Argivian Find

Legality

Format Legality
Pre-release Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Vintage Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Weatherlight (WTH) Uncommon

Combos Browse all

Argivian Find

Instant

Return target artifact or enchantment card from your graveyard to your hand.

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Argivian Find Discussion

Enral on Flashing Your Way To Victory

1 week ago

You should replace your Divination with Secrets of the Golden City. Since you're running a bunch of artifacts, Academy Ruins/Buried Ruin is a good addition. Artifact recursion like Argivian Find/Mine Excavation/Remember the Fallen/Restoration Specialist/Sun Titan are useful.

aurondian on Sickening Storm

1 month ago

If I may offer some suggestions, I don't think storm is the best route for these colors b/c you don't have cantrips or high tide or any of the good shit that makes storm work well in, let's say, grixis. My I would suggest adjusting the deck to incorporate more of the following:

Phyrexian Altar (and to a lesser extent Ashnod's Altar)+Reveillark/Karmic Guide loop generates infinite colorless mana and ETBs. We can get there faster with Buried Alive/Reanimate +our loop and Wall of Omens (probably the only way to competitively do this.) Using Wall of Omens we can draw through our library. Using Blood Artist/Zulaport Cutthroat and our loop we kill our opponents. With infinite mana from the Phyrexian Altar we can cast Torment of Hailfire and kill everyone. You can Sickening Dreams. You can cast Consume Spirit to drain one player to death then Bond of Agony to kill table or Debt to the Deathless (or any other b/w kill spells).

So at a minimum to set this combo off you need 4 which provides you infinite colorless and our entire library with which we can cast Phyrexian Altar, Gemstone Array, or Mycosynth Lattice to turn our infinite colorless into infinite colored mana. Now we win. Having 3 targets for our infinite mana means our opponents better have stopped the combo back when we were reanimating, cause holding up enough counters to stop 3 spells ain't easy. Since black has so many ways to reanimate, this isn't a problem either, throw in Necromancy, Exhume, and Victimize and we have plenty of options open to us.

What do we do if our altars get countered? We have a few options: Buried Ruin, Argivian Find, Mine Excavation, Ritual of Restoration, and maybe some others allow us to get it back and try again.

(Another option that just occurred to me is to have Disciple of the Vault out, buried alive our loop + an artifact creature (preferably one that provides value), won't need the altars, so this costs 1-2 mana less, but requires more and doesn't give you the option of your library+infinite mana).

Things I would highly suggest adding: Street Wraith, Viscera Seer, Phyrexian Arena, Dark Deal, Path to Exile and the other cards I've mentioned

I would take out the Serra Ascendent, Candelabra, Land Tax, Aetherflux, Paradox Engine, Human Frailty and anything else that doesn't help us get there

I would be very interested in what you think of these changes, I will probably put up a build of my own when I get a chance

(I was brought here after being asked to for a competitive build for Orzhov, found your comment on the Lab Maniacs CEDH list. I think this is a good start, but I think it can be improved.)

spuiopq on Kraum's MANly Combo-Control

2 months ago

Lilbrudder:

All due respect, I find the deck a little thin on both graveyard recursions and hates, comparing to the sans-red counterparts. Rest in Peace and Timetwister may give rise to the current state, I guess. However, due to the fact Timetwister being a card that not everyone can afford, while Rest in Peace screwing us no less harder than the opponents, it might be necessary to find alternatives, decent if not better.

With Silent Gravestone and Grafdigger's Cage as the two most efficient pieces of graveyard hate apart from exiling, they each provide an approach to break parity. Grafdigger's Cage holds back casting from graveyards effects on one hand, namely Yawgmoth's Will, Past in Flames, and other cards that have or grant flashback, but gives permission to regrowth effects. That's the route sans-red decks have followed, and Ashes of the Abhorrent could be added to supplement the plan. On the other hand, however, while Silent Gravestone has nothing to do with graveyard casting, it does hamper cards like Regrowth, and common spell recursion in the form of Snapcaster Mage and Jace, Vryn's Prodigy  Flip. Problem is, the other card that have an identical effect is the green Ground Seal, which is out of question, and although Yawgmoth's Will is good enough, it's an one-off, and too often too mana-intensive casting a full combo. Meanwhile, Past in Flames, yawgwin's narrower counterpart, is just worse, usage confined in storm decks.

One can always pivot to the former plan, using sub-par recursion spells like Argivian Find, or even Replenish if enchantment heavy. Since the green counterparts can do better, why bother?

While itself being problematic, I propose Mizzix's Mastery as a backup plan. Worst case scenario, it's an over-costed removal spell. But once you've got Ad Nauseam, Angel's Grace, and probably Sickening Dreams in the bin, you can overload it and win on the spot. On more obscure occasions, a Quickened overload can be cast end of a turn of Necropotence. That said, not convincing enough even to myself, not to mention the conflict of the original version and Silent Gravestone.

Another possible solution might be Waste Not and Ill-Gotten Gains. It might sounds crazy, but with all the open information, the opponents might actually be more perplexed than us, especially when having a combo at hand. Plus, Waste Not has good synergy with wheels, act as a quasi Notion Thief, and works with Humility.

Hope you've got great results testing the deck. Good luck.

NoNeedToBragoBoutIt on Odric - Soldier Tactician

8 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).

Of the PW options Ajani Goldmane certainly is the strongest at what he does, with only Ajani Steadfast being somewhat playable as well.

eLLIPSIS666 on I'm the reason people hate Child of Alara

9 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.

skoobysnackz on Zur's Solemn Ice Fortress

10 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?

StopShot on Flame Haze

10 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!

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