459
4/4/2023
Archenemy Schemes
Deck Size: 65
Commander
Est deck cost: $272.61
Salt sum: 0
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459
4/4/2023
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Scheme

Qty: 65 Price: $272.61
A Display of My Dark Power

When you set this scheme in motion, until your next turn, whenever a player taps a land for mana, that player adds one mana of any type that land produced.

Scheme
A Display of My Dark Power (oarc) 8★
A Reckoning Approaches

When you set this scheme in motion, look at the top six cards of your library. You may put a creature card from among them onto the battlefield. Put the rest on the bottom of your library in any order.

Scheme
A Reckoning Approaches (oe01) 16★
All in Good Time

When you set this scheme in motion, take an extra turn after this one. Schemes can't be set in motion that turn.

Scheme
All in Good Time (oarc) 1★
All Shall Smolder in My Wake

When you set this scheme in motion, destroy up to one target artifact, up to one target enchantment, and up to one target nonbasic land.

Scheme
All Shall Smolder in My Wake (oarc) 2★
Approach My Molten Realm

When you set this scheme in motion, until your next turn, if a source would deal damage, it deals double that damage instead.

Scheme
Approach My Molten Realm (oarc) 3★
Because I Have Willed It

(An ongoing scheme remains face up until it's abandoned.) Spells you cast cost {1} less to cast. At the beginning of your opponents' end step, if they cast four or more spells this turn, abandon this scheme.

Scheme
Because I Have Willed It (oe01) 1★
Behold My Grandeur

When you set this scheme in motion, add {U}{B}{R}. When you set this scheme in motion, if you control six or more lands, you may search your library for a card with mana value 6 or greater, reveal it, put it into your hand, then shuffle.

Scheme
Behold My Grandeur (oe01) 2★
Behold the Power of Destruction

When you set this scheme in motion, destroy all nonland permanents target opponent controls.

Scheme
Behold the Power of Destruction (oarc) 4★
Bow to My Command

(An ongoing scheme remains face up until it's abandoned.) As you set this scheme in motion, choose an opponent. Creatures the chosen player controls can't attack you or planeswalkers you control. At the beginning of your opponents' end step, they may tap any number of untapped creatures they control with total power 8 or greater. If they do, abandon this scheme.

Scheme
Bow to My Command (oe01) 3★
Choose Your Champion

When you set this scheme in motion, target opponent chooses a player. Until your next turn, only you and the chosen player can cast spells and attack with creatures.

Scheme
Choose Your Champion (oarc) 5★
Choose Your Demise

When you set this scheme in motion, look at the top four cards of your library and separate them into a face-down pile and a face-up pile. An opponent chooses one of those piles. Put the cards in that pile into your hand and the rest on the bottom of your library in any order.

Scheme
Choose Your Demise (oe01) 4★
Dance, Pathetic Marionette

When you set this scheme in motion, each opponent reveals cards from the top of their library until they reveal a creature card. Choose one of the revealed creature cards and put it onto the battlefield under your control. Put all other cards revealed this way into their owners' graveyards.

Scheme
Dance, Pathetic Marionette (oarc) 6★
Delight in the Hunt

When you set this scheme in motion, create a 3/3 black Horror creature token and prevent all damage that would be dealt to creatures you control this turn.

Scheme
Delight in the Hunt (oe01) 5★
Embrace My Diabolical Vision

When you set this scheme in motion, each player shuffles their hand and graveyard into their library. You draw seven cards, then each other player draws four cards.

Scheme
Embrace My Diabolical Vision (oarc) 9★
Every Dream a Nightmare

When you set this scheme in motion, each opponent discards a card. You draw a card for each land card discarded this way.

Scheme
Every Dream a Nightmare (oe01) 6★
Every Hope Shall Vanish

When you set this scheme in motion, each opponent reveals their hand. Choose a nonland card from each of those hands. Those players discard those cards.

Scheme
Every Hope Shall Vanish (oarc) 10★
Every Last Vestige Shall Rot

When you set this scheme in motion, you may pay {X}. If you do, put each nonland permanent target player controls with mana value X or less on the bottom of its owner's library.

Scheme
Every Last Vestige Shall Rot (oarc) 11★
Evil Comes to Fruition

When you set this scheme in motion, create seven 0/1 green Plant creature tokens. If you control ten or more lands, create seven 3/3 green Elemental creature tokens instead.

Scheme
Evil Comes to Fruition (oarc) 12★
Feed the Machine

When you set this scheme in motion, target opponent chooses self or others. If that player chooses self, the player sacrifices two creatures of their choice. If the player chooses others, each of your other opponents sacrifices a creature of their choice.

Scheme
Feed the Machine (oarc) 14★
For Each of You, a Gift

When you set this scheme in motion, for each opponent, create a 3/3 black Horror creature token that attacks that player each combat if able.

Scheme
For Each of You, a Gift (oe01) 7★
I Bask in Your Silent Awe

(An ongoing scheme remains face up until it's abandoned.) Each opponent can't cast more than one spell each turn. At the beginning of your upkeep, if no opponent cast a spell since your last turn ended, abandon this scheme.

