Archetype of Imagination

Legality

Format Legality
Modern Legal
Legacy Legal
Vintage Legal
Commander / EDH Legal
Duel Commander Legal
Frontier Legal

Printings View all

Set Rarity
Born of the Gods Uncommon

Combos Browse all

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

lil_cheez on No Really, that's Too Many Creatures.

2 days ago

Any thoughts on Sun Quan, Lord of Wu for an unblocklabe effect? Archetype of Imagination works the same way

lil_cheez on No Really, that's Too Many Creatures.

2 days ago

Any thoughts on Sun Quan, Lord of Wu for an unblocklabe effect? Archetype of Imagination works the same way

Orion93 on The Big Wave

1 week ago

Nimbus Swimmer is a great mana dump if you need.

I only splashed red for Crater's Claws because I needed a second win condition beyond my Stormtide Leviathan , Archetype of Imagination shut down

ArthurNaletto on Edric, the Mastermind - Rogues and Beasts EDH

1 week ago

Hey man, here i am to give feedback on your deck.

First of all, i think very few of your creatures have evasion. I counted 12 of them. And the fact that they are at the 3 and 4 curve might make them easy targets for your opponents, and very hard to recover after some of them are destroyed.

If you run all these rogues just for Prowl, well, worry not, i see you use some evasion like Whispersilk Cloak, Quietus Spike, and Rogue's Passage, but always remember that edric is a rogue too. You don't need so much of them in your deck, because you have one at your disposal at all times! So i might suggest cutting some of the heavier creatures, and putting some small flyers or unblockables

If you want to keep it that way, i would suggest some ramp like i use Burgeoning and Exploration

For your evasion, you might like Archetype of Imagination or Wonder

And i don't understand why you are running Assault Suit, Cultural Exchange, Squallmonger and Hurricane seem like they hurt you more than they hurt your enemies

You should also consider using some other wincons, Garruk Wildspeaker seems weak at first, but he is absurd. Craterhoof Behemoth is a killing machine, and Beastmaster Ascension can take your opponents by surprise.

And, in my opinion, your counterspells are too much mana heavy, try switching some of them for 2 mana counters, they are narrower, but they work better.

Well, i think that is all i can say about the deck without seeing it working. Your build is so different than mine, and i would love to see it in a game!

libraryjoy on First time commander! Open to all suggestions!

3 weeks ago

Many of the instants you have will not pack enough punch to make them worth the slot. You want to focus on things you can re-use. For example, Vault Skyward looks like a good combat trick, but most of the time, people will be prepared for flyers. Better is Cobbled Wings or Fleetfeather Sandals, which last more than one turn, can be re-used if the creature dies, and can be reassigned to a blocking creature after the attack. Better still is Archetype of Imagination, that makes all your creatures fly and prevents your opponents' fliers from blocking. Or you can use something like Shadow Rift or something stratight up unblockable (Whispersilk Cloak) that will be more likely to get the damage through. If you are concerned about blocking fliers, Spidersilk Armor is a good bet, and affects your whole team on a permanent basis. For Commander, you're playing 4 other people. Each card needs to pack a big punch, so cards like Blustersquall & Cyclonic Rift are better because you can also cast them for their Overload effect.

Drop: Peema Outrider, Jolt, Cerulean Wisps, Noxious Revival, Vault Skyward, Triton Tactics, Reclaim, Ornamental Courage, Aerial Formation, Aquastrand Spider, Growth Spasm, Kozilek's Predator, Nest Invader, Keeper of Progenitus, Blisterpod, Parallel Lives, Gilder Bairn (You need to have ways to tap it, and I think it's too much work for the effect), Sasaya, Orochi Ascendant, Gnarlid Pack, Coiling Oracle, Transguild Promenade, 1x Forest, Scourge of Skola Vale

Add: Cobbled Wings, Elixir of Immortality, Spidersilk Armor, Viral Drake, Quest for Renewal, Overwhelming Stampede, Rogue's Passage

It's not a final cut, but I think you'll be within 5 or so of 100. At that point, you'll really need to look at your creatures and decide which ones you really want, and which ones are maybe second string players. Once you have a list and play a little, you'll know what you're weak to (do you see a lot of mill? Do you need more graveyard recursion? More flying?), and you can adjust from there. Good luck!

Panas on First time commander! Open to all suggestions!

4 weeks ago

Welcome to MtG and to the commander format specifically! Building a competitive EDH deck is indeed a thing that takes a lot of experience and a deep understanding of the game's mechanics and loopholes (aaaaand some extra cash in hand). Don't be discouraged by that, as most of the new commander players I've met simply enjoy playing with big decks, with their favourite themes and in a singleton format so that there is high variance from game to game.

This deck is a good first step that can definitely evolve in the future, as most commander decks do and taking into account you are new and that you want to play with similarly minded friends, I will restrict myself to a few notable suggestions and general comments for the deck.

-To begin with, your general is a very interesting and rather good choice for your strategy, which is to build up a gazillion mana, then nuke the board with a huuuuuuge hydra, or more.

-Your land count is fair and good but you are lacking a little on mana acceleration. Having too much mana in this deck will never happen! You want to get your commander out as early as possible and since he costs 5 you want the majority of your ramp spells to cast 3 or less. Sol Ring has been mentioned already, Sakura-Tribe Elder and Rampant Growth are decent, so is the functional pair of Cultivate and Kodama's Reach. Simic Signet because why not and Kiora's Follower can be an over-performer in the deck by untapping lands for mana, or creatures for blocking and multiple activations of abilities (e.g. Karametra's Acolyte)

-You are missing some of the most flavourful hydras out there! Vastwood Hydra, Polukranos, World Eater, Lifeblood Hydra and Hydra Broodmaster can all find a home in your deck.

-I will second the people before who have mentioned some nice additions for drawing cards. Use your blue slots for powerful draw effects or engines like Blue Sun's Zenith and Rhystic Study.

-Give your big creatures more evasion. Nothing sucks more than having an army of 9/9's getting chump blocked by a meekly tokens of 1/1 that the token player pukes on the field turn after turn after turn. Levitation, Archetype of Imagination, Nylea, God of the Hunt, Primal Rage and Thunderfoot Baloth are amazing at getting your fat Hydras through to chew on your opponents.

-Include Alchemist's Refuge in your lands. The ability to play anything at instant speed is INCREDIBLY powerful. All your creatures get pseudo-haste, your sorceries become instants... Any card that lets you so blatantly break the rules of the game is worth playing (see Teferi, Mage of Zhalfir for the more powerful version)!

All right, that's that! Once again, welcome to the format. Sorry for the long post; I hope it proves helpfull. If you find yourself in need for help cutting cards for replacements, this community is strong and will gladly offer assistance!

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