Hedron Archive

Legality

Format Legality
Tiny Leaders Legal
Limited Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Highlander Legal
Penny Dreadful Legal
Block Constructed Legal
Leviathan Legal
Legacy Legal
Frontier Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Commander 2018 (C18) None
Commander 2017 (C17) Uncommon
Battle for Zendikar (BFZ) Uncommon

Combos Browse all

Hedron Archive

Artifact

: Gain .

, , Sacrifice Hedron Archive: Draw two cards.

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Recent Decks

Hedron Archive Discussion

yeoman67 on Trailer Trash Ayli

1 week ago

K gonna try to build it into a value sac outlet, recursion plan. If you like it look at Shirei, Shinzo’s Caretaker who also can the the same strat.

Mana base changes boring I know

Desert of the True/Desert of the Glorified- Secluded Steppe\Barren Moor

Forsaken Sanctuary- Tainted Field

Orzhov Guildgate- Orzhov Basilica

Now onto cards to add

Command Tower, Scoured Barrens, Isolated Chapel, Vault of the Archangel, Bojuka Bog, Caves of Koilos, High Market, Temple of the False God, Shambling Vent

land base like this you have 3 tapped lands so a pretty fast mana base. I would say 1 of the land destruction lands ie Ghost Quarter would be a good addition, while over budget Urborg, Tomb of Yawgmoth is the best. Non budget options Fetid Heath, Godless Shrine,Westvale Abbey  Flip, Cabal Coffers.

Cards to ditch

Rogue's Passage, Blighted Fen, Opal Palace

8 other mana soucres Orzhov Signet, Sol Ring, Orzhov Cluestone, Burnished Hart, Hedron Archive, Darksteel Ingot, Commander's Sphere, Sword of the Animist

Removal package 5 pieces of spot removal in Utter End, Swords to Plowshares, Mortify, Anguished Unmaking and Unmake can target all toss Vindicate IF you can grab it. 3 board wipes Dusk, Fumigate, Day of Judgment Will post again am sleepy

landofMordor on Chronicle of Bolas: A Familiar ...

1 week ago

So, this takes place in FRF, right? Several hundred years before the "present"...a present in which Jace and co. meet Ugin in the ethereal flesh (Ugin's Insight, Hedron Archive, etc). So there's a 0.00% chance Naiva succumbs to Bolas's temptations, because Ugin is alive in the future.

The real question is...did Bolas somehow forget he knew about Ugin in the future? Hm...

The story this week was on point, though, in terms of characterization and writing quality.

Jimmy_Chinchila on Are Mana-Generating Artifacts Really that ...

1 week ago

Nearly every viable build uses at the very least Sol Ring, but also commonly Mind Stone, Hedron Archive, Thran Dynamo. Not anything wrong with that, but to some effect it almost forces them to be played to maintain parity. A Turn 1 Sol Ring especially into like a Mind Stone same turn, taxes everyone’s artifact removal from the get-go or else gets you really far ahead. Not to mention Chromatic Lantern in almost every 3+ color deck. This guy super flavorful and probably won’t live a whole turn cycle so will likely just give you a short term access to ramp.

Of course, you could also have a Mycosynth Lattice and a Zuran Orb and steal their lands to then sac...

I like the niche it fills, I think it’ll certainly mix things up and be a solid red staple in a ton of builds. Yes, it’s creation is warranted. No, I don’t think it’ll have too much of an impact. Cool card for me!

TheBloopKing on Why Every Commander is Competitive

3 weeks ago

this is a very well made post. My personal suggestions

Every commander needs at least 8 mana rocks. Mana rocks serve a couple purposes depending on which ones you put in. Either they ramp you up mana like Hedron Archive or Mind Stone or they help you mana fix like Manalith. I run Signets simply because they do both. Also cards such as Ruby Medallion are relevant all around, including removing part of the first commander tax.

Decks should have at least a couple ways to add cards into your hands. You covered most of the blue ones such as Brainstorm

White Draw: Wall of Omens, Alms Collector, Mentor of the Meek, Aura Blast, Puresteel Paladin, and anything with "cycle on it"

Green Draw: Harmonize, Explore, Elvish Visionary, Soul's Majesty, Primordial Sage, Shamanic Revelation

Red Draw: Tormenting Voice, Wild Guess, Faithless Looting, Magmatic Insight, Cathartic Reunion, Wheel of Fate, Reforge the Soul, Expedite, and any of the guys that say "Discard a card, Draw a card"

Black Draw: Phyrexian Arena, Damnable Pact, Grim Haruspex, Sign in Blood, Ambition's Cost, Underworld Connections, Night's Whisper, Read the Bones, Harvester of Souls

Multi-coloured Draw: Abzan Charm, Shaman of the Great Hunt, Fathom Mage, Fevered Visions, Spiteful Visions, Painful Truths, Edric, Spymaster of Trest

Artifact Draw: Skullclamp, Staff of Nin, Mind's Eye, Mask of Memory, Howling Mine, Horn of Greed

I know I missed lots of draw but should give people an idea of what kind of draw you can access in the specific colours.

TheBloopKing on The Further Proliferation of Terrible Ideas

3 weeks ago

I think you are missing the crucial card draw. I don't see many cards that add you card advantage in the early game. Also, I feel a couple extra turn cards wouldn't hurt with the ramp you possess in this deck.