Scheme
I Bask in Your Silent Awe (oarc) 15★
I Call on the Ancient Magics

When you set this scheme in motion, each other player searches their library for a card, reveals it, and puts it into their hand. Then you search your library for two cards and put them into your hand. Each player shuffles.

Scheme
I Call on the Ancient Magics (oarc) 16★
I Delight in Your Convulsions

When you set this scheme in motion, each opponent loses 3 life. You gain life equal to the life lost this way.

Scheme
I Delight in Your Convulsions (oarc) 17★
I Know All, I See All

(An ongoing scheme remains face up until it's abandoned.) Untap all permanents you control during each opponent's untap step. At the beginning of each end step, if three or more cards were put into your graveyard this turn from anywhere, abandon this scheme.

Scheme
I Know All, I See All (oarc) 18★
Ignite the Cloneforge!

When you set this scheme in motion, create a token that's a copy of target permanent an opponent controls.

Scheme
Ignite the Cloneforge! (oarc) 19★
Into the Earthen Maw

When you set this scheme in motion, exile up to one target creature with flying, up to one target creature without flying, and all cards from up to one target opponent's graveyard.

Scheme
Into the Earthen Maw (oarc) 20★
Introductions Are in Order

When you set this scheme in motion, choose one — • Search your library for a creature card, reveal it, put it into your hand, then shuffle. • You may put a creature card from your hand onto the battlefield.

Scheme
Introductions Are in Order (oarc) 21★
Know Evil

When you set this scheme in motion, until your next turn, up to one target opponent can't attack with creatures, up to one target opponent can't cast creature spells, and up to one target opponent can't cast noncreature spells. You can't choose any player as a target more than once.

Scheme
Know Evil (oe01) 8★
Know Naught but Fire

When you set this scheme in motion, it deals damage to each opponent equal to the number of cards in that player's hand.

Scheme
Know Naught but Fire (oarc) 23★
Look Skyward and Despair

When you set this scheme in motion, create a 5/5 red Dragon creature token with flying.

Scheme
Look Skyward and Despair (oarc) 24★
Make Yourself Useful

When you set this scheme in motion, destroy target creature an opponent controls. If a creature is destroyed this way, you gain life equal to its toughness.

Scheme
Make Yourself Useful (oe01) 9★
May Civilization Collapse

When you set this scheme in motion, target opponent chooses self or others. If that player chooses self, that player sacrifices two lands of their choice. If the player chooses others, each of your other opponents sacrifices a land of their choice.

Scheme
May Civilization Collapse (oarc) 25★
Mortal Flesh Is Weak

When you set this scheme in motion, each opponent's life total becomes the lowest life total among your opponents.

Scheme
Mortal Flesh Is Weak (oarc) 26★
My Crushing Masterstroke

When you set this scheme in motion, gain control of all nonland permanents your opponents control until end of turn. Untap those permanents. They gain haste until end of turn. Each of them attacks its owner this turn if able.

Scheme
My Crushing Masterstroke (oarc) 27★
My Forces Are Innumerable

(An ongoing scheme remains face up until it's abandoned.) At the beginning of your end step, create a 3/3 black Horror creature token. At the beginning of your opponents' end step, they may sacrifice two creatures of their choice. If they do, abandon this scheme.

Scheme
My Forces Are Innumerable (oe01) 11★
My Genius Knows No Bounds

When you set this scheme in motion, you may pay {X}. If you do, you gain X life and draw X cards.

Scheme
My Genius Knows No Bounds (oarc) 28★
My Laughter Echoes

(An ongoing scheme remains face up until it's abandoned.) Whenever you set a non-ongoing scheme in motion, you may abandon this scheme. If you do, set that scheme in motion again.

Scheme
My Laughter Echoes (oe01) 12★
My Undead Horde Awakens

(An ongoing scheme remains face up until it's abandoned.) At the beginning of your end step, you may put target creature card from an opponent's graveyard onto the battlefield under your control. When a creature put onto the battlefield with this scheme dies, abandon this scheme.

Scheme
My Undead Horde Awakens (oarc) 29★
My Wish Is Your Command

When you set this scheme in motion, each opponent reveals their hand. You may choose a noncreature, nonland card revealed this way and cast it without paying its mana cost.

Scheme
My Wish Is Your Command (oarc) 30★
Nature Demands an Offering

When you set this scheme in motion, target opponent chooses a creature you don't control and puts it on top of its owner's library, then repeats this process for an artifact, an enchantment, and a land. Then the owner of each permanent chosen this way shuffles.

Scheme
Nature Demands an Offering (oarc) 31★
Nature Shields Its Own

(An ongoing scheme remains face up until it's abandoned.) Whenever a creature attacks and isn't blocked, if you're the defending player, create a 0/1 green Plant creature token that's blocking that creature. When four or more creatures attack you, abandon this scheme at end of combat.

Scheme
Nature Shields Its Own (oarc) 32★
No One Will Hear Your Cries

When you set this scheme in motion, each opponent chooses a creature they control, then sacrifices the rest.

