. When that happens you shouldn't give up on your deck but rather try to adapt to their playstyle. When they always remove your commander try to protect him even more. Add cards like Steely Resolve, Eldrazi Monument, Asceticism, Archetype of Endurance, Swiftfoot Boots, Lightning Greaves or Darksteel Plate. If they use artifacts that prevent you from casting him, add more artifact or enchantment removal. And don't cast Omnath as soon as possible but try to wait until you have the cards to protect him.

If you really want to play an elemental tribal, omnath most likely isn't the perfect choice. Animar, Soul of Elements or Horde of Notions are far better for that kind of deck.

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