Return target artifact or enchantment card from your graveyard to your hand.
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Argivian Find Discussion
2 months ago
Thx for your comment and kind words, SirSh4ggy!
I'm sceptic about Replenish, since the only irreplaceable Enchantments would be Anointed Procession, Cathars' Crusade and Militia's Pride. The rest is pretty good, yet compensateable. I have an Argivian Find that has been on the back of my head since forever, what do you think about that one? Faith's Reward wasn't too bad in my Brago, King Eternal deck and might be one of the most decent options in mono-.
... plus none of them cost 20$, lol.
Ajani Goldmane, huh? Hmm, i tend to pick static buffs over counters, as they also enhance creatures that enter the battlefield later on. I was wondering about Honor of the Pure, Spear of Heliod and Elesh Norn, Grand Cenobite (only put her on hold to check prices after Iconic Masters).
3 months ago
Kiyomeii I agree with you somewhat on the efficiency of the reanimation spells that I have chosen for the deck, and your comment on my land choices. I'll take a second to try and explain what I've tried to accomplish.
Dance of the Dead, Animate Dead, and Necromancy are pretty hard to use multiple times because the theme with my deck, and one of the best things it can do for itself is to sacrifice my commander, Child of Alara, to wipe away the board. So these cards once they are in the graveyard can be rather tricky to efficiently return in order to continually benefit off of child. There are some incredible enchantment recursion cards out there, but some of them in my current list would require me to cast Argivian Find targeting necromancy or the like. Then casting the animation spell, which works entirely, but then if I want to do it again because I decided to cast Abjure, sacrificing child, to counter something like a Blightsteel Colossus, I'd have to go the route of casting a Noxious Revival or something else to try and do the same thing again. Plus cards like Animate Dead and Dance of the Dead have drawbacks to them. They are often susceptible to cheaper removal, thus getting rid of child in the process. It feels way more comfortable to Breath of Life child into play with no strings attached. Then my Archaeomancer just targets that and I'm off to the races. No middle man shenanigans.
Now, the reason all this is important, and why I assume that I'm going to have to do this multiple times is because child is a 6/6 and everyone at the table has 40 life (they also hate child). You only need 21 damage to win which is 4 unblocked swings with child but that all together is swinging 12 times in a row completely unblocked. That is not going to happen. The easiest way to control the board state with child is to purposefully sacrifice it. And if you have spells or abilities that sacrifice as a part of the cost, the trigger for child's death goes on the stack before I pass priority to the next player. It's why Perilous Research is probably going to be coming out, because it sacrifices on resolution. So if the spell gets countered I don't get my cards or a child trigger on the stack.
The reason Necromancy is in the deck is because there are creatures out there that have haste. Some of them are whatever like Glitterfang, but there are other creatures like Maelstrom Wanderer that are often the commander of a deck. So that player always has access to them, And it sucks when an 8 cmc, 7/5 haste, gives other creatures haste, cascade cascade creature drops in 2 big threats or a Protean Hulk and tries to kill me or the board. Necromancy can be played at instant speed, and I sacrifice at the end of turn, but I would probably do that anyways. I like to think of Necromancy as a combat trick more than anything. Maelstrom Wanderer is part of the reason I'm considering adding Comeuppance to the deck.
The other thing this deck has going for it is Maze's End and I've spent some time explaining how efficient that can be if you have the right cards in hand. Plus it's a combo that is available to 5 colors, and doesn't go away when I sacrifice child. A turn 4 Maze's End could mean I'm color fixed for the rest of the game.
I run a lot of basics because they're easier to ramp out into play. A lot of competitive land destruction targets nonbasic lands too, if that counts for anything. And there's plenty of reasons why I don't want to run a Hermit Druid 0% basic land combo deck with a hyper efficient fetches and shocks mana base.
If I ever get around to making a recording of the deck working well in a multiplayer pod, I will definitely upload it to this page to help provide insight on how I play the deck. And how I react in most situations with my experience in commander while running my list.
4 months ago
Well, I hear you Daedalus19876, and maybe I overestimated the power of this card. But I still think Solemnity has a lot of potential to revolutionize Zur the Enchanter decks and bring them an extra step higher in competitive play. I would like to clarify that I did not mean MY deck needs to be banned, I simply meant that Zur the Enchanter decks in general are going to get a lot stronger, to the point where we MIGHT see a dramatic increase in the number of his decks showing up (admittedly, having re-read my description, that probably isn't how my message came across).
