Archon of Emeria

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Legality

Format Legality
1v1 Commander 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
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Modern Beyond Horizons Legal
Oathbreaker Legal
Pioneer Legal
Planar Constructed Legal
Tiny Leaders Legal
Vintage Legal

Archon of Emeria

Creature — Archon

Flying

Each player can't cast more than one spell each turn.

Nonbasic lands you opponents control enter the battlefield tapped.

OberstHati on Swinging with Isshin

2 weeks ago

Thank You Last_Laugh, Valet is another spicy Option,… I have Hanweir Garrison  Meld don’t really know what to cut in its favour though, and Breena, the Demagogue The opponents Card draw scares me a bit… Dollmaker's Shop / Porcelain Gallery is a bomb on Arena, Shared Animosity too, Both should find their way into the 100,… I think about adding Drannith Magistrate and Archon of Emeria, Ragavan, Nimble Pilferer is already ordered… That should help a bit with the curve issue too…

DreadKhan on How Good is Angel of …

2 weeks ago

Angel of Jubilation has a fairly strong stax effect (the anthem and the 3/3 flyer mean very little in most decks), meaning it might be reasonable in a 3 or 4, but as is usually true of stax you could just play good cards yourself instead of playing a bunch of bad stax cards that make good cards suck. I think it's a worse card than Clarion Conqueror fwiw, though Conqueror will get you publicly defenestrated if you play it in the wrong pod. If you plan to play vs lower power decks (1s and 2s) I would avoid most stax effects, they aren't as effective there and people rarely appreciate meta plays in non-competitive games. Vs higher power decks I would play stax if you hate explosive games, stax decks make for longer games on average (unless you're combining stax with an actual win con, you mostly see this in cEDH).

General point, most stax/hatebear effects improve dramatically if you play more interlocking parts, if you have this AND say Archon of Emeria out it might be impossible for some decks to win until they kill your hatebears. I think the biggest problem with this specific stax Angel is that you'd want it most badly in 4s and 5s, and neither of those brackets wants to pay 4 mana for a 3/3, let alone 1WWW (unless you're in mono-white I guess?).

In my personal experience the odds go up dramatically that whatever I'm trying to do is nowhere near optimal if I find I really want to make it a stax deck, my examples are Boros Weenies or Dimir Discard, neither is really good enough without some really weird board restrictions at the power level I want to play those decks, so in go fun stuff like Static Orb!

legendofa on Baird, Steward of Control

5 months ago

My first thought here is to slow down your opponents' mana production. Imi Statue and Kataki, War's Wage shut down mana rocks. Kismet, Thalia, Heretic Cathar, Loxodon Gatekeeper, and Archon of Emeria shut down lands for a turn. Winter Moon shuts down nonbasic lands.

You can also get your opponents' creatures to work for you with Martial Impetus, Bloodthirsty Blade, and Redemption Arc. If they're forced to attack each other, they can't attack you.

capwner on I wanna be the evil …

8 months ago

White is the true evilest color

Drannith Magistrate Serra Ascendant Grand Abolisher Archon of Emeria Silence Smothering Tithe Farewell Rest in Peace Cataclysm *list* Humility

Red does have a lot more raw combo potential esp. when paired with black/blue. But once you start building like that you're getting into cEDH territory. All depends on the sort of deck you want to build. If you want to keep the flavor of your mono black i.e. reanimate-y combo-y sacrifice-y, with the insidious ability to tutor and win out of nowhere, I'd say Golgari or Rakdos are probably the best colors you could expand into. In general 1 or 2-color will have waaaaayyy more options in terms of specific commander synergies, as well as more powerful effects from your commander in general. (whereas more colors give you more flexibility and power ceiling, from using a wider card pool, but I think this can often make decks feel more generic). Green compliments black really well with its resilient ramp, creature+land tutors to assemble combos, and more flexible removal. While Rakdos decks are often insanely aggressive and stompy, with some of the scariest reanimation targets. Though you can also build them to be more focused on attrition, board control, and prison effects. On the other hand if you wanted to be more controlling and oppressive, you'd probably want to be Dimir, Esper, or Grixis--or WURB which I believe is the most popular cEDH color combo. Hope that helps and good luck building!

RalphWP on Mono White Hatebears

9 months ago

BioProfDude my reasoning was because of Archon of Emeria. With Archon on the field Cathar is sorcery speed removal and will never flip back to remove a second target since you and your opponent are not allowed to cast a second spell where the Werefox is instant speed, allowing removal on oponents turn and effectively sidestepping your own rule-of-law. I have put 2 more Cathars in the board incase the matchup dictates more removal though.

wallisface on Winter Moon

10 months ago

Icbrgr Yeah Winter Moon feels odd here in that it normally won't be doing a lot. None of these cards particularly shore-up any of Winter Moons shortcomings. And some cards will make Winter Moon appear even weaker than it is (particularly, it feels like land-destruction weakens the impact of Winter Moon, as it means that there are less lands the opponent is forced to have tapped. I'm probably wrong on that thought though).

