Archipelagore

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Planechase Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Archipelagore

Creature — Leviathan

Mutate (If you cast this spell for its mutate cost, put it ontop or underneath target non-Human creature you own. They mutate into the creature that is on top and that creature has all the abilities of every card underneath it.)

Whenever this creature mutates, tap up to X target creatures, where X is the number of times this creature has mutated. Those creatures don't untap during their controller's next untap step.

carpecanum on That Pointing Spiderman Meme (A Self Copy Deck)

7 months ago

Well pretty much anything with Archipelagore. Dreamtail Heron could add flying to something that needs to attack or cause combat damage. There are a couple green Mutate cards that give you a 6/6 base on your little guys and all of them have a bonus ETB.

carpecanum on

1 year ago

Blighted Agent + a big mutant is damn near a one shot kill (i like Archipelagore but Brokkos works)

Dreamtail Heron is good just to give something flying and all your smaller infect creatures would get a power boost as well.

Access Tunnel

TypicalTimmy on Archenemy/Planeschase deck ideas

1 year ago

Mutate basically works like this:

Suppose you have Skullwinder on the battlefield - ironically chosen not because it's from Ikoria's Commander set, but because I clicked the Random Card option on Gatherer and it was literally the first one who cropped up.

I cast, and resolve, Archipelagore for it's Mutate cost.

If I put Archipelagore beneath Skullwinder, I'll now have a 1/3 green Skullwinder who happens to have "Whenever this creature mutates, tap up to X target creatures where X is the number of times this creature has mutated. Those creatures don't untap during their controller's untap step."

If I put Archipelagore on top, I'll now have a 7/7 blue Leviathan who has "Deathtouch", since the ETB effect would have already resolved.

The "goal" of Mutate is to keep making your creatures larger and larger, adding more and more abilities onto them.

  • (I am not sure if they retain all colors, or just the color(s) of whomever is on top.)

But yes, Mutate is a very poorly designed mechanic. Essentially think of it like Bestow from Theros, except when the creature dies, you don't retain the rest of it.

With Bestow, if I target Skullwinder with Celestial Archon, then my 1/3 green Snake gets +4/+4, flying and first strike on top of the deathtouch. Then, when it is murdered, Skullwinder is moved to my graveyard but Celestial Archon remains on the battlefield, now as a creature. So I retain the value of Celestial Archon even after Skullwinder has left the battlefield. And this isn't just with being killed; Bounced / exiled and possibly blinked all do this, as well.

But Mutate, once one dies they all die. So really, it's more akin to regular Auras - Once the enchanted creature goes, everything attached goes with it.

Shoten on Monster Zero: Ghidorah

2 years ago

I did as well as Archipelagore. I didnt take the bird as I personally don't like taking other people's cards as events in the past let people walk away with some of mine never to be returned. It's a good card for sure but I don't put theft in my decks. For this reason I also immediately scoop vs Chaos decks.

The kraken just didn't make the cut.

Idoneity on Illuna, Apex of Blue Shenanigans and Stompy Boys

3 years ago

Ah, Illuna is a commander that has become a favourite of mine, for manipulation of the top leads to quite a bit of value.

I am notably bereft of much experience with the Mutate mechanic, as my list has only had a Parcelbeast, which was thusly removed, but I may offer insights upon the top of the library.

Momir Vig, Simic Visionary is quite the terrifying engine for this deck. It is a Mutate target if it must be, and it combos with the commander directly. It tutors for a big idiot to cheat upon the field, whilst working with the rest of the deck most splendidly.

I have found Thassa's Oracle to be a fine value card, oft sieving through the top four cards of the library, only to find a cataclysmic ten-drop. Moreover, Illuna may Mutate unto it.

Dream Cache is a card I used to run, yet shall admit to ablating. It does the job quite well, but was insufficient in the wake of Brainstorm.

Whiles being rather expensive, Scroll Rack, Mirri's Guile, Sensei's Divining Top, and Sylvan Library are each some of the greatest engines in the entire deck. Bother not with questioning their inclusion. If you get ahold of one, use it.

Cavalier of Gales is an extremely efficient flyer and put a big imbecile atop the library.

Prognostic Sphinx grants a deep scry each turn and Hexproof, thence being a fantastic card upon all fronts.

One of the most condign secondary win conditions in my list is Lurking Predators. 'Tis as powerful as it reads.

Perhaps the best card in my entire deck is Future Sight, with a worsened version being Magus of the Future. These provide a heaven-high amount of card advantage. Everything cast from the top essentially draws a card, additionally providing information of when to cast Illuna.

Courser of Kruphix is just a fantastically efficient creature, attributing defensive value and information.

Long-Term Plans grant an instant-speed tutor for the most devasting card in the entire deck. Try it and love it.

Lastly, Dream Eater has become a favourite of mine, being a splendid combat trick and top-of-the-library aid, whereupon always bringing a sense of dint and defense.

That shall be all from me, sire, but I do hope that you would deign to peer upon my list, being as such:

Idoneity's Deliverance

I have become most pleased with it.

Fare thee well, and might the best of fortune betide.

