Archon of Sun's Grace

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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
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Vintage Legal

Archon of Sun's Grace

Creature — Archon

Flying, lifelink

Pegasus creatures you control have lifelink.

Constellation — Whenever an enchantment enters the battlefield under your control, create a 2/2 white Pegasus creature token with flying.

Mannlicher on Psycho Bunny Wonderland

1 month ago

Preface:

This deck was an idea to use some of my old cards, and also see just how nuts I could go with Kwain, Itinerant Meddler. This deck is a spider-web of synergy and combos, multiple infinite combos, and complete bonkers level shenanigans lurking behind a friendly-looking magic rabbit. This is not a budget deck, but in a gracious nod to Lewis Carroll, it is incredibly fun to go "down the rabbit-hole".

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At it's core, the deck is group hug with card-draw, card based mana-ramp, and multiple options for life-gain. I use a few card-draw creatures as well, such as Shabraz, the Skyshark for their synergy with Kwain. Alternate win conditions include Approach of the Second Sun, Jace's Archivist, Windfall, Jace, Wielder of Mysteries, Triskaidekaphile, and Test of Endurance; but the deck is also perfectly capable of beating someone to death with a giant fish - or a giant anything thanks to numerous life-gain options paired with an Archangel of Thune.

The deck has several prison elements with Moat, Silent Arbiter, and Archon of Emeria, as well as Propaganda, Ghostly Prison, and Sphere of Safety. Silent Arbiter and Crawlspace help directly reduce the deck's exposure to attack, along with Gwafa Hazid, Profiteer for any specific threats or "when attacks" triggers. Finally, since this deck does not rely on creatures or doing damage to win, and generates lots of cards in hand, Meishin, the Mind Cage is an easy way to reduce all opponents' creatures to 0 power. For direct damage and targeted attacks outside of combat, the deck includes The Wanderer and Greater Auramancy.

Card draw, treasure tokens, and unlimited hand-size combine with four different Tutors, an Urza's Saga, and a Teferi's Puzzle Box help you keep multiple options in hand, and hopefully keep Kwain hopping one or two steps ahead of your opponents (Remember to use the tutors before your Teferi's Puzzle Box hits the board). Tidal Barracuda, and Vedalken Orrery let you cast anything on anyone's turn. Walking Atlas helps get rid of lands anytime it's not tapped (another combo with Mind Over Matter), and Drumbellower and Teferi, Who Slows the Sunset make sure you're able to untap on every turn, so you can play cards anytime - including win-cons like Laboratory Maniac or Jace's Archivist on an opponent's end-step, then draw for the win.

Circling back to Sphere of Safety - the deck runs 18 enchantments natively, but also features Enchanted Evening to turn everyone's permanents into enchantments. (The deck also conveniently includes Cleansing Nova to destroy all enchantments, which is an absolutely devastating total board wipe when paired with Enchanted Evening, especially if you have Avacyn, Angel of Hope in play on your side). With Enchanted Evening on the board and Sphere of Safety, every permanent you control also counts toward your opponents' cost to attack you for each creature they target you with. Comboing Enchanted Evening, Avacyn, Angel of Hope, and Greater Auramancy means every permanent has both indestructible and shroud, and prevents your planeswalkers from being targeted (or targeted for attacks) directly.

I am only running two counterspells, Mana Drain and Force of Negation, so the deck uses Dovescape to lock down any stray non-creature spells, as well as Tidal Barracuda and ultimately Forced Fruition to further reduce any errant spellcasting. And in this deck, Dovescape not only helps creates magnitudes of tokens, but each of those tokens is potentially an enchantment when it hits the board. With Enchanted Evening in play, those tokens, or ... literally ... any ... other card you play, combos off Archon of Sun's Grace to instantly create infinite (enchantment) pegasus tokens, and become effectively a 1 card infinite combo of 2/2 flying (avoiding Moat) lifelink pegasus. Every. Single. Time. any permanent hits the board under your control after you have both in play.

The Deck includes a The Tabernacle at Pendrell Vale to help keep down on the riff-raff, (plus kill off a few billion pegasus every turn), and helps tie up opponent's mana; meshing with the prison cards we already use. For its own mana, there are some basic mana-rocks and a Smothering Tithe to help offset some of the higher casting cost spells if Braids, Conjurer Adept is not on the board.

The Smothering Tithe pairs well with sheer card-draw provided through Forced Fruition, Temple Bell, Kami of the Crescent Moon, and Kwain, Itinerant Meddler to almost guarantee several dozen treasure tokens each turn and help the deck rapidly ramp to maintain both card and board advantage towards casting an Omniscience.

More combo madness, Teferi's Puzzle Box helps spin through the deck looking for lands and combo solutions. Teferi's Puzzle Box also combos really well with Shabraz, the Skyshark and Alhammarret's Archive, effectively doubling the card-draw effect of Teferi's Puzzle Box each draw phase - and Sphinx of the Second Sun provides double the draw-phases per turn, so you're geometrically quadrupling your cards in hand each turn (and possibly playing them for free). And, for every card you draw, the shark is growing, your life is growing, and if you have the Archangel of Thune, everything else is growing too.