1) Yes Necropotence is quite possibly the most terrifying card in zur decks (which I left out due to a personal distaste for that card), but since when does Solemnity have to come out first? A deck can run both and be even more terrifying.
2) I did not know about Solitary Confinement (or Personal Sanctuary for that matter) but I don't think either one compares to what Solemnity does here. Solemnity enables very powerful combos while also disrupting a very powerful and wide ranging game mechanic which can be employed by almost any deck, of any color, or play style.
3) Solemnity has no inherent protection, you're right. But the rest of the deck should be able to protect it easily enough. Greater Auramancy (tutorable) pretty much makes the opponent have to find at least two enchantment removal cards which is not always easy, or mass enchantment removal to which I can respond with Argivian Find or Replenish etc. or the Glen Elendra Archmage combo I mentioned. While the combos I mentioned might not be entirely tutorable by zur, I do still have 10 other tutors in the deck, and a decent amount of card draw/control elements to find my pieces.
4) I mentioned Atraxa, Praetors' Voice and Hapatra, Vizier of Poisons not necessarily because they are top tier, but because they seem to be among the most popular commanders at the moment that Solemnity ALONE handles pretty well.
Ultimately, I get your point. THIS deck does not need to be banned, and maybe Zur the Enchanter will never be banned. But I simply wanted to express my opinion that Solemnity seems broken as all hell to me. Sorry if I was being misleading, I don't want this card/deck to get banned because it is very exciting to me, and I hope it does not change the format as much as I think it can. Can you really blame me for being so excited over a deck I think can be extremely powerful?
4 months ago
@UnleashedHavok, If you check my infinite combos section Auriok Salvagers is actually part of an infinite damage combo. Restoration Specialist wouldn't fit this combo since its a one-time effect. I have considered the specialist before, and despite its effect being rare for the colors its in I prefer Argivian Find over it just for being cheaper mana-wise and usually it is all I need to get any combo restarted. Thank you for the suggestion though.
@Imraz, Thank you for the compliment. I really appreciate it!
4 months ago
If you had room for basic lands you could easily run the Scroll Rack + Land Tax card engine. Land Tax gives you three basics, scroll rack swaps those cards along with any other trash cards you don't like in your hand for new cards, and then Land Tax shuffles your library on your next turn so not only will you not draw into what you tucked away, but the process always repeats giving you the equivalent of an Ancestral Recall on all your turns.
Honestly at this point you got your deck feels like its held down so tightly it almost looks impossible to suggest any ways in which to make improvements.
I noticed you're running Wheel of Fortune. I don't know if you've considered Reforge the Soul some time long ago, but considering you're running Vampiric Tutor, Mystical Tutor, Lim-Dul's Vault, and Imperial Seal with can-trips galore it would practically be Wheel of Fortune for 1 less or at the same cost but at instant speed given it miracle cost. Sure it slightly impacts Dark Confidant and ad nauseum but only by 2 damage more on the off-chance it gets top-decked in a 99-card deck.
Other spells I could probably throw at the wall to see what sticks would be, Fragmentize, Argivian Find, Abolish, Ideas Unbound, Lightning Axe, Day's Undoing, Long-Term Plans, Defense Grid, Swerve, Darkblast, (Specifically for dredging dead cards with Sensei's Top.) Painful Truths, Abrade, Shattering Spree, Ensnaring Bridge, Standstill, Surgical Extraction, Snuff Out, Vendetta, Pongify, Rapid Hybridization, Innocent Blood, Esper Charm, Kolaghan's Command, Reanimate, Maze of Ith, Arcane Denial, Apostle's Blessing, Shadow of Doubt, Impulse.
Sorry if none of that ended up being helpful to you. I tried covering a wide range of spells that would vary in their ability depending on how your meta is.
4 months ago
I've been seeing a lot of Alesha decks due to that video. I've had my own for ages, so I can make a couple of recommendations to add more to this deck.
Lands: Geier Reach Sanitarium, good for putting creatures in the graveyard. Ash Barrens, I love this card, because it can color-fix for you and whatever color you choose you can have it enter the battlefield untapped meaning you can use it right away. Maze of Ith, Though it doesn't produce mana you can tap it to stop a big massive stompy creature from smashing into you or you can target your commander so once you've activated the attack trigger you can prevent any damage dealt to it if your opponents all have massive blockers.
