Alhammarret's Archive

Alhammarret's Archive

Legendary Artifact

If you would gain life, you gain twice that much life instead.

If you would draw a card except the first one you draw in each of your draw steps, draw two cards instead.

Browse Alters View at Gatherer

Trade

Have (2) metalmagic , Azdranax
Want (6) Wihito , nyanwils , Imartin95 , krayzeee , Camypo , Pyrezz

Printings View all

Set Rarity
Mystery Booster: Store Edition (MYSTOR) Mythic Rare
Mystery Booster: Convention Edition (MYSCON) Mythic Rare
Magic Origins (ORI) Mythic Rare

Combos Browse all

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
2019-10-04 Legal
Block Constructed Legal
Pioneer Legal
Leviathan Legal
Legacy Legal
Frontier Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Alhammarret's Archive occurrence in decks from the last year

Commander / EDH:

All decks: 0.04%

Alhammarret's Archive Discussion

pmansmoney on Erebos Black Devotion

15 hours ago

Whoops Profet93 Imp's Mischief is supposed to be in here along with Blast Zone! both are in the paper deck.

Yeah just added crucible so probably need more fetches. terrain generator has been good for me, but thats probs cuz I've been playing this deck in slower more casual metas and maybe is just too slow.

Alhammarret's Archive is cool but its five mana but actually the life gain is very tempting. I still wanna thin down the curve and everything/get rid of the fluff because I should be playing Night's Whisper effects but am too greedy cuz I want to play my big flashy black bois.

I can def see cutting Hedron Archive maybe thats what I swap for Doubling Cube.

Meteor Golem is an interesting suggestion because I'm not playing All Is Dust or big or little Ugene. It seems so overcosted though and the reanimate/recurring part of my deck is pretty small so idk.

I chose Vraska's Contempt because I wanted an exile effect somewhere in the deck even though its a turn slower and Murderous Rider > hero's downfall.

Profet93 on Erebos Black Devotion

16 hours ago

Not enough basics for stronghold to go off reliably.

Whats the purpose of snow basics, just for field?

Alhammarret's Archive - Extra draw

Blast Zone - Another way to deal with artifacts/enchantments, bringing it up to 3

Hero's downfall > Vraska contempt IMO

No Imp's Mischief for shits and giggles?

Cut terrain generator for another fetch to synergize with crucible.

Hedron archive is not needed, doesnt ramp your commander quickly and the draw wouldn't be used too often.

In your maybeboard, I like emrakrul (obviously). Meteor Golem can be another way to interact with artifacts and enchantments, and u can recur it.

TypicalTimmy on Just Chatting I

23 hours ago

EDIT: Alhammarret's Archive doesn't give you a second draw off your draw step. However, everything else I mentioned about it still holds true.

TypicalTimmy on Just Chatting I

23 hours ago

That's what I was leaning toward, Dylan. Here's why:

Between all 10 Guild Signets, Arcane Signet and Fellwar Stone I have access to 12 stones that produce a wide array of colors. Now I could add in Coldsteel Heart, but this enters tapped and only allows me one color, so I'd rather not limit myself so heavily. There are about 10 or so lands I have identified that can also produce any color mana with little downside, on top of the 10 shocks and 10 fetches.

So I think I can build a robust enough mana base to pay for a 10cmc Commander relatively quick. What'd I'd need from to speed things up is draw.

Draw is the single most important aspect of this deck, because without it I'd eventually run out of cards in hand. So, for the purposes of this deck, I think high-impact draw spells such as Sphinx's Revelation are actually well worth it. There is, of course, Karametra, God of Harvests but unfortunately she seeks out basics. Between 10 shocks, 10 fetches and 10 that produce all colors, I already have 30 lands accounted for. If I go even just two of each basic, that's 40 lands in a 99 card library.

Add on top of this the 12 stones I've mentioned and I have a staggering 52 mana-producing cards, leaving me just 37 of them left available to me.

If I put in 25 Gods, this means I will be on average drawing a God every 3rd - 4th turn. This however leaves me with a mere 12 cards left to work around.

This is where the difficult part comes into play; Between the shocks and fetches, that's a staggering 30 life that could be paid into them over the course of a full game. So, naturally I'd want some cards to regain said life.

Sphinx's Revelation works really well for this, as would cards such as Whip of Erebos, True Conviction and Titanic Ultimatum. However this leaves me 8 cards left.

