Archon of Emeria
Creature — Archon
Each player can't cast more than one spell each turn.
Nonbasic lands you opponents control enter the battlefield tapped.
|Have (2)||CatLord9001 , Monkey540|
Combos Browse all
|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Latest Decks as Commander
Archon of Emeria Discussion
6 hours ago
Any reason you don't run Archon of Emeria in here? The combination of Rule of Law, a flying body and non-basic land hate is usually pretty good for a Hatebear. Cool deck, Elesh Norn is a nasty thing to hold over people's heads as a Commander, always a nice feature.
1 month ago
I'm not sure what kind of decks you usually face, but if your friends are playing more competitive decks, two cards that work well with Soldiers might be Deafening Silence as a soft but cheap Rule of Law or Archon of Emeria as a hard one, and you could run Vryn Wingmare as a Thalia effect. Having either out makes life very tedious for competitive decks, both can be extremely obnoxious.
Cathar Commando is definitely a card to look at before it goes up more in price, not sure if Thalia, Guardian of Thraben is worth looking at if you want an upgrade to consider. Better removal might be nice, but Swords to Plowshares isn't cheap, nor is Path to Exile or Fateful Absence. On a harsher budget, I like Oblivion Ring because it actually takes whatever it's dealing with off the field, which can stop static abilities but enables enter the battlefield on them if it gets destroyed. Hard to say if that's better or worse than Pacifism.
You might try something like Containment Priest if they are cheating on creatures somehow, or Intrepid Hero even to blow them up for cheap. Soltari Champion is a fun Soldier to buff your attackers (and is very evasive), and Soltari Visionary is a good way to handle enchantments, maybe a sideboard card.
1 month ago
If you want to add a few lands, you could consider removing the whole life gain package, most of those cards aren't especially good unless you're all in on that strategy. Some other stuff you might switch for a land could be Sephara, Mesa Enchantress, Phyrexian Unlife (do you have a combo with this I'm missing?), Felidar Sovreign (I wouldn't be too confidant in it, as it's easy to remove, and even if it's indestructible it can be exiled), and maybe Suppression Field unless it seems to be really useful, in my experience I usually would rather have a removal option or wipe.
Looking at your list more closely, I think you could run Swords to Plowshares, Heliod, God of the Sun for vigilance and a mana sink, Archon of Emeria for it's combination Rule of Law effect and very relevant land hate. Tragic Arrogance is shockingly good in White, and lets you keep your Commander if you want. Skyclave Relic is considerably better than Darksteel Ingot.
2 months ago
3 months ago
Yeah I know about Ethersworn Canonist, the reason I am using Archon of Emeria is mainly because of the "opponent's nonbasic lands enter tapped" clause. It is yet another way to try and slow down my opponent. The anti-storm portion is just coincidental. It has a nice flying body, and is one-sided, which is why I chose it over Root Maze for now.
3 months ago
Nice deck! I don't know if it is the direction you'd want to go with it, but there is a very interesting interaction between the game plan you seem to have and Rule of Law effects - if that's something that would be welcome where you play obviously.
The thought is simple: Rule of Law (or equivalents like Eidolon of Rhetoric, Archon of Emeria or Deafening Silence) stops everyone from playing several spells in a turn. But if you can develop your board without playing more spells, say by gaining resources in a specific phase of the game or gaining additional value for casting the one spell you are allowed, you will pull ahead of your opponents bit by bit until you eventually have a winning position. You already play lots of such value engines like Court of Grace, Sigil of the Empty Throne and Ajani's Chosen - but you could also look into cards like Trudge Garden since Sythis will trigger lifegain triggers as well.
Either way, nice deck and keep up the great work!
3 months ago
Archon of Emeria and Field of Ruin both have the potential to put some problems in your deck due to their ability to affect nonbasic lands. Have you considered replacing 1 of each of your Snarls and/or a Needleverge Pathway with Mountains? Hope this helps. Happy Hunting!
4 months ago
Hey, good work in progress so far for a first deck with an interesting concept.
Command Tower and Arcane Signet are two staples to consider adding. Consider adding some flying creatures who can disrupt your opponent to help you do keep the monarch and some repeatable sources of flying creatures?
- Archon of Emeria and Rule of Law can bring the game to a halt which helps you to keep the monarch.
- Windborn Muse and Ghostly Prison make it more difficult for opponents to attack you which helps you to keep the monarch.
- Aven Mindcensor: doesn't let your opponents tutor which can give you a big advantage.
- Luminarch Ascension: it cares about each opponent's end step meaning in multiplayer Commander that it can get counters quick.
- Court of Grace: another source of the monarch.
Blind Obedience can be opponent mana rock ramp disruption and shuts off haste of opponent's creatures who might want to attack you. With Cunning Rhetoric opponent may not want to attack you because then you'll exile card from top of their library.
The mana curve is very high here since you have so many 5 CMC, 6 CMC or higher cards. Cutting some of them for lower CMC cards and more ramp would help gameplay. More two drop mana rocks can make it easier/faster to cast Marchesa. Since she's a 4 CMC creature then a turn two mana rock can potentially let you cast her turn three if you make your land drops.
- Arcane Signet
- Fellwar Stone
- Thought Vessel: no max hand size can help when you're drawing a lot of cards with the monarch.
- Boros Signet
- Orzhov Signet
- Rakdos Signet
Some lands to consider adding in place of some basic lands that are within your budget to improve the manabase:
- Rainbow lands: Command Tower, Exotic Orchard, Path of Ancestry
- Fetch lands: Fabled Passage
- Mardu lands: Nomad Outpost
- Bond lands: Vault of Champions, Spectator Seating
- Pain lands: Caves of Koilos, Battlefield Forge
- Filter lands: Rugged Prairie, Fetid Heath, Graven Cairns
- Check lands: Dragonskull Summit, Isolated Chapel, Clifftop Retreat
- Tango lands: Smoldering Marsh
If you're playing Dark Depths then consider Thespian's Stage? Stage is the land that combos with Depths to get Marit Lage. When you control Depths and Stage pay 2 mana to copy Depths with Stage. Stage becomes Depths with no ice counters on it and the legendary rule will take place since you can't control two legendary Depths at the same time. Choose to keep Stage and remove Depths. Since Stage has no ice counters it's saced to create Marit Lage.
If interested I offer more advice including cuts to consider. Good luck with your deck.