Creatures: Big Game Hunter, Intrepid Hero since they remover creatures that are more massive than your commander. BGH works right away while IH given some time can become repeatable removal. Vulturous Aven can give you repeatable card draw. Grenzo, Havoc Raiser can cause shenanigans for your opponents forcing them to swing their massive stompy creatures at your other opponents causing forced trades or force their smaller important creatures into attacking into another opponent's massive blockers effectively killing it. He also provides some card value if you choose to exile cards instead. Balefire Liege also works in fiving your creatures a buff while messing with your opponent's life totals and increasing your own. Peacekeeper is also nice since it can keep your opponent's from attacking and is recurable.
Artifacts: Rakdos Signet, Orzhov Signet, Boros Signet, If you find yourself needing more ramp these can be very helpful. If you want another Goblin Bombardment I'd recommend Blasting Station, since most loops will return the creature after being sacrificed it will untap the Blasting Station so inifinite sacrifices are still possible with it. Noetic Scales Considering most of your creatures will be smaller than your opponents the scales will likely effect your opponents more causing them to bounce and recast their creatures, and it can remove potential blockers. So long as you have 3 or more cards in hand it will never backfire on you.
Enchantments: Animate Dead, Surprisingly you missed a combo. If Leonin Relic-Warder is in your graveyard and you have Goblin Bombardment on the battlefield you can use Animate Dead to bring back the Relic Warder. Relic Warder then exiles Animate Dead. Since Animate Dead leaves the battlefield a sacrifice trigger for the Leonin Relic Warder is put on the stack. While its on the stack and before the Leonin Relic Warder has been sacrificed you can instead sacrifice the relic warder with Goblin Bombardment dealing 1 damage to an opponent. Relic Warder leaves the battlefield returning Animate Dead back onto the battlefield from exile. You can then target the Leonin Relic Warder with it and repeat the process all over again. Dance of the Dead also works as an alternative to Animate Dead. Break Through the Line is utterly evil with Master of Cruelties since it can give him haste and you can give him unblockable before blockers are declared. Phyrexian Arena is also a helpful card since it can give you additional draws on each of your turns. Sinister Concoction allows you to discard a creature card while removing an opponent's creature.
Instants: Path to Exile is a handy creature removal spell. Vengeful Dreams is also a handy removal spell since it allows you to discard creature cards to exile your opponents attacking creatures. Lightning Axe can also allow you to discard a creature to remove a creature as well, but this time at any time. Anguished Unmaking, Chaos Warp, Both are handy permanent removal spells you can run in your colors. Abolish, this card can be a free-cost card if you have a Plains in hand since it can removal an opponents artifact or enchantment when they think you're tapped out. Argivian Find is also useful in case one of your opponents destroys one of your artifacts or enchantments you use in your combos you can return it back to your hand.
Sorceries: Buried Alive is a useful tutor that allows you to put any three of your creature cards from your library into your graveyard. Day of Judgment, Blasphemous Act, Chain Reaction, are all effective boardwipes you can use. Demonic Tutor is also a good tutor effect since it costs less than Diabolic Tutor. Gamble is another fun tutor spell to use and given your odds the more cards you have in hand the less chances it will force you to discard something important. Do or Die is another deliciously vicious card you can also use since it can cut your opponents boardstate in half.
5 months ago
I would certainly play Force of Will because it also helps with exiling hedron from your hand while protecting the gameplan.
I think the biggest Problem is to actually find 4 copies of the same Card and the easiest way to find one, two or even three is Manipulate Fate and Intuition. Then you can get it back from Exile with Pull from Eternity and to your Hand with Argivian Find as well...I suggest you play 4 of both and cut Surgical Extraction because you won't like to cast that on yourself and exile all 4 copies. Drift of Phantasms is a bit slow imo and it searches only for one Card at once. Recall is also expensive to cast and Counter backup is surely better in These Slots.
6 months ago
Hey, little thing, but in your description (in the part about card selection) you mention your typical Intuition search including Argivian Restoration and that card isn't in the list. I think you meant Argivian Find which is in the list and makes a lot more sense. Really cool deck, though. +1