If you want to discard cards from your hand, to hit Triskaidekaphile for instance, or just go infinite with your commander, you can use Mind Over Matter, Omniscience, or Peace of Mind to manipulate your hand-size and either play or discard. The deck includes an Ulamog, the Infinite Gyre, Timetwister and Elixir of Immortality to shuffle your graveyard back into your hand, as well as Displacer Kitten and Angel of Finality to exile your opponents' graveyards with a quick bounce.

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Summary Combos:

Forced Fruition + Smothering Tithe == Treasure Tokens

Teferi's Puzzle Box + Shabraz, the Skyshark == Giant Shark and TONS of life-gain every turn

Teferi's Puzzle Box + Shabraz, the Skyshark + Alhammarret's Archive == Sheer madness

Teferi's Puzzle Box + Shabraz, the Skyshark + Alhammarret's Archive + Archangel of Thune == Same as above, but now ALL of your creatures grow exponentially, every turn

Kwain, Itinerant Meddler + (any of the above) == even more nuts

Kwain, Itinerant Meddler + Mind Over Matter == Infinite combo, draw your deck

Kwain, Itinerant Meddler + Mind Over Matter + (any "if you cannot draw you win") = instant win

Enchanted Evening + Sphere of Safety == every card you have counts towards attack cost

Enchanted Evening + Cleansing Nova == total board wipe (lands, creatures, artifacts, all permanents)

Enchanted Evening + Aura Fracture + (any land) == targeted removal of any permanent

Enchanted Evening + Archon of Sun's Grace == infinite flying pegasus whenever ANY card hits the board under your control, even treasure tokens from Forced Fruition.

Enchanted Evening + Greater Auramancy == every card you play has shroud when it comes into play, but will interfere with Mind Over Matter combo with Kwain.

Sheer Card Draw and hand-size + Mind Over Matter == you can tap or untap whatever you want, whenever you want, and you can reshuffle your graveyard with Elixir of Immortality or Timetwister.

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There's more I could write about with additional combos and card interactions, but those are the highlights. The deck is just all-out madness to play and can quietly build and recycle cards until it comes out of nowhere with an 600/600 flying shark. I enjoy it. I hope you will as well.

Thank you.

6thExtinction on Tuvasa's wonderful enchanted life

1 month ago

Love enchantress decks. You gave me some great ideas for mine.

I love the combo of Archon of Sun's Grace &/or Ajani's Chosen + Enchanted Evening + any enchantment to trigger their ETB and generate infinite tokens.
Enchanted Evening also pairs well with Calming Verse.

Max_Hammer on Neon G/W Auras

4 months ago

This deck feels really good at churning out low-cost enchantments, so any constellation effect would probably be pretty good. Setessan Champion is good since it gets buffed and gives you more draw (which you're clearly fond of), and Archon of Sun's Grace is a good way to make an army of 2/2 flyers. Hallowed Haunting or Katilda, dawnheart martyr would also totally work.

I would also suggest something to reward you for all this draw, but all of the cards I can think of to do this are blue or on paper. I know for a fact white can do this, but Idunno.

Honestly, this looks like a borderline life gain deck, so throwing in Archon along with Nexus Wardens (Or that one white spirit from the D&D set whose name I cannot recall for the life of me), Heliod, Sun-Crowned, and maybe Cleric Class or Griffin Aerie to tie it all together. Granted, that's quite a few new cards and it may as well be a new deck, lol.

P.S. I've been meaning to make a lifegain/enchantment deck for a while, so that probably explains the two paragraphs of cards, lol. P.P.S Colossification is always fun.

Mithrandir.mvm on Wizzardrix (Kwain, Itinerant Meddler)

5 months ago

I love this deck! I've been toying with some cards, but I'm hesitant on some of them:

Omniscience: I tried to use it as a pseudo Smothering Tithe, but it doesn't work with X spells, and it's super expensive... Same happened with As Foretold

Mana Maze really slowed the table. But so did it with my deck! At the end I found it a bit fatigue-inducing, so I'm not sure...

Overburden and Mana Breach are interesting, specially at the early game. We barely have creatures, and don't play too many spells, so I think it can help.

The new Smuggler's Share should work pretty well here!

Enchanted Evening + destroy enchantments is mean. Also Aura Thief, which I love. I've tried a small package for this synergy, but have not played it yet, and I feel it's veeery niche. Getting a draw with Archon of Sun's Grace could be fun, I guess? Enchanted Evening has something that attracts me every time, though. Any other ideas to use it in this deck?

Meekstone was pretty effective.

Drumbellower is cheap mana-wise and allows us to overgift with Kwain. It feels like it needs more tap creatures, though, and I'm not sure it is worth it. But 3+ cards per round... Teferi, Who Slows the Sunset has another untap + lifegain. It should attract some gazes, though; is he worth it?

Words of Worship: with that much drawing, paying x to gain 5x life instead of drawing x could be interesting.

