Archetype of Imagination

Legality

Format Legality
Pre-release Legal
Noble Legal
Leviathan Legal
Hero Legal
Tiny Leaders Legal
Heirloom Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Casual Legal
MTGO Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Magic Duels Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Born of the Gods (BNG) 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

NickyBolas on Pirate's life

6 days ago

Pirates looks to have two possible builds: Treasure-Combo or a more aggressive combat-centric deck. I'd be inclined to focus on one over the other. Right now it's a little split between the two which is giving it that "Jack-of-all, Master-of-None" feel.

Treasure Combo

Focusing on the Revel in Riches win condition, you can utilize the creation and sacrifice of artifacts as the main mechanic of your deck.

Aggro

Focusing more on leveraging Admiral Beckett Brass's abilities we could go with more of an aggressive build. Since the pirate tribe is on the weaker side combat-wise, you're going to want combat buffs and lots of evasion.

  • Urabrask the Hidden is great at getting in some quick damage and makes it difficult for your opponents to mount a defense. Doesn't synergize perfectly with Raid since they don't like haste, but it's worthwhile to keep everyone's shields down.
  • Siren Stormtamer is an evasive early-game creature that allows you to trigger early game raid, counts for Admiral's ability and can save her from removal.
  • Taurean Mauler counts as a pirate and can get HUGE.
  • Dire Fleet Ravager is good start on reducing life totals. You're going to have more creatures than your opponents, and they're going to need to deal with his menace body, which means you're less at risk from losing life to his ability.
  • Dire Fleet Poisoner might as well give one of your guys unblockable, as people will rarely want to trade down with a Pirate.
  • Coastal Piracy is on flavor but Bident of Thassa is an upgrade.
  • Kari Zev, Skyship Raider has menace and first strike. She may require some equipment to abuse her first-strike ability. But the menace will allow you to get damage through consistently.
  • Vanquisher's Banner gives your team a mild boost coupled with some card draw.
  • Similarly Herald's Horn can draw you extra pirates and makes them cheaper.
  • It works great with Heirloom Blade, a card that gives you a pirate back when your pirate dies! Also +3/+1 for 1 to equip is pretty dang good for an aggro deck.
  • Kindred Discovery is an insane draw-engine especially in a deck that likes to attack.
  • Archetype of Imagination is a possible candidate for making your team unblockable.

Good In both Builds

  • Deadeye Tracker is great at dealing with cards in graveyards, something that every EDH deck should have to combat those powerful reanimator, dredge, and combo decks out there. Additionally, this guy can grow or draw cards doing so... which is all upside.
  • Deadeye Navigator can allow you to trigger Raid or create treasures repeatedly for a mere 1U. He scales in effectiveness with however many Raid and ETB effect guys you end up with. Similarly Conjurer's Closet and Panharmonicon can lean you towards a more ETB-centric build using Raid to pad out your other options.

Determining what to cut would involve going "All-in" on one of the mechanics, and effectively removing the other.

rod21 on Zur kinda prison

1 week ago

Thanks for the input guys! Archetype of Imagination as Rwhr2d2 says, has a CMC too high for it to be in the deck as well as is very fragile to removal. For those two reasons I like Mystic Decree better; even then still isn't fetchable with Zur so probably won't make it to the deck. It's a shame because it looks like it was made to be paired with Island Sanctuary!

KayneMarco on Zur kinda prison

1 week ago

You could run Archetype of Imagination with your island sanctuary

toffmcsoft on Animar, Soul of Combos - Fun Police

1 week ago

Triumph of the Hordes is out, Temur Sabertooth is in. After playing a bunch of games Triumph of the Hordes was just a luxury for a win con that felt like it was very opportunistic.

Temur Sabertooth has a lot more versatility, especially being able to blink the Eldrazis

Archetype of Imagination has been dropped for Glen Elendra Archmage - the utility of constant non creature counter spell and the ability to tutor for it with Imperial Recruiter just feels much better. There have been too many times where Glen Elendra Archmage is sitting in the hand and just never gets played.

toffmcsoft on Animar, Soul of Combos - Fun Police

1 week ago

Triumph of the Hordes is out, Temur Sabertooth is in. After playing a bunch of games Triumph of the Hordes was just a luxury for a win con that felt like it was very opportunistic.

Temur Sabertooth has a lot more versatility, especially being able to blink the Eldrazis

Archetype of Imagination has been dropped for Glen Elendra Archmage - the utility of constant non creature counter spell and the ability to tutor for it with Imperial Recruiter just feels much better. There have been too many times where Glen Elendra Archmage is sitting in the hand and just never gets played.

Garg0yle on Madara Empire (Tribal Human Grixis needs help)

1 week ago

I really like the deck idea. I'm not sure if it's legal becuase of the , but Alesha, Who Smiles at Death would be nice. Also I would include Hanweir Battlements since you play Hanweir Garrison.
Accursed Witch  Flip is funny, esspecailly becuase you like to sac., Archetype of Imagination is powerful at itself and Ophiomancer gives you tokens to sac./block with.

xyr0s on American Humans

1 week ago

Champion of the Parish being a WEAK copy of anything?!? Riiiight... No, it's a 1-drop, that can be 3/3 by turn 2, without any direct mana investment (by playing either 2 other 1-drops, or by playing Gather the Townsfolk).

Cartouche of Solidarity is just a bad a card as any other aura you play on unprotected creatures, and that is actually very bad. All your creatures are vulnerable to removal (duh, creatures are, that's why there's removal cards in the first place), but add in an aura on top of that, and opponents removal spells suddenly goes 2-for-1. Speaking of removal spells: Archetype of Imagination is really weak for a 6 cmc creature. Recommending a better card... hmmm... Lightning Bolt? It's good, and you don't play any.

What is it you want to give haste so badly, that you've brought Bloodlust Inciter? None of your turn 2 creatures really just scream "speed me up!"

Choice of counterspells: Casting cost is important. You don't get to use any of these, unless you hold 4 mana back to your opponents turn, which makes it hard to also play any of the humans that are actually supposed to win you the game. If your counterspells are mainly for protecting your creatures, try something like Spell Pierce and Mana Leak.

Lands: Don't play bounce-lands unless you have some way of getting something extra out of them, and that way is Amulet of Vigor. Otherwise, if you play them as early as possible (turn 2), they don't give you any acceleration until turn 5, and if they're destroyed or bounced before that, you are locked out of the game.

Fury of the Horde: how often do you actually have 2 red cards to discard to pay for it? I'm counting 12 red cards, total, but 8 of them are the same cheap creatures that you'd probably rather use for attacking, since you are getting 2 attack steps.

toffmcsoft on Animar, Soul of Combos - Fun Police

1 week ago

@ enpc thanks for the comment, truly appreciate the feedback. So far, the only card you mentioned that I have trouble parting with is Archetype of Imagination.

Asceticism has been removed to make space for Pestermite (forgot to add to the list in the beginning.)

So far I've played this in 7 competitive matches and have found Archetype of Imagination to come in clutch many times. Flying Creatures really hurt this deck and have a defensive tactic against them has played out really well along with a very easy way to get by chump blockers.

Diluvian Primordial - Can definitely part ways with this, most likely swap it for Llanowar Elves

Swapping Lotus Cobra for Fyndhorn Elves - Lotus Cobra is too random.

If anyone has any insights on other Win Cons / Combos to include please share them.

Any other mana dorks that should be included?

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