Archon of Sun's Grace

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Freeform Legal
Gladiator Legal
Highlander Legal
Historic Legal
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Modern Beyond Horizons Legal
Oathbreaker Legal
Pioneer Legal
Planar Constructed Legal
Planechase Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Archon of Sun's Grace

Creature — Archon

Flying (This can't be blocked except by creatures with flying or reach.)

Lifelink (Damage dealt by this also causes you to gain that much life.)

Pegasus creatures you control have lifelink.

Constellation — Whenever an enchantment enters under your control, create a 2/2 white Pegasus creature token with flying.

RufusTheGrufus on Anikthea's Enchanting Recycling Plant [Primer]

2 months ago

Hey, Idoneity, fair enough and grain of salt taken; I'm just happy for the engagement and thought exercise(s)!

I think you and I have fairly similar deckbuilding philosophies; and for that reason I think I'd agree that Fertile Ground is definitely not optimal, it is sweet Anikthea tech though. And I think we’d both also agree that it's also not just stand alone card value, but also deck synergy that factors into deckbuilding choices; especially for EDH.

Between Ajani's Chosen and Archon of Sun's Grace, I'd definitely agree that the archon is stronger. But, it seems like I value these cards much higher than you for this specific deck/build. Oftentimes I see Ajani's Chosen and Archon of Sun's Grace almost like backup/adjacent commanders to Anikthea. They're additional token generators that reward me for playing into the themes of the build, and offer an avenue to close out games either after my graveyard is wiped and/or before I get good targets in my graveyard for Anikthea's ability. They can and will get out of hand without Anikthea needing to be played, and can force opponents to need removal before I even utilize my commander; which can then be followed up by falling right back into the main gameplan with Anikthea. Sure, by themselves and without the context of the decklist, they aren't going to be doing much; but when they offer additional value for a majority of the plays being made with this list, I think they become a lot stronger of effects/includes.

I have similar opinions regarding Mirkwood Bats, Grim Guardian, and Bastion of Remembrance. Outside of pure game-ending combo packages, and B4+ decklists, I typically consider cards that I categorize as ‘Finishers’ as the cards that will win the game if you have already gotten your gameplan going. They're not cards that are supposed to end the game just by themselves, in my opinion, but more-so win the game once I’m already doing a lot, by capitalizing off of my deckbuilding choices. To that end, I would argue that adding the drain/ping effects like Mirkwood Bats and Grim Guardian are actually raising the power cap, relative to a more alpha strike-based gameplan, especially since they ping when my enchantment tokens ETB; which is why I started to transition them into the list. Unfortunately Bastion of Remembrance is probably the weakest option since it triggers off creatures dying. But the fact that it's an enchantment, that also provides a token body on the side, has kept it in the list up till now. Ideally I'd have a much bigger suite of on-theme ETB drain effects; I'm just waiting for them to be printed! I'm trying to maximize the value I can get from the tokens produced by Anikthea ASAP; especially since exiling your own enchantments to make token copies is a fragile strategy. The pinger effects guarantee some sort of payoff that's headed towards winning the game without having to worry about attacks.

Palantir of Orthanc... I know I should cut it for something more on-theme, I do love this card though lol… If I were to cut it, I'd want to replace it with another piece of card advantage; this deck can be really resource hungry. Similar thoughts for Mindwrack Harpy: I'd want to replace it with a different piece of on-theme card advantage if anything. I actually really like Mindwrack Harpy and sure, relative to something like Rhystic Study or Esper Sentinel it's lower power; but it also puts in consistent work, especially in B3. I particularly like it because it typically offers card advantage during the same turn that it's played, and in my local meta having creatures with flying to block has been invaluable. I'm also a bit biased because I very rarely have had to worry about Mindwrack Harpy giving my playgroup card advantage as well, because up until recently I've primarily been the only one capitalizing off of my graveyard; and there is a good number of decks in my playgroup that care about topdeck manipulation so milling everyone has been almost all upside for me (we will see what the future holds since graveyard synergies are starting to become more common in my meta). In my experience Mindwrack Harpy has also gotten a disproportionate amount of removal thrown at it in my playgroup, so it also acts as a lightning rod to draw removal away from key pieces.

I think I'm going to hold off on adding Familiar Ground to the formal decklist right this second, but I am going to swap it in for Flowering of the White Tree and do a bunch of playtesting in the meantime! Thank you again for taking the time and energy to check out the decklist and offer your insight, I appreciate it!

