Archetype of Imagination

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.

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Printings View all

Set Rarity
Mystery Booster: Store Edition (MYSTOR) Uncommon
Mystery Booster: Convention Edition (MYSCON) Uncommon
Commander 2018 (C18) Uncommon
Born of the Gods (BNG) Uncommon

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Legality

Format Legality
Tiny Leaders Legal
Vintage Legal
2019-10-04 Legal
Pioneer Legal
Commander / EDH Legal
Noble Legal
Hero Legal
Magic Duels Legal
Block Constructed Legal
1v1 Commander Legal
Canadian Highlander Legal
MTGO Legal
Vanguard Legal
Leviathan Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Heirloom Legal
Modern Legal
Legacy Legal
Archenemy Legal
Casual Legal
Oathbreaker Legal

Archetype of Imagination occurrence in decks from the last year

Commander / EDH:

All decks: 0.03%

Blue: 0.14%

Archetype of Imagination Discussion

Sambo3975 on Big Bois

2 weeks ago

The way this deck works is pretty simple. Get out Vorel of the Hull Clade and one other creature. Put a +1/+1 counter on that creature (using one of many possible methods) and start using Vorel's ability to make it huge. You can equip Illusionist's Bracers to Vorel to quadruple the +1/+1 counters instead of doubling them. You can also use Gilder Bairn or Hydra's Growth for even more counter doubling. I considered adding a Doubling Season, but it's too expensive. You can use Seedborn Muse or Bear Umbra + Murkfiend Liege to enable you to activate Vorel's ability during your opponents' turns.

Once the creature gets huge enough to one-shot another player, you can use Crowned Ceratok or Trollbred Guardian to give it trample, or you can use Skatewing Spy, Archetype of Imagination, or Invert the Skies (which has the same effect as Archetype, but temporarily) to give the creature flying. You could also use Rogue's Passage to make the creature unblockable. I'm considering more tech (like Herald of Secret Streams) to make creatures unblockable. Use your giant creature to finish your opponents off, one-by-one, or, for a quicker finish, use Pathbreaker Ibex or Overwhelming Stampede to make all your creatures huge and kill everyone at once.

There are a couple alternate win conditions in the deck. Simic Ascendancy will get 20 growth counters on it pretty quickly, and its hexproof-ness makes it hard to remove before your next upkeep. Using Vorel's ability a few times on Darksteel Reactor is another option.

rdean14 on Card creation challenge

1 month ago

I think it's a solid non-legendary rare, in any case, as it has aggressive stats, and seems like a Johnny card/Spike maybe given the cards I'll put below (Only competitive with a standard reprint of the concept of the cards, obviously). It has a solid hate effect, and while Flying & Reach is silly, it does have marginal usefulness, in the face of Archetype of Imagination and Sky Tether.

I run Eon Hub in my Lavinia, Azorius Renegate, to work around Stasis and other similar effects, as it doesn't run smokestacks, and will have Paradox Haze in the Jhoira of the Ghitu deckI'm in the concept stages of

griffstick on Philosophy Represented

1 month ago

This is fun.

  • Rise of the Dark Realms. I love big spells and big one card finishers. I also love mass graveyard reanimation. It's so cool to cast as single spell that can change the game completely. It's so cool that this one spell can have so many different results. Especially since you are playing with your opponents creatures too. You never know what will happen in the next chance you get to cast this huge spell.

  • Void. I love board wipes. I'm am Mr. Boardwipe at my LGS. I really like board wipes that can be planned for. Ones that after the wreckage settles you stand alone as the new threat. The player that just turned the game completely on it's back and now you're the winning player. All because of a well timed board wipe.

  • Predatory Focus. I love swinging creatures for the win. I love chipping people down keeping everyone on even life total. Then bam surprise mutha fuckas. Didnt see that coming did ya. Slam down some card that gives great evasion to all my creatures for the win. Or slam down something that makes them trample for the win. I love flying creatures for this reason. This one could have also been Levitation or Archetype of Imagination. Swinging with creatures feels the most fun for me.

So me in a nutshell. Games that dont end quick or games that have lots of action. This is that type of game I strive to play. I tend to avoid combo wins even though I have one in half my decks. I hate using counterspells. They are just boring. Unless its Withering Boon or Imp's Mischief. I love those cards.

griffstick on Help with Long Game Voltron ...

1 month ago

You could grab Novablast Wurm and Avacyn, Angel of Hope, and keep board wiping.

You could grab Archetype of Imagination and Craterhoof Behemoth and swing for a bunch unblocked.

You could grab Leveler and Laboratory Maniac. And if you play that combo play Fractured Identity and give all your opponents a Leveler for the win.

You could grab Deadeye Navigator and Acidic Slime southbound them together and blink the fuck out of the slime.

There is so many combos that I dont know. Just do some research.

ObliviousGiant on Powerful Creature Cycles

1 month ago

DemonDragonJ Good question. There are several things to consider when a cycle of creatures is added to this list. Here are some of the things I look for:

Do most of the creatures in the cycle feature activated or triggered abilities that are unique, or have the highest potential of similar abilities from cards that came before their release? Does the creature cycle feature abilities that change the rules of the game for one or more players?