I want to plan for wraths, as with my Gods being Indestructible I want to blow up the battlefield and reset the game, allowing me openings to swing in for the win. I feel that in order to appropriately push this, I'd want at minimum 5 wraths or wrath-like effects. I think I have settled upon:

This leaves me with just three cards for draw. Bare in mind, Sphinx's Revelation is already listed and Karametra, God of Harvests effectively acts like draw. Something I think a lot of players miss is that there is a difference between draw and card advantage. What Karametra, God of Harvests does is give you card advantage by putting additional cards onto the battlefield. For each 1 creature you pay, you get an additional land for free. This means you remove a card from your deck, thereby increasing the percentages and chances of drawing into something better.

The same is true for fetch lands - Using one land to take another land out of your library is effectively removing 2 cards, meaning you improve percentages.

Between Sphinx's Revelation, Karametra, God of Harvests, Keranos, God of Storms and Ephara, God of the Polis there's a decent amount going on. There's also The Scarab God who I can use as an exile effect against graveyards to give me more bodies on the field, which in turn translates to scrying. The Locust God also works for draw, as well. So that's six already named in the base set. I still have 3 cards left to build into the +99.

Blue Sun's Zenith is an obvious must-have as it ensures replayability. With the insane density of mana in this deck, I'd be stupid to not play it.

I honestly feel Thopter Spy Network is a good choice as well, because not only does it give me 1/1 flyers as chump blockers while I wait on devotion to kick in, it also gives me card advantage when they deal combat damage. I think many players overlook the second ability on this card, as it rarely sees any play in any deck out there.

Finally, I think I rather enjoy the idea of Alhammarret's Archive. It gives me a guaranteed 2nd card per draw, gives me additional resources with all of the above-mentioned draw worked in by the Gods, doubles up all of the X-draw factors, and really helps me push forward the regaining of life.

Now I obviously don't "need" to run 25 Gods, however I want to ensure I am always able to put pressure on the boardstate.

So, for now, that's where I'm sitting. It's about shifting resources and honing in the design to make it both faster and more aggressive.

I know it won't be on par with Ur-Draogn, Scion, Jodah or some of the other more robust 5c Commanders out there, however it's a unique and fun design that's honestly really difficult to stop.

That's why I've settled on Progenitus. He's harder to get out at first, but he damn-near instantly turns all Gods into viable creatures. Morophon, the Boundless still needs to wait to turn them all on, and it could be several turns before any one of them come online.


Having said everything I did in here, the truth is I am building this deck as an excuse.

I really wanted the Stargazer Secret Lair pack so I bought it. I am in love with the artwork and the idea of it just felt so natural to me.

One of the biggest hurdles I've had getting into EDH more is the mana base. The lands in any deck, as we all know, can easily double the cost of it. So, I came to terms and bought all 10 shocks and all 10 fetches. Doing so set me back $430, but now it's a hurdle I no longer face. I can now build stronger mana bases and, therefore, play the game more confidently.

So since I have the Gods from Stargazer and I have the 20 lands, I figured why not combine them into something special and I can just move the lands into whatever deck I need later on.

zephyr6066 on Uro, Titan of Self Mill

1 month ago

hecubus333, Thanks! I'm glad you enjoyed it so much. Uro, Titan of Nature's Wrath's ETB abilities are just so abusable that I had to build a deck around him.

As for wincons, the primary one is milling yourself and then using Jace, Wielder of Mysteries or Thassa's Oracle. I chose these rather than Laboratory Maniac because they are more resilient. You'll notice we don't run that much interaction, so we want to be able to win and not have that win threatened. Of the two, I prefer Thassa's Oracle more since the win condition is an ability so it doesn't matter if it gets destroyed. The trouble with lab man or jace is that if it gets removed and you go to draw that last (nonexistant) card, you lose instead, so Thassa's Oracle provides that resiliency. And then I chose Jace for the same reason because planeswalkers are typically harder to get rid of. Also both oracle and Jace are what I like to call "self-contained wincons" meaning that they come down and you win assuming you meet the conditions without having to do anything else.

There is one other alternative hard wincon in the deck if the self mill strategy isn't viable, and three soft wincons if it gets to that point. Generally, the soft wincons are designed as ways to lock down the game and stall out until you can get one of the hard wincons to actually win the game.