Brainstorm, Ponder, Harmonize, Night's Whisper are some real efficient draw. Temur Ascendancy is also a utility draw piece I add if the deck has the colours and could draw me atleast 3 cards through out the game.

Time Warp, Temporal Trespass and Part the Waterveil.

Also Ring of Three Wishes is a very good card in proliferate decks

I personally have a problem running less than 8 mana rocks as Armageddon is very much a played card in commander. Worn Powerstone, Commander's Sphere, Hedron Archive, Darksteel Ingot and Palladium Myr are guys I run any chance I have (granted most of these aren't that competitive, just great ramp)

Signets are also great mana fix that ramp you also.

Sylvan Scrying lets you look for any land card in your deck which I think is powerful considering some of the land in magic

Scytec on Breed Lethality 2018

4 weeks ago

So, I think you may have a problem. It seems as though you prefer a more controlling archetype of play. Atraxa is a phenomenal commander, however, when you build her around +1/+1 counters, you are tending to play quite aggressively. You have a few options. You can continue dumping money into Atraxa and you'll have one fairly powerful deck you can play. Not a terrible thing, probably your best avenue power wise. However, it sounds like you're holding onto this single deck because it was a nice gift, and it was, so keep it intact to play, but I recommend stepping a little aside and constructing a new deck. There is nothing wrong with having multiple decks to play, and you could build something a little more in your wheel house. If your group doesn't have a problem with it, I recommend proxying cards before purchasing them. Especially your more expensive cards. Try the cards out in a few games and see how they play before investing in them. Another issue is that it seems like you are in a moderately competitive meta. That's tough as a budget player. While not impossible to build a competitive deck on a budget, it is quite difficult. I recommend looking up cEDH deck lists on YouTube through channels such as LabManiacs. They have a few budget options if memory serves. There are numerous other channel that do the same thing. One of the best semi-competitive decks is Edric, Spymaster of Trest, but it is super aggressive as well. Tatyova, Benthic Druid is another option that could be a little more controlling...

If you're dead set on Atraxa, which I wouldn't blame you for, she's dead sexy, :p I recommend shifting into a more infect, or superfriends archetype. Superfriends referring to Planeswalkers. I personally am building Atraxa Infect as I acquire the cards as that's my playstyle, but you may enjoy the more controlly aspect of superfriends. If you go that route look at cards that increase your protection. Ghostly Prison, Sphere of Safety, Propaganda, Meekstone, Crawlspace, and Ensnaring Bridge are some good ones of the top of my head. Look at additional ramp like Mana Vault, Basalt Monolith, or even Hedron Archive. There is an excellent podcast for EDH called The Command Zone. Highly recommend them for suggestions as well. They've done an episode on Atraxa. Anyway, they recommend as a rule 10 cards that provide ramp, 10 cards that provide card draw, 5 board wipes, and 5 spot removal. With variance depending on who your commander is and the deck you're trying to play, these are just things to look for. If you're consistently top decking, add some draw. More than anything you have to find something you enjoy playing. You'll get to the point you have a $700 deck or even more that you just really don't enjoy playing...and that sucks. So that's my recommendation, either shift archetypes with Atraxa, or Build a new deck that fits your playstyle more. If I'm wrong and you really enjoy the aggressive route, then ya, picking up some cards that provide you and your board with hexproof is a great idea. Also, perhaps get some enchantment removal such as Naturalize in addition to the Krosan Grip you already run. Redundancy is good. If one iteration of a card is good enough for your deck...why not another? My personal favorites are Anguished Unmaking and Utter End as they allow you to deal with practically anything.

Sorry about the novella...good luck! Let me know if you have any more questions.

TheBloopKing on Jodah, Arch-Pimp Eternal

4 weeks ago

Solemn Simulacrum is a good ramp addition. I'm also very fond of Hedron Archive in commander. It's "draw two cards" has won me many games. Commander's Sphere also goes along the same premise of Hedron Archive and offers you coloured mana.

Wonder and Anger are two cards that enhance late game and I personally enjoy lots. Both would do some damage in this deck

Have you considered some cheap draw spells? Brainstorm, Ponder, Preordain are 3 I have personally stapled to any blue coloured commander. Opt, Serum Visions are also good.

Also if you can fit them in. Signets work wonders. Mana ramp and mana fix all in one. Helps you turn that colourless mana into coloured. Izzet Signet, Gruul Signet, Golgari Signet

I like the deck. It seems powerful and very hard to get around. You got all the late game figured out so I wont suggest on that area. What I think is that there is a little gap in the early to mid game where you aren't doing a whole lot. Gives other decks such as Najeela, the Blade-Blossom and Marath, Will of the Wild a chance to get real far ahead to the point where dropping a Elesh Norn, Grand Cenobite might not work quick enough

NoSoyYucateco on Jhoira's Vehicular Travels

1 month ago

Glad you like it. It is one of my favorite cards, but I don't think it has gotten enough love. Certainly not like Guttersnipe.

I think you can also swap out two lands for some mana rocks. Sol Ring is the obvious choice, but I like other low-cost ones like Mind Stone, Fellwar Stone and Coldsteel Heart. Or even Sky Diamond, Fire Diamond or Izzet Signet. These can all help you get Jhoira out on turn 3 so she can start doing her thing. I'd rather see any of these over Hedron Archive too, since it costs so much in comparison.

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