Examples: Arcanis the Omnipotent has one of the most efficient activated draw abilities on a creature, although the ability is not unique. Erebos, God of the Dead and Archetype of Imagination have an ability that changes the game. Opponents fail to get something that, under normal circumstances, they should.

If you removed abilities that fall under the first requirement, is the creature competent as compared to a vanilla creature of the same cmc?

Examples: Terravore, Combustible Gearhulk and Primeval Titan serve as good creatures for their mana cost, even though Primeval Titan and Combustable Gearhulk have triggered abilities that would fall under requirement #1.

The creature cycle features Gods or a unique creature type.

Hope that clears things up :)

Chaotic_Justice on Starscream

2 months ago

So, if you want to mill or make your opponent draw out their deck, some cards that are going to help you get there are as follows:

Traumatize

Stroke of Genius

Blue Sun's Zenith

Braingeyser

Damnable Pact

Howling Mine

Dictate of Kruphix

Nemesis of Reason

Jace, Memory Adept

Ulamog, the Ceaseless Hunger

Fraying Sanity

Sphinx's Tutelage

Consuming Aberration

Hedron Crab

Glimpse the Unthinkable

Archive Trap

Dreamborn Muse

Forced Fruition

Once you mill your opponent out, you still need to make them draw a card. There's alot of options, but to name a couple others that weren't mentioned earlier are Otherworld Atlas and Prosperity .

Use Pili-Pala and Grand Architect to create infinite mana and then cast Archeomancer and Mercurial Pretender to blink Archeomancer to pull those instant and sorcery cards back from the graveyard to continue to force your opponent to draw out their deck.

As a back up, get rid of all the jank in the deck and throw in about 20 Persistent Petitioners with Thrumming Stone , and all the tribal stuff like Coat of Arms , Stoneforge Masterwork , Adaptive Automaton , and Vanquisher's Banner . You can either use the petitioners to mill out opponents or you can just swing them. Nobody will expect that. Hell, throw in Archetype of Imagination for good fun.

EmEcks on Alela, Enchantress of the Fae

3 months ago

I like the deck. I have a question about a couple of card choices, however.

I see you have two counterspells, Force of Negation , and Spellstutter Sprite . In a counter-war, you will most likely not have sufficient ammo to get your spells through. At most, you'd have one of them in hand, two would be highly unlikely. If playing against one opponent with Blue that runs counterspells, you'll be in a bind, having to wait for him to tap out and hope he's not running either Force of Will , Force of Negation , or Pact of Negation with mana available to pay for the cost. Heck, a well timed Foil could also set you back.

Would you consider running other cards to those two? Or would you consider running more counter magic?

With my group, it's understood that if you run counter magic, you run the gamut of them; or you run nothing at all, especially with control colors of Esper. It's almost like it's required with this color combination (ironically, white also has Lapse of Certainty and Mana Tithe , so it can join the counter war while black runs Withering Boon which has surprised many a table).

If you're willing to add a more robust counterspell suite, I would consider removing your Auras in lieu for cards like Counterspell , Arcane Denial , Mana Drain , Flusterstorm , Force of Will , Narset's Reversal , Disallow , Pact of Negation , Swan Song , and if you run into many triggered or activated abilities in your meta, Stifle , Disallow , Trickbind , or Tale's End .

If you're not willing to add additional counters for protecting your spells, I would recommend getting more anthem/banner effects over Aura effects, like Archetype of Courage , Archetype of Finality , Archetype of Imagination , Bident of Thassa , Day of the Dragons (this flashed in at end of turn with a large fairy board could do some damage), Dictate of Heliod , Light of Sanction + Pestilence can wipe the board from other's creatures, leaving you an open field to swing and win; True Conviction , at triple White is too much, but you could consider it. You could also consider running Faerie Formation as a creature with a Training Grounds and a Valor in Akros on the field for a sudden card draw + creature pump and steal a win out of no where.

Heck, Path of Bravery won't net you much if you're only attacking with 1 creature every turn, but drop that and turn everything sideways when you have 20+ tokens, that's 20+ life right there on the swing. You don't have to even connect to gain the life. Rune-Tail, Kitsune Ascendant can prevent damage to your creatures (which will help as well if you have a pestilence on the field). Drop a Karmic Justice as well, to give your enchantments a reason to not be destroyed. Consider running a Solitary Confinement if you have sufficient draw as well.

Simple suggestions, but otherwise, deck looks pretty sweet.

-Em

jconeil1988 on Dakkon, Master of the Plane

5 months ago

Academy Ruins - reuse your land fetch artifacts.

Buried Ruin - same as above.

Inventors' Fair - can fetch your artifacts.

Fabricate - fetch which artifact you need.

Enlightened Tutor - self explanatory

Dispatch - you have enough artifacts that this can be a no draw back path or swords.

Baleful Strix - value

Magus of the Moat - to go with your sanctuary.

Archetype of Imagination - creatures can't attack you with Moat or Sanctuary out.

Junk Diver - re use artifacts

Workshop Assistant - re use artifacts.

Myr Retriever - re use artifacts.

All That Glitters - you have enough artifacts/enchantments to make this a second Blackblade Reforged

Alela, Artful Provocateur - can be a hidden commander/backup to Dakon.

Strata Scythe - can get big.

You might want to cut back on the non basic lands and replace them with the other fetches you can get.

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