Vedalken Archmage

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Mirrodin (MRD) Rare

Combos Browse all

Vedalken Archmage

Creature — Vedalken Wizard

Whenever you play an artifact spell, draw a card.

Vedalken Archmage Discussion

Lhurgyof on The Children of the Corn

1 day ago

All good suggestions. Blade of Selves + Reaper King in a four player game gives you 3 Reaper king tokens, which each see each other enter, giving you 9 vindicates (three from the original king, two for each token). The same general idea works for Helm of the Host , except the tokens stick around.

Trash for Treasure out for Goblin Welder and Cloudshift out for Vedalken Archmage sound good for a starting place.

Budget isn't the biggest problem, while I'm not looking to drop a lot of money on any single card, I have a huge collection that includes many old cards.

bushido_man96 on The Children of the Corn

1 day ago

I think you could cut Cloudshift for Vedalken Archmage . If you're looking for budget options, I like cards like Greed , Book of Rass would work well being a 5-color deck, Kumena's Awakening is worth a shot, Guardian Project , Beast Whisperer as just a few. I like to run about 10 card draw spells in my decks. If you have Rhystic Study , throw it in. I would probably cut some of your copying effects to add some card draw. I don't know how important cards like Blade of Selves and Helm of the Host are to your strategy, though.

A thought I had too was to replace Trash for Treasure with something more repeatable, like Goblin Welder .

Lhurgyof on The Children of the Corn

1 day ago

bushido_man96: Thank you for the input. I think some boots would fit in really well, honestly.

And as for card draw I did notice it as an issue while using the site's playtester. Any advice on what I could throw in/cut? I think Vedalken Archmage is probably the strongest draw engine I could run, but again I need to find something to cut.

davidsays1: Thanks for the kind words. "Children of the Corn" was already taken so I had to add "The" to it lol.

Magraal on Emry, Lurker of the Infinite

2 months ago

FYI, Power Artifact doesn't give infinite mana from Mana Vault, nor does Rings of Brighthearth with Grim Monolith. Mana Vault's untap is a trigger, which can't be reduced by Power Artifact; Grim Monolith + Rings will net infinite untaps but will not produce any additional mana- the loop achieves nothing without a Mesmeric Orb in play. The Proteus Staff idea is cute, but imo the more powerful way to build Emry is with creatures that have powerful static abilities that synergise with her- specifically Mirran Spy and Vedalken Archmage The spy in particular goes infinite with any 0-cost artifact that sacs itself as part of the ability, of which you already have the baubles and lotus petal.

skibulk on Scarecrow Deck

2 months ago

That could work. Vedalken Archmage + Words of Wind + 2x scarecrows = pay : each other player returns a permanent to their hand. Granted it is a 4-card combo. You could also go with Crystal Shard / Portal of Sanctuary . They don't combo as nicely, but they're still useful without the Archmage. You could also use them to save stuff on other people's turns. Not sure if it's worth the trade-off.

Subzero6977 on Gadwick's School of Witchcraft and Wizardry

3 months ago

Lunar Mystic Vedalken Archmage Alhammarret's Archive Jace's Sanctum Mirrorpool and Terrain Generator are all great cards to consider as well and seem like they would do well for you in this deck.

SideBae on Urza taxes like the goverment

4 months ago

First, I think you're running way too many lands. Even subtracting Maze of Ith and Glacial Chasm , you have 37 lands for producing mana. Urza's Power Plant , Urza's Mine and Urza's Tower are difficult to make work in EDH. As colorless sources, they're significantly worse than a basic Island when they aren't all in play; assembling them is difficult when they're each only one out of ninety-nine cards. I suggest cutting the Urza's lands, Darksteel Citadel and Seat of the Synod . They all die to Back to Basics , Magus of the Moon and Blood Moon , and the Citadel and Seat both get turned off by Stony Silence and Null Rod . (Though the artifact lands do boost Urza's Karn-friend, I think there're better ways to get artifacts out.) Thirty-two to thirty-three lands is probably about where you want to be; running enough mana rocks will help the deck move faster, and cutting lands means you draw better mid- and late-game too.

While we're talking about lands, it's great you're running Brainstorm , Ponder and Preordain . Ponder and Preordain are good in pretty much any blue list, but Brainstorm really goes from OK to busted with the help of shuffle effects. Fetches like Flooded Strand , Prismatic Vista or Polluted Delta are best, mainly because they don't have an ETB tapped to get in the way of your mana. Unfortunately, since these fetches are played in pretty much every format except Standard and Pauper, they're wildly expensive. Evolving Wilds and Terramorphic Expanse are on the table, as are Bad River and Flood Plain .

Tutors are excellent for making a deck more consistent; Fabricate and Merchant Scroll are great cards I see you're running. Whir of Invention is worth considering, and Muddle the Mixture finds both halves of the Isochron Scepter / Dramatic Reversal combo. Reshape and, if your rich AF, Transmute Artifact are also good. Instant-speed card-draw, from things like Fact or Fiction , Thirst for Knowledge or Glimmer of Genius , is a powerful effect.

Arcum's Astrolabe is worth considering. I haven't play-tested Urza, Lord High Artificer much more than a little, but having a one-mana artifact that cantrips and produces mana once Urza is out is probably a good effect, especially since you're already running all Snow-Covered Island s. Ramp like Chrome Mox , Mox Diamond and Mox Opal is expensive but extremely powerful; I'm having trouble determining your budget, mostly because you're running Mana Crypt , Mana Drain and Force of Will . Thought Vessel , Mind Stone , Prismatic Lens , Sky Diamond , Coldsteel Heart , Fellwar Stone and the soon-to-release Arcane Signet are all worth considering. In my experience, two-mana mana-rocks are vastly superior to three-mana mana-rocks, as they let you drop your general turn three rather than four.

There're a few artifacts-matter creatures you might want to consider. Vedalken Archmage is a real source of card-advantage, and Lodestone Golem is a great, sort-of one-sided sphere effect. Phyrexian Metamorph is a good way to copy stax pieces you want more of or mana rocks you want again, as are Copy Artifact and Sculpting Steel .

Consider Howling Mine . With Urza, High Lord Artificer is out, tapping it for mana on your turn results in it being a one-sided card-draw effect. Echo of Eons is good as a second Windfall -style card to go with your Narset, Parter of Veils . Sticking in one or two more infinite-mana combos is probably not a bad idea, either. Rings of Brighthearth with your Basalt Monolith or Power Artifact with a Grim Monolith or your Basalt Monolith can both produce an insta-win.

Good luck, man!

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Vedalken Archmage occurrence in decks from the last year

Commander / EDH:

All decks: 0.01%