Personally if I were trying to make a Winter Moon brew today, it would either be in a mono-white tax list with stuff like Leonin Arbiter and Archon of Emeria, or a mono-blue build with stuff like Ashiok, Dream Render and Vedalken Certarch... I haven't got any further in my own thought processes than that (i really think this card needs to know the meta its fighting to know how to fight it, so i'm waiting a few months for the post-mh3 meta to stabilize)... But I think however a Winter Moon deck is built, it has to cover for the cards shortcomings so that its actually reliably useful on-board.

kloac on Tax's Saga

1 year ago

GODKOFFIN19 hammertime is more competitive than this build. This is the original Death and Taxes deck, but without Leonin Arbiter and adding Urza's Saga. The idea of this deck is to slow the opponent’s strategy, incrementing his or her mana payment to cast spells or locking some interactions using Archon of Emeria.

Is a really fun deck to play, but it can be a bit complex to use at the beginning.

But, to sum up, hammertime is a tier 1 deck for sure, and this one maybe is a tier 2 (but I really enjoy playing original decks, so that’s why I like this build haha)

DreadKhan on Zurza's Saga

1 year ago

I love Urza's Saga in my Zur deck, but I don't really max out it's value, it's just another good card and a way for Zur to ramp me. It's nice to see someone take the time to lean into this! I have a few ideas for you, but most of them don't really use sagas, but I am a big fan of Zur decks and studied up on them a bit, most of the ideas are to increase the power level/offer backup plans that I think are thematically similar. If you're totally happy with this as is feel free to ignore, it's easy to make a Zur deck too strong and end up the archenemey

If you're going to be running Sensei's Divining Top, you might like Counterbalance, which Zur can find. Similarly, I feel like if you use Out Of Time you should consider Vanishing, this lets Zur wipe the board of creatures with safety, it also gives him useful protection. If you don't need Zur to keep swinging you can use some copy enchantments to lock creatures off the board, I think if you used Mirrormade (which I'm pretty sure you should run either way) and Estrid's Invocation, have Estrid's copy Out Of Time, then use Vanishing to protect Zur so you can swing next turn and get Mirrormade, copying the Estrid's Out Of Time, now you can just lock creatures off the board indefinitely, not sure if this is worth it or not, but I think all of the cards are good includes. I think since you can always choose to not return the Out Of Time creatures and then advance your board state with Zur it's probably worth a look vs pretty aggressive metas. There is also Copy Enchantment, I found in my competitive Zur list that having all 3 wasn't a problem very often, they're great to draw if someone has a Rhystic Study/Tithe, there are lots of splashy enchantments out there that are worth grabbing. If you do run a bunch of copy enchantment effects they are really good with All That Glitters as a fall back plan, ATG and a copy is sometimes enough to 1 shot people with Commander damage, I liked it because I already wanted the copy effects and I gained access to impressively large voltron at the cost of including only 1 card.

If Urza's Saga gets exiled somehow (or vs Proliferate maybe?), Luminarch Ascension can generate a ton of bodies, and while they'll be smaller they have flying, be 1 mana cheaper, and dodge Vandalblast. The Ascension is pretty easy to make work if you get it out early, and once it's online it's often the best thing you can do with your mana. If your meta is pretty harsh, you might toss in Solitary Confinement as a way to delay your demise, and if you're worried about sustaining Confinement all you need to add is Court of Cunning, this will pay for Confinement until you deck yourself, meaning you can use spare mana to make tokens while your opponent's can't do anything to you, they get swarmed by super cheap 4/4 Flyers.

Do you need to target your artifacts themselves for any of your interactions? I ask because I'm not sure if Hanna's Custody would be useful, it also protects your opponent's stuff, but when I play Zur I loved facing an artifact deck because you can just dig out Energy Flux and they either remove it or pretty much scoop. Flux can be a dead card, but when you run into a busted artifact deck this will punish them quite effectively, and Zur can dig it out whenever it's going to be relevant.

It's a pretty spicy card, but have you considered Hall of the Bandit Lord for Haste? Zur really wants Haste in my experience, but I built for cEDH and needed to move fast.

It's potentially pretty unfun, but if your Zur deck isn't often casting multiple spells you should consider Rule of Law/Arcane Laboratory if your opponents won't revolt, Zur already cheats out an enchantment and you can make tokens with mana, how many spells do you really end up casting compared to people playing more traditional decks? Lots of people like to run really low curve decks these days, Rule of Law effects (I'd also consider Archon of Emeria maybe, since those decks also love untapped lands) really make life hard for those decks. If your area has players that like small draw spells then Rule of Law is going to feel pretty good.

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