Archetype of Imagination

Archetype of Imagination

Enchantment Creature — Human Wizard

Creatures you control have flying.

Creatures your opponents control lose flying and can't have or gain flying.

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Archetype of Imagination Discussion

luckybob64 on LifeGain Commander

1 day ago

some cards that I would recommend getting rid of are Acidic Slime + Reclamation Sage they are ok cards on their own but it is a one and done type of thing, Aura Shards + Freyalise, Llanowar's Fury are much better. Dryad Sophisticate + Guardian of the Guildpact are a bit useless in this deck in my opinion. Lone Missionary + Thragtusk are ok but do not do enough for life gain.

be careful with Open the Vaults, it's a double edged sword that benefits your opponents just as much as it helps you.

Command Tower + Temple of the False God good cards but not really need for what you are doing, Saltcrusted Steppe is ok i see why you added but i feel as though its as much a drawback as much as beneficial.

Asceticism might be helpful gives your creatures a text version of shroud. Archetype of Courage and Archetype of Imagination would be good cards to throw in.

firerunner36 on General Tazri's Allies

2 days ago

Now I don't know if you're looking for suggestions but I have helped build one of these before and the most important thing I've constantly found I've wanted to do was trigger Rally at instant speed and to control what I was going to be doing with my next few turns, that's why my major advice leans to adding Leyline of Anticipation, Vedalken Orrery, and Munda, Ambush Leader. Now I also have a much larger list of things I would suggest changing about, stick with me here it's a bit large :/.

Remove: Twilight's Call, Gravepurge, Cloudshift, Reconnaissance, Day of Judgment, Lightning Greaves, Nephalia Smuggler, Mind's Eye, Exclusion Ritual, Patriarch's Bidding, Graypelt Hunter, Sun Titan, Drana's Emissary, Murasa Pyromancer, Kor Bladewhirl, Archetype of Imagination, Grim Tutor, Seascape Aerialist

Replace with: Debtors' Knell, Joiner Adept, Chromatic Lantern, Prismatic Omen, Wrath of God, Leyline of Anticipation, Vedalken Orrery, Rhystic Study, Return to Dust, Sheoldred, Whispering One, Elesh Norn, Grand Cenobite, Progenitor Mimic, Possibility Storm, Halimar Excavator, Munda, Ambush Leader, Ondu Cleric, Tajuru Warcaller, Talus Paladin

Now if you have any questions as to why I chose those cards to either come out/go in feel free to ask. Also I recognize that you are working on building this slowly but the big money ones that I suggested truly are worth their price (having tested them all in multiple different styled playgroups). Otherwise looks pretty good so far and a great big welcome to the Commander community, if you also have any questions regarding Commander feel free to ask.

Rockonman on The Flying Necromancer

2 days ago

The Combo is Archetype of Imagination and Stormtide Leviathan, with the rest to keep them in play.

Jack-Frost on Into Oblivion

6 days ago

Well firstly, have you ever played this deck? That will tell you exactly what works and doesn't. If not, it's fine it just makes it a bit harder.

Firstly, I know you want to exile-mill but ingest is honestly not a great mechanic. Instead I would run regular mill along with a few exile-mill cards and something like Leyline of the Void. You also are going to run into a problem casting Ulamog and the high costs creatures you are running.

Here is a list of what I would definitely drop:Archetype of Imagination- too expensive and easily killedFathom Feeder- Overall just not a great cardLord of the Void- Far too expensive and hard to castOblivion Sower- Too expensive and not good enoughSire of Stagnation- Too expensive and not good enoughDominator Drone- Not good enoughBenthic Infiltrator- Not good enoughIn Garruk's Wake- Far too expensive and hard to castLiliana of the Dark Realms- You could run this but it's not greatSol Ring- Too easily destroyed in modernPart the Waterveil- You could run this but I have found it to be too expensive

As for the mill part, i'd recommend something along the lines of XYMystral's deck Mill to Oblivion. Again, I know you want the exile-mill, but ingest is honestly a really bad ability.

Even if you don't remove those cards, i'd suggest running:

Hedron CrabWight of Precinct SixMind FuneralGlimpse the UnthinkableThought ScourGo for the ThroatLeyline of the VoidDrowned CatacombPolluted Delta

That should give you a bit better land fixing, mill, control, and graveyard hate, while also allowing you to exile-mill everything they are running.

You don't have to remove everything or anything I suggested, but I would definitely remove some of it.

Let me know what you think and based on what you decide I can see about what else I can suggest. I would definitely take a look at XYMystral's deck as he does a great job milling and it might be able to help you out.

Shendu on Horde of Notions EDH

1 week ago

Pretty decent update for this deck:

Levitation for Birthing Pod. This was a difficult decision, but it ended up coming down to usefulness. Birthing Pod had its moments, but ultimately was never needed and never provided me with an exceptionally good board state. Levitation makes Horde of Notions an extremely effective attacker and consistently knocks out opponents with commander damage quickly.