The alternative hard wincon is a Lifegain + Aetherflux Reservoir strategy. Uro gains us a ton of life, so why not capitalize on this with other lifegain spells? Horizon Chimera, Skola Grovedancer, Tatyova, Benthic Druid, The Great Henge, Shadowspear, etc, function as a lifegain package to pad our life total because people will definitely be attacking us. This buys us time to find responses or to outright win. It also helps you pay for Glacial Chasm's cumulative upkeep cost to prevent those attacks outright. Finally, in long and grindy games, we can simply use our massively inflated life total to blow out opponents with the deathstar that is Aetherflux Reservoir, which itself also functions as a lifegain engine. Plus, all of this lifegain is doubled by Alhammarret's Archive, which is just nutty. Piloting the deck, I've managed to gain 110+ life in one turn so it's definitely a viable strategy.

Onto the soft wincons:

The first soft wincon is to take infinite turns with Nexus of Fate. So the way this works is that with the self-mill we're doing, our deck gets pretty thin. Basically, at some point, if we've milled out successfully, Nexus of Fate will be the only card left in our library which means we draw it every turn since it shuffles itself back into the library if it would hit the graveyard as a replacement effect. This has the bonus of preventing us from milling out since then we always have a card to potentially draw whenever we need to at that point. However, not that this isn't a wincon by itself, which is why it's called a soft wincon, but it does mean you have all the time in the world to find a way to get one of the hard wincons out. Basically the play is to cast Nexus of Fate, pass turn to yourself, and then use the upkeep Genesis trigger from Genesis being in your graveyard to get back Thassa's Oracle for the win. Alternatively, you can just take infinite turns and force everyone else to concede if you absolutely can't win.

The next soft wincon is a little complicated, but basically it's a loop involving Peregrine Drake, Deadeye Navigator, and either Words of Wind + Uro or Panharmonicon + Venser, Shaper Savant to force your opponents to bounce all their permanents, including lands. At that point, most of them will choose to concede the game because they have no permanents or land. If not, you can keep looping, but to draw cards instead to get one of the other wincons to win the game outright. Here's how the loops work:

1) Words of Wind + Uro, Titan of Nature's Wrath To start, you make infinite colored mana with the Peregrine Drake/Deadeye Navigator combo, and then cast Uro, or flicker it with deadeye if Uro is already on the field. With Uro's abilities on the stack, you pay 1 mana into Words of Wind to replace your next draw with forcing every player to bounce a permanent. Obviously, you choose to bounce Uro to your hand. With infinite mana, you keep looping this gaining life each time while forcing your opponents to bounce all of their permanents, including lands. At that point, if they dont concede, you can draw cards by not using Words of Wind and having uro sac himself to the command zone. From there, you dig for either Aetherflux Reservoir or Thassa's Oracle or Jace, Wielder of Mysteries to actually win the game.

2) Panharmonicon + Venser, Shaper Savant For this loop, a Panharmonicon is not required, but makes it easier to do because of the double ETB triggers. First, we begin like previous making infinite mana with Peregrine Drake/Deadeye Navigator. This lets us cast Venser, Shaper Savant. And we target an opponent's permanent to bounce to their hand. If you don't have Panharmonicon, you pair venser with Deadeye Navigator, and use deadeye's flicker ability to keep flickering venser ad nauseum until all your opponents permanents (including lands) are bounced to their hand. At that point, if they don't concede, you can use venser to bounce uro to your hand or use infinite mana to cast him and flicker him to draw cards until you find Aetherflux Reservoir or Thassa's Oracle or Jace, Wielder of Mysteries to actually win the game. Panharmonicon just makes the loop more efficient because you can target two of your opponents' things at once.

The one thing to note with these loops is that you should be careful not to overdraw though, because Guardian Project and The Great Henge are all mandatory draw effects that trigger when a creature enters the field.

Finally, the last soft wincon is Finale of Devastation. I call it soft because the deck really isn't designed to go aggro and attack with its creatures. But basically, if you have a lot of creatures and find an opportunity, you can use a really big finale to finish off the last few players at the table maybe after you used Aetherflux Reservoir to take out a few other players. The finale is honestly just there as a creature tutor with access to both your deck and graveyard.

Overall, the deck is really resilient because you really don't care too much about what your opponents are doing, you just want to mill yourself and gain life to either win off of Thassa's Oracle/Jace, Wielder of Mysteries, or by deathstaring everyone via Aetherflux Reservoir.

Hope this helps, and feel free to let me know if you have any thoughts or suggestions! ^_^

WUBRG87 on The Queen of Corpses

1 month ago

andibioticum, Definitely. I just need to pick up an Alhammarret's Archive. I've actually been wanting a few copies for a while. Great suggestion, and thanks for the upvote!

andibioticum on The Queen of Corpses

1 month ago

Varina, Laboratory Maniac and Alhammarret's Archive seem like a great combo.

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