Scheme
No One Will Hear Your Cries (oe01) 13★
Nothing Can Stop Me Now

(An ongoing scheme remains face up until it's abandoned.) If a source an opponent controls would deal damage to you, prevent 1 of that damage. At the beginning of each end step, if you've been dealt 5 or more damage this turn, abandon this scheme.

Scheme
Nothing Can Stop Me Now (oarc) 33★
Only Blood Ends Your Nightmares

When you set this scheme in motion, each opponent sacrifices a creature of their choice. Then each opponent who didn't sacrifice a creature discards two cards.

Scheme
Only Blood Ends Your Nightmares (oarc) 34★
Pay Tribute to Me

When you set this scheme in motion, each opponent sacrifices a creature of their choice. If you control six or more lands, each opponent sacrifices another creature of their choice.

Scheme
Pay Tribute to Me (oe01) 14★
Power Without Equal

When you set this scheme in motion, draw three cards. You have no maximum hand size until your next turn. If you control six or more lands, you may cast up to three spells from your hand without paying their mana costs.

Scheme
Power Without Equal (oe01) 15★
Realms Befitting My Majesty

When you set this scheme in motion, search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle.

Scheme
Realms Befitting My Majesty (oarc) 36★
Roots of All Evil

When you set this scheme in motion, create five 1/1 green Saproling creature tokens.

Scheme
Roots of All Evil (oarc) 37★
Rotted Ones, Lay Siege

When you set this scheme in motion, for each opponent, create a 2/2 black Zombie creature token that attacks that player each combat if able.

Scheme
Rotted Ones, Lay Siege (oarc) 38★
Surrender Your Thoughts

When you set this scheme in motion, target opponent chooses self or others. If that player chooses self, that player discards four cards. If the player chooses others, each of your other opponents discards two cards.

Scheme
Surrender Your Thoughts (oarc) 39★
The Dead Shall Serve

When you set this scheme in motion, for each opponent, put up to one target creature card from that player's graveyard onto the battlefield under your control. Each of those creatures attacks its owner each combat if able.

Scheme
The Dead Shall Serve (oarc) 7★
The Fate of the Flammable

When you set this scheme in motion, target opponent chooses self or others. If that player chooses self, this scheme deals 6 damage to that player. If the player chooses others, this scheme deals 3 damage to each of your other opponents.

Scheme
The Fate of the Flammable (oarc) 13★
The Iron Guardian Stirs

When you set this scheme in motion, create a 4/6 colorless Golem artifact creature token.

Scheme
The Iron Guardian Stirs (oarc) 22★
The Mighty Will Fall

When you set this scheme in motion, choose an opponent with the highest life total among your opponents. That player loses 7 life.

Scheme
The Mighty Will Fall (oe01) 10★
The Pieces Are Coming Together

When you set this scheme in motion, draw two cards. Artifact spells you cast this turn cost {2} less to cast.

Scheme
The Pieces Are Coming Together (oarc) 35★
The Very Soil Shall Shake

(An ongoing scheme remains face up until it's abandoned.) Creatures you control get +2/+2 and have trample. When a creature you control dies, abandon this scheme.

Scheme
The Very Soil Shall Shake (oarc) 41★
There Is No Refuge

When you set this scheme in motion, it deals 3 damage to up to one target creature. Create a 3/3 black Horror creature token.

Scheme
There Is No Refuge (oe01) 17★
This World Belongs to Me

When you set this scheme in motion, draw two cards. You may play an additional land this turn.

Scheme
This World Belongs to Me (oe01) 18★
Tooth, Claw, and Tail

When you set this scheme in motion, destroy up to three target nonland permanents.

Scheme
Tooth, Claw, and Tail (oarc) 40★
What's Yours Is Now Mine

When you set this scheme in motion, gain control of target creature an opponent controls and untap it.

Scheme
What's Yours Is Now Mine (oe01) 19★
When Will You Learn?

When you set this scheme in motion, each opponent exiles the top card of their library. You may cast any number of spells from among cards exiled this way without paying their mana costs.

Scheme
When Will You Learn? (oe01) 20★
Which of You Burns Brightest?

When you set this scheme in motion, you may pay {X}. If you do, this scheme deals X damage to target opponent or planeswalker and each creature that player or that planeswalker's controller controls.

Scheme
Which of You Burns Brightest? (oarc) 42★
Your Fate Is Thrice Sealed

When you set this scheme in motion, reveal the top three cards of your library. Put all land cards revealed this way onto the battlefield and the rest into your hand.

Scheme
Your Fate Is Thrice Sealed (oarc) 43★
Your Puny Minds Cannot Fathom

When you set this scheme in motion, draw four cards. You have no maximum hand size until your next turn.

Scheme
Your Puny Minds Cannot Fathom (oarc) 44★
Your Will Is Not Your Own

When you set this scheme in motion, gain control of target creature an opponent controls until end of turn. Untap that creature. It gets +3/+3 and gains trample and haste until end of turn.

Scheme
Your Will Is Not Your Own (oarc) 45★

Scheme

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