TheVectornaut on Blue/White Life and Defenders

3 years ago

I think a good place to start would be to evaluate what goals are the most important for your deck while making sure you don't have too many ideas that compete against each other. When I look at the deck now, I can see the general idea of a U/W control list that takes advantage of freeze and lifegain to prolong the fight until you can win. However, I see some major problems with the plan as it is now.

First, the deck lacks a clear win condition at the end of all the control. You'll either need to chip away over the course of a slow game with your smaller creatures or hope you have enough freeze effects to get your big guys in late-game. Control deck usually opt for some type of haymaker that can reliably close the game. Some like AEtherling and Gideon, Ally of Zendikar are designed to protect themselves, some like Celestial Colonnade and Shark Typhoon place emphasis on evasion, some like Torrential Gearhulk and Snapcaster Mage give you as much value as possible, and some like Jace, the Mind Sculptor and Teferi, Time Raveler deny your opponents of counterplay. There's a lot of overlap within those categories and not all of these cards will be played as a wincon, but having a clear plan to win is better than only playing to not lose. The closest cards you have are probably Serpent of Yawning Depths and Archipelagore. Sea monsters are certainly a fine casual deck but slotting them into something else can be awkward at best and ineffectual at worst.

The second problem I see is the missed potential of your chosen colors combined with your chosen tribe. Right now, you have very few ways to take advantage of the clerics in the deck. Clerics are intended to be W/B since you get access to powerful new tools like Orah, Skyclave Hierophant, Taborax, Hope's Demise, and Cleric of Life's Bond along with classics like Sin Collector, High Priest of Penance, and Skirsdag High Priest. The lifegain/drain synergy in clerics also benefits from orzhov colors to play threats like Angel of Destiny, Vito, Thorn of the Dusk Rose, Marauding Blight-Priest, Speaker of the Heavens, Ayli, Eternal Pilgrim, Twilight Prophet, Pious Evangel  Flip, Drana's Emissary, and Cruel Celebrant.

Incidentally, black also synergizes quite well with tapdown effects because of Assassinate cards like Royal Assassin, Deathbringer Liege, and Murderous Compulsion, although white does have its share of Vengeance with Sunblast Angel, Deadeye Harpooner, and Swift Response. Anyway, now that I'm on this tangent, it's worth mentioning that including strong freeze effects is important if you want to make such an underused mechanic work. I'm partial to Dungeon Geists and Icefall Regent as permanent taps, but there's also Guardian of Tazeem, Niblis of Frost, Tamiyo, the Moon Sage, Time of Ice, Lorthos, the Tidemaker, Frost Titan, and Hands of Binding. Alternatively you can use cheaper cards that can retap a creature each turn like Gideon's Lawkeeper, Blinding Souleater, Fatestitcher, Hidden Strings, and Minister of Impediments. The final category I'll mention are other cards that take advantage of tapping enemy creatures like Palliation Accord and Verity Circle, except I'd only ever recommend the latter.

In summary, I think you should decide whether you're more interested in clerics or in freeze since they don't synergize with each other that well. For clerics, switching to black and taking advantage of lifedrain and sacrifice is advisable. For freeze control, find ways to abuse tapping, implement a strong win condition, and generally include more card draw and countermagic. If you are dead set on combining these styles, I'd at least invest in some tribal support cards to give the clerics more impact than just weakly contributing to the party mechanic. Adaptive Automaton, Door of Destinies, Obelisk of Urd, and Coat of Arms are some popular options. Finally, if your budget doesn't allow you to purchase many new cards, prioritizing the acquisition of additional copies of your strongest but cheapest cards is a good way to upgrade. For this deck, I think those cards are Attended Healer, Cleric of Chill Depths, Hypnotic Sprite, Kor Celebrant, Luminarch Aspirant, Queen of Ice, Shepherd of Heroes, Skyclave Cleric  Flip, Concerted Defense, Dovin's Veto, Negate, Inscription of Insight, Staggering Insight, Trapped in the Tower, and maybe Silundi Vision  Flip. Good luck with your build and let me know if you have any questions!

wolfsack on Thundercat Song Reference *Temp retired*

3 years ago

We talked about it a bit earlier, but Leonin Warleader is a good include here. I think it's more threatening than Brimaz. I see Impact Tremors, so It would be intersting to kinda steer the deck in a token build. Docent of Perfection  Flip can help get the party started. There are also gobo spells you can cast daddy Vadrok, like Hordeling Outburst to help fuel your army.

One thing I noticed is that there aren't a whole lot of pump effects for a voltron subtheme commander outside of double strike type cards. Might be cool to add Brute Force, Infuriate, and low cost buff spells. If that style sounds cool you can add in Feather, the Redeemed for more ways to get your spells back and if you lean towards token theme adding Zada, Hedron Grinder will really scare the table!

As for potential cuts, I think Archipelagore can probably take a seat. High mana cost with a bit of a low effect. How often will you mutate ove 2 creatures. Fling seems a bit out of place. I can't imagine wanting to sacrifice a mutate pile.

Focusing on your commander's ability and bouncing to recast it will be much cheaper and have a greater impact in game. Blistercoil Weird, Kiln Fiend and Spellgorger Weird could also be some cool potential targets to mutate onto. Flood of Tears can clear the board and let you put down a mutate target.

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