Wizard Class: hey! We don't have that many creatures, buuut this could become pretty stupid. Kwain Voltron anyone?

Ominous Seas has been cute: instant speed 8/8, you say?

Lay Claim it's another enchantment I like, and goes well with Open the Vaults.

I'm thinking of the New Capenna cards, let's see if some of them can work here too. Let's keep this deck brewing!

Hillbillybob987 on Go-Shintai, It's ya Burfdae!

6 months ago

Crazy thought but what about Brudiclad, Telchor Engineer. I haven't seen it in anyone's list but I think has amazing potential.

The low bar assuming you have one shrine token from Go-Shintai of Life's Origin, Brudiclad, Telchor Engineer would give you one additional shrine a turn with its second ability.

Token makers like Sigil of the Empty Throne, Archon of Sun's Grace and maybe board cards Ajani's Chosen and Alela, Artful Provocateur, will make Brudiclad, Telchor Engineer even scarier turning all those tokens into shrine too.

Then on the high end you have Go-Shintai of Shared Purpose and Honden of Life's Web. You make tokens for each shrine you control then with Brudiclad, Telchor Engineer change the underwhelming 1/1 spirits into shrine allowing you to double the number of shrine you have every turn.

Finally if you really get crazy with it, add Mirror Box to allow you to make copies of a legendary permanent then copy a legendary shrine with Mythos of Illuna or Replication Technique. So now all your tokens will become copies of that shrine for an explosive, over the top combo. (I will admit doing all this is a bit too convoluted to probably be worth it, but it sounds amazing)

BlackoutX on Lathiel's got gains

7 months ago

Lets start with a list of easy cuts from a deck like this, Nearheath Pilgrim, Predator Ooze, Abzan Battle Priest, Archon of Sun's Grace, Oketra the True, and Pounce.

Legion's Landing  Flip This card is good in white decks since they need ram, your in green so it doesn't matter nearly as much. Dawn of Hope is another card good in white bad in green (even with the synergy) and the same with Cosmos Elixir.

Some good card draw for your deck would be cards like Greater Good, Rishkar's Expertise, Momentous Fall, and Life's Legacy these all work very well with a big creature strategy and especially well with cards like Ajani's Pridemate or a less budget option Ajani, Strength of the Pride.

Greens most powerful attribute is its land ramp due to it being very hard to interact with. Unless you are running a three-drop commander that you really need out right away you shouldn't be relying on mana dorks. Cards like Harrow, Three Visits, and Primal Growth are exemplary due to getting untapped lands while still being on curve for a four-mana commander. Cards such as Rampant Growth or Roiling Regrowth are still good but come with the downside of getting tapped lands.

I also personally like Wild Growth and Utopia Sprawl although they aren't actually land ramp, they can be used with Arbor Elf (one of the only man dorks that I would still suggest running) to get even more value.

Another thing that you should get for this deck is some protection for your commander, the easiest options for this are Lightning Greaves and Swiftfoot Boots.

Lastly I would suggest running, Daxos, Blessed by the Sun, Nesting Grounds and Karn's Bastion due to the synergy with your deck

RevenantBacon on

7 months ago

Drop Thrummingbird, Grateful Apparition, and Karn's Bastion, they're literally pointless. Niko is going to be using his +1 ability to make your ETB creatures bounce often enough that you don't need the extra loyalty on him, and there's literally nothing else in the deck that gets counters except for Lost Auramancers and well... you don't want them to get more counters.

Speaking of the Lost Auramancers, drop them and Protean Thaumaturge because that's just... well it's just a bad combo, and also doesn't work the way you think it does. Vanishing triggers at the beginning of your upkeep, and the creature is only sacrificed during the resolution of that ability when it determines that the creature has no counters left on it, so you literally can't do it, as they only stay a copy until end of turn, and you don't have any enchantments with flash.

Possibly trade Imprisoned in the Moon for Oblivion Ring, as it's strictly better for removing anything other than a commander, or run both, since you're light on removal overall.

Drop the Suture Priest, as it has nothing to do with the decks theme, same with Daxos of Meletis.

Add a Monk Idealist, it's identical to Auramancer, and backups are good to have.

Add Guile as another synergy for Dovescape, and get infinite 1/1 birbs whenever any opponent casts a non-creature spell.

Add an Azorius Signet (I can't believe it's not in the list already).

You obviously need card draw, so add a Mulldrifter and/or an [Omen of the Sea].

Lastly, slot in an Archon of Sun's Grace and a Luminarch Ascension because most of your creatures are rather weak, and you have no way of protecting yourself from decking out.

FounderX on What does the Fox Say?

7 months ago

Hi, just came to mind, playing against "edict" effects won't protect Light-Paws with color protection. A good idea is to include a few enchantment payoffs in the form of token makers, saccing a token won't hurt that much. Archon of Sun's Grace, Hallowed Haunting, Sigil of the Empty Throne, Ajani's Chosen or Keeper of the Accord can all produce tokens.

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