Celestial Archon

Combos Browse all Suggest

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
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Modern Beyond Horizons Legal
Oathbreaker Legal
Pioneer Legal
Planar Constructed Legal
Planechase Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Celestial Archon

Enchantment Creature — Archon

Bestow (If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached to a creature.)

Flying, first strike

Enchanted creature gets +4/+4 and has flying and first strike.

griffstick on Card creation challenge

1 year ago

Since I made my wife a card I decided to make my own with the same art style.

109

Wild

Or

Create an creature/enchantment aura, that works like bestow but in reverse. Celestial Archon for example. The bestow cost is more than its casting cost. Well make an Aura Enchantment that has a mechanic that allows you to play it as a creature instead and the cost to do so is more because when it dies it attaches to a creature as an Aura. See its bestow in reverse.

Cards for examples

eliakimras on Menacing Aura

1 year ago

Hello! May I step in to give you some recommendations? Since you're on a budget, all cards suggested are 2 dollars or less.

Part 1: Ramp

In: You probably want aura ramp and cost reducers over standard land ramp: Wild Growth, Transcendent Envoy, Hero of Iroas, Jukai Naturalist and Stenn, Paranoid Partisan (choosing Enchantment). These will allow you to storm through your deck casting Auras ad nauseam.

Out: Elvish Mystic, Farhaven Elf, Arcane Signet, Nature's Lore and Cultivate are all great ramp cards, but you can do better (and more thematically) with the cards I mentioned above.

Part 2: Card draw

Just as important as ramp is card draw: Galea won't always be available to you.

In: Sage's Reverie, Enchantress's Presence, Satyr Enchanter, Mesa Enchantress.

Out: Coiling Oracle, Curious Obsession (unreliable), Curse of Verbosity (unreliable), Eel Umbra.

Part 3: Removal

Swords to Plowshares is GREAT, no doubt. But, in this kind of deck, you can spice it up with the great Auras that has for removal.

The objective is, then, to use the cheapest Auras that can hit more than one permanent type, with emphasis on "loses its abilities" in the text box.

In: Mortal Obstinacy, Ossification (synergy with your basic land fetchers).

Out: Reclamation Sage, Swords to Plowshares.

Part 4: Boardwipes

In: I believe you should run more boardwipes that leave your board mostly untouched. Austere Command is one such example. You almost always will clean all artifacts and the half of creatures that are more dangerous to you. Curse of the Swine is another selective wipe.

Out: Time Wipe (not one-sided), Plains.

Part 5: Protection and Evasion

In Voltron, tempo is crucial.

Now to the Auras:

Following the same logic as with removal, I'm using auras over instants to protect the Voltron.

Part 6: Tutors

Without Hammer of Nazahn, Nazahn, Revered Bladesmith is just a more expensive Open the Armory.

In: Open the Armory, Heliod's Pilgrim, Moon-Blessed Cleric, Light-Paws, Emperor's Voice and Invasion of Theros  Flip (bonus that all those tutors also change your library's top card).

Out: Nazahn, Revered Bladesmith, Celestial Archon, Heliod's Emissary, Hypnotic Siren, Curse of Unbinding (7 mana is a lot for an Aura).

Part 7: Win Conditions

In: Since you're going all-in with auras, All That Glitters and Ethereal Armor do wonders.

Out: Bruna, Light of Alabaster is slow and telegraphed in this build. People won't let her stick to the field. Nissa, Steward of Elements is tough to protect in a Voltron build, while she only offers scry, which your lands can already do.

Part 8: Lands

In:

Out:

  • Thriving Grove, Thriving Heath and Thriving Isle are neat fixing, but the Temples are superior since they play into Galea's strategy.
  • Path of Ancestry is great if you're in a 5-color deck or in a tribal-heavy creature deck. This build is neither.
  • Lumbering Falls is good for suiting Equipments on, but Auras will just go to the graveyard when this land stops being a creature.
  • Azorius Chancery, because you don't run the other two bouncelands.
  • Razorverge Thicket. You'll soon realize that the later turns are more important than the early ones in EDH. This land is a beast in Modern, but it is far from worth it in Commander unless you're playing a turn-3 win deck.
  • Forest and Forest to give room for the two remaining Panoramas. (With all the land searching above, you're probably more likely now to have a target for Utopia Sprawl than before.)
  • Seaside Citadel. I know, I know: tri-lands are great and all, but, in this build, I'm trying to bake the top-of-library manipulation into the manabase so you have more free spell slots for your Auras, similar to what I did with Yennett, Cryptic Oddity (to a great success): each land in it has to either enter untapped somehow or change the top card of the library.

If you read this far, congratulations! Here is the list of the deck with all the suggested alterations, in case you want to test it: Galea, Menacing Aura. Good luck and have fun!

TypicalTimmy on Archenemy/Planeschase deck ideas

2 years 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.

TheVectornaut on Heaven's Song

3 years ago

Without the need to champion an elemental anymore, you probably also don't need some of the weaker elementals like Cloudkin Seer and Squall Drifter . I do think cutting the big guy was a good idea since he isn't that impactful, but it does feel a shame to not have something Thryx, the Sudden Storm is trying to help bring in. Windreader Sphinx was the first card that came to my mind as a big creature that works well in flying tribal. There's also Zetalpa, Primal Dawn if you just want something exceedingly big and dumb. Finally, Celestial Archon could be a decent beater that also triggers Archon of Sun's Grace . On the subject of the Archon, Riptide Chimera seems like it could be a great partner to guarantee at least one pegasus every turn. Plus, it also lets you start your sagas from the beginning instead of needing to sacrifice them while getting even more buffs off Celestial Ancient .

JRaynor on Enchantment is the oldest medicine

4 years ago

Your list makes me nostalgic. Celestial Archon is an old classic. I always wanted to make a deck with that and Angelic Destiny

CaptainBanana42 on Trostani casual EDH

5 years ago

Hi, I think aura cards are not very good in EDH unless you went full in the aura strategie. If you want to get the auras going there are much better commanders then Trostani for example Kestia, the Cultivator or Bruna, Light of Alabaster . If you just want to buff your little guys I would recommend effects like Beastmaster Ascension which buff your whole team. There are a lot of anthem enchantments you could play. If you still want to play some aura cards I would recommend to go with cards with the ability bestow or totem armour. With these abilities your creatures are protected from destroy effects so your opponents will not get 2 for 1 if they destroy your enchantet creature. Examples: Celestial Archon , Bear Umbra .

BotaNickill on Sex-Proof Selesnyabians

5 years ago

Thanks for taking a minute to make suggestions. I agree Celestial Archon is not good, too much cmc. Boon Satyr I'm always on the fence about, I feel like it could be useful, but it honestly never seems to make a difference in the outcome of the game. Vizier of the Menagerie I feel could be useful though, I have a lot of other cards that manipulate the top of my library, Mirri's Guile , Courser of Kruphix , Mul Daya Channelers , Sylvan Library , and if I don't like what I see there, I use a fetch land or something to shuffle the deck.

I'm def going to try and get my hands on a Serra's Sanctum , and maybe a Selvala, Heart of the Wilds though, those seem solid for sure. I'll do some searching and see what I can scrounge up for a lil more ramp. Cheers!~

Load more