Archetype of Imagination is one of those cards players keep asking about. Here is, in plain words, what its official text says, the rulings published by Wizards of the Coast, and the combos players actually run.
Official card text
Creatures you control have flying. Creatures your opponents control lose flying and can't have or gain flying.
Complete guide
Archetype of Imagination is a powerful six-mana enchantment creature that grants your entire board the gift of flight while grounding your enemies. It serves as both a powerful offensive finisher and a complete defensive lockdown against evasive attackers. By controlling the skies, you ensure your creatures can bypass ground blockers while your opponent's flyers become vulnerable.
Mastery of the Skies
Archetype of Imagination functions using two static abilities that create a continuous effect on the battlefield. The first ability grants the flying keyword to every creature you control. The second ability is more complex: it strips flying from all creatures your opponents control and establishes a restrictive rule that prevents those creatures from having or gaining flying for as long as the Archetype remains on the battlefield.
Resolving the Grounding Effect
When Archetype of Imagination is on the battlefield, it overrides other effects. If an opponent plays a spell that would grant their creatures flying, the continuous effect of that spell is never created for that specific keyword. However, if the Archetype leaves the battlefield, static abilities from sources like Auras or Equipment that grant flying will immediately start working again. If two players both control an Archetype of Imagination, the 'can't gain flying' clause takes precedence for everyone, meaning no creatures on the board will have flying.
Common Mistakes
A common point of confusion involves the timing of spells. If an opponent casts a spell that gives '+1/+1 and flying' while you control the Archetype, their creatures will still get the +1/+1 bonus, but the flying part of the effect is simply negated. Players also often forget that this affects all opponents in multiplayer games, not just one, effectively turning every creature they control into a ground unit regardless of their printed abilities.
Strategic Deployment
This card is best used as a 'silver bullet' to break a board stall. Since it is both an enchantment and a creature, it is more susceptible to removal, so protecting it is key. You should play it when you have a significant number of ground creatures that are currently blocked by your opponent's forces, allowing for a lethal alpha strike the moment it hits the table.
Interaction examples
When you have both cards on the field, your Hullbreaker Horror gains flying. Even if your opponent has a creature that naturally has flying, the Archetype removes it, allowing your 7/8 Kraken to attack over their defenders unimpeded.
Psychosis Crawler's power depends on your hand size, but it lacks natural evasion. With Archetype of Imagination, the Crawler becomes a flying threat. If your opponent tries to block it with their own flying creature, the Archetype's static ability ensures their creature loses flying, making the Crawler unblockable by that creature.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : Archetype of Imagination
Original English text — Wizards of the Coast / Scryfall
- #1· Wizards of the Coast
The Archetype's second ability applies to each creature controlled by any of your opponents, no matter when it entered the battlefield.
No other card is named in this ruling.
- #2· Wizards of the Coast
While you control an Archetype, continuous effects generated by the resolution of spells and abilities that would give the specified ability to creatures your opponents control aren't created. For example, if you control Archetype of Courage, a spell cast by an opponent that gives creatures they control first strike wouldn't cause the creatures to have first strike, even if later in the turn Archetype of Courage left the battlefield. (If the spell has additional effects, such as raising the power of the creatures, those effects will apply as normal.)
No other card is named in this ruling.
- #3· Wizards of the Coast
Conversely, continuous effects generated by static abilities (such as an Aura that granted the appropriate ability) would resume applying if the Archetype left the battlefield.
No other card is named in this ruling.
- #4· Wizards of the Coast
If you and an opponent each control the same Archetype, no creature controlled by any player will have the appropriate ability.
No other card is named in this ruling.
Popular combos
Real combos played by the community, sorted by popularity.
Archetype of Imagination + Stormtide Leviathan
- 1All creatures your opponents control lose flying.
- 2Stormtide prevents creatures without flying or islandwalk from attacking.
Archetype of Imagination + Magus of the Moat
- 1All creatures your opponent control lose flying.
- 2Magus of the Moat prevents things without flying from attacking.
- 3Creatures your opponent can not fulfill the conditions necessary to attack.
Island Sanctuary + Archetype of Imagination
- 1At the beginning of your draw step, Island Sanctuary causes you to skip your card draw, and prevent creatures without flying and/or islandwalk from attacking you.
- 2Because Archetype of Imagination causes all creatures to lose flying, only creatures with islandwalk can attack you.
Archetype of Imagination + Moat
- 1All creatures your opponent control lose flying.
- 2Moat prevents things without flying from attacking.
- 3Creatures your opponent can not fulfill the conditions necessary to attack.
Archetype of Imagination + Form of the Dragon
- 1Archetype of Imagination causes your opponent' creatures to lose flying and be unable to gain flying.
- 2Form of the Dragon prevents non-flying creatures from attacking you, and since none of your opponent' creatures can have flying, no creatures can attack you.
Teferi's Moat + Painter's Servant + Archetype of Imagination
- 1Teferi's Moat prevents creatures of the chosen color without flying from attacking you.
- 2Because Painter's Servant makes all creatures the chosen color, and Archetype of Imaginaton causes all creatures your opponents control to lose flying, no creatures can attack you.
Zedruu the Greathearted + Archetype of Imagination + Luminous Broodmoth + Phyrexian Altar
- 1Activate Zedruu by paying
, giving Archetype of Imagination to an opponent.
- 2Activate Phyrexian Altar by sacrificing Zedruu, adding one mana of any color.
- 3Luminous Broodmoth triggers, returning Zedruu from your graveyard to the battlefield without flying due to Archetype of Imagination.
- 4Repeat from step 2.
Legal formats
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Meta decks with Archetype of Imagination
No archived Top 8 deck with this card yet.



Hullbreaker Horror
Psychosis Crawler








