Hedron Archive

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

Hedron Archive


: Add .

, , Sacrifice Hedron Archive: Draw two cards.

Profet93 on Gary Murder Scene

2 months ago

I personally like to run 37, but everyone is different. It really depends on your avg cmc, amount of ramp you have, wincon, etc.... For your deck, I would see how your current 34 lands hold up. If you find yourself needing more, bump it up to 36-37. Regardless, you definitely need some more ramp. Jet Medallion, Arcane Signet (perhaps over or in additional to charcoal diamond), Mind Stone and maybe even a Hedron Archive.

For lands I recommend cutting Hive and westvale for Deserted Temple to untap coffers and Thespian's Stage to copy it or another utility land. Perhaps add in a Crypt of Agadeem. An Urborg, Tomb of Yawgmoth while unnecessary, is helpful. Albeit, it does provide symmetry to bublicking muck.

While a bit niche and unnecessary, if your playgroup is okay with combos, a Rings of Brighthearth is helpful. It allows double commander activations as well as some of your other creatures. Not to mention Rings + coffers + temple + swamps (urborg to make u need less swamps) =

I would add like 1-4 more removal cards personally depending on how much interaction you want in the deck. You might want to add another board wipe (or 2). All is Dust hits enchantments but not artifacts while Oblivion Stone hits everything. A rest in peace could be difficult for your deck to deal with and I don't see you running anything to deal with that. Perhaps a Feed the Swarm?

First try out your deck and see what you are lacking, either before or after my suggestions. Hope this helps, let me know what you think of each suggestion.

Profet93 on The H. P. Lovecraft Horror Show

3 months ago

Hedron Archive / Mind Stone - Ramp and Draw

Urza's Incubator - Ramp

I understand the allure of going completely tribal, but at the cost of mana dorks, you really have a decision to make. If your meta is slower and you enjoy the flavor of pure tribal, then just add more artifact ramp like above. If you don't mind adding mana dorks to help ramp you in addition to your artifacts, your deck can still be considered tribal. It's really based on ur perceived definition of the word.

I believe you should add some mana dorks back in as well and remove 3-4 lands. I hate missing land drops so I understand. But to actually cast your expensive cards (you have a 5.37 avg cmc), you need more ramp to be relevant more quickly.

3 cards to swap out for the above could be...

  1. Hedron Matrix - Just adds size, no important abilities. Your creatures are already big enough. Not to mention them being removed in response to the equip activation
  2. Ring of Three Wishes - 5 to 10 mana for a tutor in a non-combo deck is not needed. Better to add more ramp
  3. Skyship Weatherlight - See above

Unlife on Vendilion clique combo

7 months ago

Flavuss The speed really depends on your playgroup, but I don't see why those two couldn't fit in. However, I'm thinking of even simpler things like Arcane Signet, Eye of Ramos, Commander's Sphere, Skyclave Relic, Mind Stone, Hedron Archive, Gilded Lotus, Darksteel Ingot, Thought Vessel and Fellwar Stone. Some make blue, some make colorless but they all help you accelerate.

Profet93 on karn rocks

7 months ago

Skullclamp - Top choice

Mask of Memory - Relies on combat player damage

Infiltration Lens - Relies on opponent blocking (or you get to attack them directly, probably best for your commander)

Karn, Scion of Urza - Pretty cool walker, mini commander so to speak.

Bonders' Enclave - Draw in a land

Hedron Archive/Mind Stone - Ramp when you need it, draw when you don't. Stone acts as more of a cantrip while archive provides actual card draw. Stone helps get your commander faster while hedron does not.

I got some ideas for cuts for the combos I mentioned previously and/or the cards in this comment should you wish.