Idoneity on Anikthea's Enchanting Recycling Plant [Primer]

2 months ago

RufusTheGrufus — Commander being a subjective format, we naturally approach the game differently. As such, you have inclusions I wouldn't prioritize, and likely vise versa if I were to construct this thing. It's always tedious to suggest cuts, but I can offer suggestions with that in mind.

My general philosophy in commander deck-building is that every card must do something individually significant without relying on other pieces, including the commander, to be relevant.

Following that line of thought, Ajani's Chosen is a rather small body that can swarm the board, but four mana is a lot to invest in something that doesn't want to attack or block. Archon of Sun's Grace is a far stronger stat line, but is excluded through personal preference.

Funnily enough, pretty much everything in the "Finishers" category is outside my playstyle as well. Particuluarly Bastion of Remembrance, Mirkwood Bats, and Grim Guardian seem to need a lot to get going. However, I know you want the deck to have a power cap.

The anthems are interesting, however plain unblockability to end the game might just be better. I'd only include it because I think the card is neat; it's probably not optimal either way.

For some other stray shots: Mindwrack Harpy is a little low power and Palantir of Orthanc isn't an enchantment, but you seem to like that one a fair amount. Definitely play what you like.

I don't know of this helps. Either way, I implore you to take these with grains of salt.

NV_1980 on Kesita The Cultivator EDH

7 months ago

Looks nice. Some ideas worth considering:

  • Aqueous Form: cheap to cast and makes something straight up unblockable; very useful for a commander.
  • Archon of Sun's Grace: powerful token generator in a deck with this much enchantment casting.
  • Combat Research: cheap to cast, provides draw and on Tuvasa it also provides a p/t enhancement and some ward.
  • Daybreak Coronet: fullfilling this card's requirement is easy in this deck, and it's so much bang for your buck.
  • Katilda, Dawnhart Martyr  Flip: strong creature that can come back as a strong aura.
  • Sphere of Safety: excellent protection against attacks in an enchantment-focused deck. Becomes completely ridiculous when combined with Enchanted Evening.
  • Spirit Mantle: cheap anti-creature protection.
  • Strong Back: essentially a much better version of Ancestral Mask.
  • Well Rested: extremely useful for a creature you regularly attack with (or tap for other reasons).

RufusTheGrufus on Anikthea's Enchanting Recycling Plant [Primer]

1 year ago

"That's just my 2cents, would love your thoughts.”

Oh boy, well I definitely have some thoughts!

“Creeping Ren - Yeah, it's definitely not as good as replenish. I suppose it depends on the amount of interaction/wipes in the meta and if you have enough card draw to bypass the grindy attrition.”

Yeah definitely, and on second thought it may be more appropriate to compare it to Phyrexian Reclamation. I'll probably have to playtest with Creeping Renaissance swapped in over it; I'm not sure yet which will be more cost intensive in the long run, and being able to hit different card types with Creeping Renaissance is really nice. I'm a bit hesitant though because it would dilute the enchantment count further and Phyrexian Reclamation is relevant way earlier in the game.

“Archon of Sun's Grace - It's nice, it makes tokens. For 4 mana, is there something better?”

Oh man, Archon of Sun's Grace is so much more than just a creature that makes tokens for four mana! Just In looking at it's stats, it's a ¾ with flying and lifelink, for four mana; which is an amazing cost rate. This list is pretty vulnerable to faster decks and/or decks with a lot of flying, so both the lifelink and the flying help keep me around till the mid/late game. On that same note, the tokens produced do the same exact thing. Because Archon of Sun's Grace triggers off of enchantments entering the battlefield, it's surprisingly easy to organically generate a game-winning number of tokens (either through combat damage or ping effects).

“Mindwrack Harpy - 4 mana, mill cards. I feel that there are other cards that can mill. I get it's an enchantment creature, I just wonder how impactful it is.”

Maybe it's just my playgroup in particular, but having flying creatures in a deck feels incredibly impactful on it's own. Like you've pointed out, it's an enchantment, so it will trigger the significant number of cards that care about enchantments that are built into this list. Additionally, it doesn't just mill yourself and provide you with more card selection for Anikthea's ability, it also mills each opponent. With just one Mindwrack Harpy, your opponents will likely be irritated and disrupted, but with a plethora of Mindwrack Harpy copies (which this deck is capable of doing!) you're also threatening to take players out of the game. It definitely has downsides in that it can assist other players who are also playing with their graveyard; but the fact that it happens on your turn helps balance that out a bit.

If I were to cut Mindwrack Harpy I'd want to slot in a similarly efficient, enchantment-based piece of card advantage. Flickering Ward could be interesting since it also doubles dips and acts as protection, but the card advantage efficiency is nowhere close unfortunately.

