Archetype of Imagination
Enchantment Creature — Human Wizard
Creatures you control have flying.
Creatures your opponents control lose flying and can't have or gain flying.
Printings View all
|Mystery Booster (MYS1)||Uncommon|
|Commander 2018 (C18)||Uncommon|
|Born of the Gods (BNG)||Uncommon|
Combos Browse all
|Commander / EDH||Legal|
Latest Decks as Commander
Archetype of Imagination Discussion
4 hours ago
Here's a list to consider. Some are expensive, some will make you lose friends, and some are just jank.
Some board control can come in the form of Cyclonic Rift
Some other funny creatures to include might be Archetype of Endurance, Protean Hulk, Progenitor Mimic, Beguiler of Wills (as long as you have enough creatures), and Seedborn Muse (there's more that's just a few)
If you're needing more token generation, Avenger of Zendikar can provide that (however brief), and it has a similar effect to Mycoloth (which you have already), and that gets plain dumb when you pair it with ETB-affected cards like Kapsho Kitefins (and it buffs Ezuri when you have token doublers on field). Also Ezuri gets really happy when you Clone Legion someone with a bunch of tiny tokens on their field
and finally, one of my favourite combos to this day...
5 days ago
1 month ago
Birthing Boughs could be useful, it turns into a 4 mana fact or fiction + leave behind a dude
Myriad Landscape is a very, very, very slight form of ramp, maybe worth it
Wayfarer's Bauble is again, very, very, very slight ramp.
Universal Automaton is now a 1 mana 1/1 sphinx, not a bad idea
Archetype of Imagination grants your board flying, evasion is always good
Dreamscape Artist is the only other bit of blue land ramp I can find
1 month ago
You should consider Archetype of Imagination to combo with Magus of the Moat. And Island Sanctuary. I also like Kumena's Awakening for card draw, and you will hit City's Blessing pretty quickly. Gush is good card draw.
2 months ago
There isn't a clear cut yes/no answer for your question, so I'll talk through an example that will cover most of the cases that could arise.
Let's say you have a Luminous Broodmoth out when your Hill Giant dies. It will come back with a Flying counter. Now, you play Mystic Decree then Wrath of God. The Moth will trigger both for itself and the reanimated Giant because they lost flying due to the Decree. Both will come back with flying counters. Now, the reanimated creatures will still have flying. When determining the characteristics of a permanent, the game uses a system of layers. Both of these effects are applied in Layer 6. Most of the time, we will use "timestamp" (chronological) order to determine how these effects will interact. That is what we will be doing here.
When the original reanimated Giant with a Flying counter was out with the Decree, it didn't have flying. Let's walk through what goes on in Layer 6 for the Giant. The card didn't have any effects to start and then got Flying from its counter. Then the Decree takes Flying away. That's the last of the effects, so the Giant doesn't have Flying. This is similar to what happens to the Moth.
Now, after both creatures get reanimated, what happens in Layer 6? Let's take the Moth as our example this time. The Moth starts out with the abilities printed on its card (so it has Flying). Since Decree was out before the Moth got a counter, the effect from Decree will apply next. The Moth then loses Flying and then gets Flying again from its counter. In the end, the Moth and Giant both have Flying. So, the Moth won't trigger when either creature dies.
There are a couple of things that I want to point out that don't directly pertain to the question at hand. Effects like Mystic Decree are very different from something like Archetype of Imagination's "can't" ability. Second, if you're somewhat familiar with layers, you might think that this is a dependency question. It is not, though. The Decree effect is applied to all creatures, not just the ones with Flying. It would have to say something like "All creatures with Flying lose Flying" in order for this to form a dependency. In that case, the answer to your question would be very different.
To recap, any creatures with flying due to an effect will lose Flying once Decree hits the table. Anything that gains Flying through an effect after Decree is out will have Flying.
Hope this helps!!
2 months ago
So you forgot about the most relevant flier in Commander... Archetype of Imagination. Turns on your commander's ability permanently, and if you steal a creature without flying from your right, it suddenly has flying as well(plus Gravitational Shift is an absolute POWERHOUSE with Archetype.)
2 months ago
Card draw may be a minor issue—and you’ve got looting going on to fill up the graveyard—-so consider Treasure Cruise and Dig Through Time. Look at Enclave Cryptologist for a useful 1-drop. Deep Analysis can be cast from the GY.
We should run Fierce Guardianship because it’s amazing.
Note: Funny that you’re working a deck featuring cephalids—-I am as well! Stay tuned.
2 months ago
All red cards cut going Bant instead of Jeskai
1xBasri Ket- as early game Elspeth for token generation to either attack my opponent or defend my walkers
2xKiora, the Crashing Wave- because her +1 protects my walkers, her -1 is ramp and draw all in one and her ult brings a big boy to the field each turn which is nice even if it can be chump blocked
2xTeferi, Master of Time his +1 is draw, his -3 again protects my walker and me from creatures artifact and enchants for a turn has phasing might as well be a bounce effect with added benefit that it doesn't trigger enter or left the battlefield effects at instant speed. And his +10 which granted will be hard to get to but if does happen two extra turns.
1xTeferi, Hero of Dominaria- explained better than why i should add this card
2xBlind Obedience- mainly to slow my opponents down but has extort to keep me alive a little longer and to kill my opponent a little faster
2xDig Through Time- for its Scry 7 add 2 to your hand