Maccano1 on Urza's Artifact Buddies

1 year ago


REMOVED: Temple of Deceit, Temple of Enlightenment, Temple of Silence, Tempered Steel, Liquimetal Torque, Scholar of New Horizons, Thopter Shop, Sphinx's Revelation, Bident of Thassa, Alela, Artful Provocateur, Etched Champion, Armix, Filigree Thrasher, Myr Battlesphere, Filigree Attendant, Vedalken Humiliator, Tawnos, Solemn Survivor, Losheel, Clockwork Scholar, Marionette Master, Teshar, Ancestor's Apostle, Ethersworn Adjudicator, Indomitable Archangel

ADDED: Glimmervoid, Power Depot, Forsaken Monument, Mind Stone, Darksteel Ingot, Hedron Archive, Dance of the Mance, Thoughtcast, Thirst for Knowledge, Master Transmuter, Lodestone Golem, Research Thief, Treasure Keeper, Mycosynth Golem, Myr Retriever, Sculpting Steel, Mechtitan Core, Mystic Forge, Dispeller's Capsule, Dispatch, Burnished Hart

COMMENTS: Deck feels powerful, but one dimensional in that it's just trying to pump out big dumb creatures asap; kinda cool. I've played 3-4 times with the current iteration and I'm looking to speed the deck up a little bit; lands coming in tapped, not quite enough draw, and too many non-artifact creatures being the two major areas of focus. I've actually reduced the amount of creatures with this round of changes so I need to check that this is OK.

Lands probably need more work, still too many tapped lands by far. Scholar of New horisons is fine, just doesn't fit in the deck, same with Tawnos (who likely needs his own deck, but I have done a few cool things with him). Tempered Steel, Indomitably Archangel and Ethersworn Adjudicator were hard cuts. But I've added removal, ramp in so I want to see if that's better. Tempered Steel with the thopters was particularly good and may get added in.

Trolldier_of_Fortune on 「̵̺̰͖͍̚A̸̰̪̝̍W̸̭̱͑A̸̮͎̾̊͝K̶̜̣̈́͘͜͜E̸̛̟̔̇̃N̶̨̮̱̟̿͝」̶

1 year ago

Commander's Plate is already there, just hard to see in the pile of artifacts.

In my experience playing the old deck, playing low key is really hard to do in multiplayer when you have a commander with scary stuff written on it like "Annihilator 4" and "12/12". My old way around that was to just try and run people over faster than they can do something about it, but you know as well as I do that removal spells are a hell of a lot cheaper than my 10 drop commander here. One of my new ways to try and get around that involves Assault Suit so I can try and play some politics with my giant monster, but that's just one card.

Hedron Archive found a slot pretty easy, really not sure how it wasn't already in here. I do love my big Mind Stone.

I really like where your head's at with Spatial Contortion to bluff interaction, but I'm just not sure I see enough value in it to get it on the list just yet.

Profet93 on 「̵̺̰͖͍̚A̸̰̪̝̍W̸̭̱͑A̸̮͎̾̊͝K̶̜̣̈́͘͜͜E̸̛̟̔̇̃N̶̨̮̱̟̿͝」̶

1 year ago

I understand, cutting a card twice is very hard, especially if you are found of it. It definitely can be a useful card at times which makes you hesitant to do so. After all it combos with ..... Doubling Cube + Voltaic Key + Rings. Moreover, there are other better cards to cut as you mentioned.

A Commander's Plate is also worth mentioning. I noticed your argument for helm and I understand. Personally, I like the play more cautiously. Rather than make myself a removal target of all 3 opponents by attempting to equip pre-combat regardless of who I swing at, I would prefer a more cautious card such as commander's plate (not even saying to swap one for the other, just noting my preference) because it requires opponents to utilize their removal pre-combat.

Hedron Archive - Most important of the 3 suggestions. It's ramp when you need it, draw when you don't. This deck is lacking some draw despite the commander. Having a versatile piece like this will help you be more consistent.

Spatial Contortion - "Removal"/"Pump" Spell which allows you to bluff interaction given you only have one instant in the deck.

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