“I feel like in EDH, you are going to have a lot of stuff in your GY regardless."

Sometimes you will, sometimes you won't! There's so much variance just within a single deck, let alone across 4, that I wouldn't say it's guaranteed. And even then, I would rather be reliant on my own methods of getting cards into my graveyard, during my turn, rather than waiting for my opponents to interact with me in some way. For decks that rely on using their graveyard it's really important to be able to control when cards are put into the yard, rather than just passively waiting for your graveyard to fill, since graveyard hate is plentiful and easily accessible.

“Mirkwood Bats - As a finisher, do you need the redundancy? It cost a lot and without the setup doesn't seem too impactful.”

Mirkwood Bats I don't feel as passionate about but man, you really don't want me to have any flyers lol! The setup for this card is literally baked into the deck’s packages; and you wouldn't play any wincon cards before you're set up anyways (e.g., casting Craterhoof Behemoth with no other creatures)! Mirkwood Bats wasn't originally on my radar but eventually got added to this list back when I was more heavily playtesting it.

Because this list allows for a ton of tokens to be produced, oftentimes my turns would get obnoxiously long without being able to close out the game. Mirkwood Bats allows me to capitalize on tokens the second they're produced, as well as when I sacrifice them (which is way more rare, but definitely comes up).

In terms of redundancy I'm actually worried I may not have enough of these effects, but I also don't want to convert the list fully to an aristocrat build. I would not say that having four ping effects is redundant in a 100 card deck and, while I have various tutors to help mitigate that; I haven't found myself with an excess of pingers when playing this list (so far at least!).

king-saproling on "Wake Up, Wasteland! It's Me, Three Dog!"

2 years ago

Man this commander is so crazy. Seems like you'll need a lot of dry-erase cards to write up aura tokens haha. Anyway these would be my swaps:

Grim Reaper's Sprint -> Hope Against Hope
Reconnaissance -> Born to Drive
Swiftfoot Boots -> Mantle of Leadership
Armored Skyhunter -> Cartouche of Solidarity
Nomad Mythmaker -> Nurturing Presence
Mesa Enchantress -> Valor of the Worthy
Wyleth, Soul of Steel -> Squire's Devotion
Tiana, Ship's Caretaker -> Archon of Sun's Grace
Sphere of Safety -> Ajani's Chosen
Unquenchable Fury -> Boon of the Spirit Realm
Sigarda's Aid -> Forgeborn Oreads
Angelic Destiny -> Pious Wayfarer
Court of Ardenvale -> Knight of Doves
Kellan, the Fae-Blooded -> Akki Ember-Keeper
Cass, Hand of Vengeance -> Gift of Wrath
Danitha Capashen, Paragon -> Breath of Fury

Here are some other considerations: Shifting Shadow, Gift of Immortality, Splinter Twin, Soul-Strike Technique

Azoth2099 on Anikthea, Hand of Erebos is Graverobbing

2 years ago

zacktheprogamer

OK here we go lol

Creature cuts: Archon of Sun's Grace, Composer of Spring, Courser of Kruphix, Doomwake Giant, Dryad of the Ilysian Grove, Nessian Wanderer, Nyx Weaver

Artifact cuts: Mesmeric Orb, Whip of Erebos

Enchantment cuts: Battle for Bretagard, Boon of the Spirit Realm, Cast Out, Exploration, Familiar Ground

Sorcery cuts: Extinguish All Hope, Kodama's Reach, Rampant Growth, Skyshroud Claim

Instant cuts: None! Add things like Veil of Summer & Silence, though

I'd recommend that you replace all of those lands ramp spells that cost more than 2 with more mana rocks instead! Your guild signets (Selesnya Signet, Orzhov Signet & Golgari Signet) & talismans (Talisman of Hierarchy, Talisman of Resilience & Talisman of Unity) are all better options since this isn't a Landfall deck.

Tsukimi on Let the Wild Rumpus Start

2 years ago

Hello, have you had a chance to play this yet? Ellivere is a blast! I ended up writing a primer for them, if you want to check it out there might be some helpful cards if you wanna check it out!

Can't Thwart the Wild Court [Primer]

If you like Siona, Captain of the Pyleas and Archon of Sun's Grace I would recommend Ajani's Chosen as well.

For ramp, if you exclusive stick with mana dorks and land auras you'll give Ellivere's auras a bigger boost and can enchant your dorks in a pinch. I'd definitely recommend adding Wolfwillow Haven instead of one of your ramp sorceries. Also, Arbor Elf is crazy strong with all of our land auras!

I'd also just recommend adding a few more enchantments in general.

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