Archetype of Imagination for Budoka Gardener. Not once did I use BG's second ability, and already I've seen the blue Archetype change games for all players. Great card.

Spitebellows for Shriekmaw. THis comes down to personal preference. There are too many players in my playgroups with black creatures and it's kind of annoying actually if you use Shriekmaw.

Omnath, Locus of Rage for Petrified Wood-Kin. This was an easy decision. Omnath can run by himself, PWK cannot.

Obelisk of Alara for True Conviction. TC was a luxury card and never needed to clinch wins. OoA has already won me a game and always gives you something to dump some mana into.

Vampiric Rites forGreater Good. The early enchantment helps me set up a versatile board easily.

Greenwarden of Murasa for Obsidian Fireheart. OF was cool but INCREDIBLY slow and virtually useless.

Privileged Position for Prophet of Kruphix. Unfortunately, this is due to the recent ban of Prophet of Kruphix in EDH. This was a difficult call between Privileged Position and Seedborn Muse, but overall it came down to consistency. If I have a game which not many elementals are in my graveyard (which happens sometimes), Seedborn Muse would not be doing much. Horde of Notions already has vigilance, and I don't really need mana for anything off of my turn (only two instants). Protection and longevity over potential recursion with Seedborn Muse and Horde of Notions together.

papahiggs on Na-Na-Na-Boo-Boo You Can't Catch Me

2 weeks ago

Archetype of Imagination or Mystic Decree would be fun with Moat and Magus of the Moat and perhaps Teferi's Moat and Island Sanctuary. Solitary Confinement is also fun if you can get some card draw, like Consecrated Sphinx or Mind's Eye. Silent Arbiter is also good in a deck like this.

bustinchops on General Tazri's Allies

2 weeks ago

One thing I've found that helps is cutting out "selfish allies" or allies who's triggers only benefit themselves. The only one I see so far is Graypelt Hunter who only gives himself counters. Veteran Warleader is also pretty selfish, however her power isn't counter based, making flicker effects on her valuable, giving her more reason to stay. Plus, all them allies.

2nd tier of cut-able allies are "chip allies" or allies who's effects are negligible and not immediately effective or pivotal to winning. Drana's Emissary, Kalastria Healer, and Zulaport Cutthroat all have neat abilities, but if they aren't careful or aren't used to maximum potential, they are merely rally triggers once and may gain you a small handful of life or chip your opponent. That isn't to say these are a MUST cut, but I have been pulling my hair out figuring which allies to keep and which to cut to make a more balanced and rounded deck. If you can find a card that trumps these effects and you have cut all your selfish allies, these would be up next to the chopping board.

The last line of deck-trimming are non-allies that aren't quintessential to your deck. In order of my personal least-to-most favorite non-allies in the deck are as follows:

Archetype of Imagination- You already have Seascape Aerialist, flying doesn't always help win and I don't see the point in running 2 fly-guys.

Sun Titan- He's beefy and has a very powerful monster reborn-esque effect, but he's just out of reach for all the pivotal allies that win you games (i.e. Chasm Guide, Murasa Pyromancer, Sea Gate Loremaster, Hagra Diabolist... you get the idea) He's great for bringing back a few smaller allies for dat rally, but if you can find a card you need that digs out your better allies, he isn't mandatory.

Nephalia Smuggler- Don't get me wrong, this is an excellent card to include and should be one of the last to consider getting the axe. The only thing that puts me off with it is it's cost and value. Basically he can flicker 1 thing and he's tapped out-- literally. With Deadeye Navigator and your multitude of various flicker, he seems over costed and unreliable when you need mas allies right away. Again, not saying he is a must cut. I would drop Archetype/Titan before this guy, but if you need a niche filled, you have enough flicker to get by IMO.

Deadeye Navigator- I wouldn't cut him. Sure he's pricey, but once he's out he has the most reliable flicker in the whole deck. 2 mana to flicker your last ally and the ability to do it multiple times/to different allies in a single turn immediately makes him more viable than smuggler.

Seedborn Muse- Keep her just in case you don't want an ally catching some removal or hate. Her ability makes her an immediate threat and she will probably die within a few turns of her arrival. Only bummer is without Conspiracy you don't get dat rally.

These are only my opinions and concepts based around my playstyle. This is by no means a definitive how-to-ally guide or anything, but I noticed you mentioned problems cutting cards to tune your deck and am merely pitching my method of how I went about cutting cards. Cutting allies/creatures seems counter-intuitive at first, but once you begin tutoring for your allies with Tazri, you won't want a lot of creatures filling up your hand on draw where a vital utility spell could sit instead.

Good luck on building your ideal Ally deck! B)

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