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Archmage of EchoesHow it works & interactions with other cards

By the ManaCount desk· 3 min read· Wilds of Eldraine Commander· September 8, 2023
Carte Magic Archmage of Echoes

Archmage of Echoes 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.

01

Official card text

Flying, ward {2} Whenever you cast a Faerie or Wizard permanent spell, copy it. (The copy becomes a token.)

Complete guide

Archmage of Echoes is a powerful Faerie Wizard that serves as a cornerstone for tribal decks, turning every creature cast into a double threat. With its protective ward ability and flying, it stays on the battlefield long enough to ensure your board state grows exponentially. This card redefines how you approach casting permanent spells by providing immediate, token-based duplicates of your key creatures.

Doubling Your Ranks

Whenever you cast a Faerie or Wizard permanent spell, Archmage of Echoes triggers to create a copy of that spell on the stack. Because the copy is a spell, it will eventually resolve and enter the battlefield as a token. It is important to note that since the token is a resolving spell, it is not considered 'created,' meaning it won't trigger effects that look for tokens being created.

Resolving the Trigger

The ability triggers as soon as you finish casting the spell, meaning the copy is placed on the stack above the original. The copy resolves first, entering the battlefield as a token that shares all characteristics of the original. If you paid additional costs like kicker or chose a value for X, the copy inherits those exact values and decisions.

Strategic Timing

Since Archmage of Echoes relies on a cast trigger, you should aim to play it before your heavy-hitting Wizards or Faeries. Its Ward {2} ability provides a layer of protection, making it difficult for opponents to remove it before you get value. To maximize efficiency, wait to cast your utility creatures until the Archmage is safely on the board to receive their enter-the-battlefield triggers twice.

Common Pitfalls

Players often forget that the copy is not 'cast,' so effects that trigger on casting a spell will not trigger a second time for the copy. Additionally, if the original spell is countered, the copy remains on the stack and will still resolve normally. Remember that the copy is a permanent, but it does not count as a 'token creation' event for cards like Doubling Season.

Interaction examples

The Infinite Throne

If you cast Roaming Throne and choose 'Wizard' as it enters, it becomes a Wizard. However, Archmage of Echoes triggers when you cast the spell. If you already have a Roaming Throne on the battlefield naming 'Wizard', the Archmage's trigger will fire twice. This results in two token copies of Roaming Throne entering the battlefield alongside the original spell, allowing you to name different creature types for each.

Automated Advantage

Solemn Simulacrum is a Golem, not a Faerie or Wizard. When you cast it while Archmage of Echoes is on the battlefield, the Archmage will not trigger. You will only get one Solemn Simulacrum and its single land-search trigger, as the Archmage only copies specific creature types.

Guide written with AI from the official text and rulings. Official English text prevails.

How it works : Archmage of Echoes

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    A resolving copy of a permanent spell becomes a token, so the token isn't "created." Effects that care about a token being created won't interact with a token that enters the battlefield from Archmage of Echoes's ability.

    No other card is named in this ruling.

  2. #2· Wizards of the Coast

    The copy remembers any decisions that were made for the original spell as it was cast, including values chosen for X in its mana cost and whether any alternative or additional costs were chosen. For example, if the original creature spell had kicker and its kicker cost was paid, the copy will also be kicked.

    No other card is named in this ruling.

02

Popular combos

Real combos played by the community, sorted by popularity.

Timestream Navigator
+Riptide Laboratory
+Archmage of Echoes
#1

Timestream Navigator + Riptide Laboratory + Archmage of Echoes

Infinite turnsLock
  1. 1Cast Timestream Navigator by paying {1}{U}.
  2. 2Archmage of Echoes triggers, copying the Timestream Navigator spell.
  3. 3Resolve both Timestream Navigator spells.
  4. 4If you don't have the city's blessing, either the Timestream Navigator token or the nontoken Timestream Navigator gives you the city's blessing.
  5. 5During your next turn, activate Riptide Laboratory's second ability by paying {1}{U} and tapping it, returning the nontoken Timestream Navigator to your hand from the battlefield.
  6. 6Activate the ability of the Timestream Navigator token by paying {2}{U}{U}, tapping it and putting on the bottom of your library, causing you to take an extra turn after that one.
  7. 7Repeat.
Archmage of Echoes
+Quickling
+Cloud of Faeries
+Faerie Impostor
#2

Archmage of Echoes + Quickling + Cloud of Faeries + Faerie Impostor

Infinite creature LTBInfinite creature ETBInfinite storm countInfinite creature tokens
  1. 1Activate up to two lands by tapping them, adding at least {1}{U}.
  2. 2Cast Cloud of Faeries by paying {1}{U}.
  3. 3Archmage of Echoes triggers, copying Cloud of Faeries.
  4. 4Resolve the copy of the Cloud of Faeries spell, creating a token copy of it.
  5. 5When the Cloud of Faeries token enters the battlefield, it triggers, untapping up to two lands.
  6. 6Activate up to two lands by tapping them, adding at least {1}{U}.
  7. 7Resolve the original Cloud of Faeries spell.
  8. 8When Cloud of Faeries enters the battlefield, it triggers, untapping up to two lands.
03

Legal formats

legacyvintagecommanderoathbreakerduel
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