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Archmage of RunesHow it works & interactions with other cards

By the ManaCount desk· 3 min read· Foundations· November 15, 2024
Carte Magic Archmage of Runes

Archmage of Runes 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

Instant and sorcery spells you cast cost {1} less to cast. Whenever you cast an instant or sorcery spell, draw a card.

How it works : Archmage of Runes

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    Archmage of Runes's first ability doesn't change the mana cost or mana value of any spell. It changes only the total cost you pay to cast instant and sorcery spells.

    No other card is named in this ruling.

  2. #2· Wizards of the Coast

    Archmage of Runes's first ability can't reduce the amount of colored mana you pay for a spell. It reduces only the generic mana component of that spell.

    No other card is named in this ruling.

  3. #3· Wizards of the Coast

    Archmage of Runes's last ability resolves before the spell that caused it to trigger. It resolves even if that spell is countered or otherwise leaves the stack without resolving.

    No other card is named in this ruling.

02

Popular combos

Real combos played by the community, sorted by popularity.

Blazing Firesinger // Seething Song
+Emiel the Blessed
+Archmage of Runes
#1

Blazing Firesinger // Seething Song + Emiel the Blessed + Archmage of Runes

Infinite card drawInfinite draw triggersNear-infinite creature ETBNear-infinite creature LTB
  1. 1Cast a copy of Seething Song from exile by paying no more than {1}{R}, adding {R}{R}{R}{R}{R}.
  2. 2When you cast that spell, Archmage of Runes triggers.
  3. 3Holding priority, activate Emiel the Blessed by paying {3}, blinking Blazing Firesinger, which enters prepared.
  4. 4Repeat any number of times.
  5. 5Resolve triggers from Archmage of Runes until you have drawn as many cards as desired.
  6. 6If the remaining number of Archmage of Runes triggers is greater than the number of cards in your library, you must win the game or remove those triggers from the stack at instant speed to avoid losing from drawing from an empty library.
Haakon, Stromgald Scourge
+Morophon, the Boundless
+Nameless Inversion
+Archmage of Runes
#2

Haakon, Stromgald Scourge + Morophon, the Boundless + Nameless Inversion + Archmage of Runes

Reduce the toughness of creatures opponents control to 0Reduce the toughness of each creature opponents control to 0 upon entering
  1. 1Cast Nameless Inversion from your graveyard, as it is a Knight card, by paying {0} due to Archmage of Runes and Morophon, giving a creature +3/-3 until end of turn.
  2. 2If the creature has toughness 0 or less, the creature dies as a state-based action.
  3. 3Repeat as desired.
Kiki-Jiki, Mirror Breaker
+Blazing Firesinger // Seething Song
+Hematite Talisman
+Archmage of Runes
#3

Kiki-Jiki, Mirror Breaker + Blazing Firesinger // Seething Song + Hematite Talisman + Archmage of Runes

Infinite card drawInfinite draw triggersNear-infinite creature ETBNear-infinite creature LTB
  1. 1Activate Kiki-Jiki by tapping it, copying Blazing Firesinger. It'll enter prepared due to its effect.
  2. 2Cast a copy of Seething Song by paying {1}{R} due to Archmage of Runes.
  3. 3Archmage of Ruins and Hematite Talisman trigger.
  4. 4Resolve the Archmage of Ruins trigger, causing you to draw a card.
  5. 5Resolve the Hematite Talisman trigger, causing you to pay {3} to untap Kiki-Jiki.
  6. 6Resolve Seething Song, adding {R}{R}{R}{R}{R}.
  7. 7Repeat.
03

Legal formats

standardfuturehistorictimelessgladiatorpioneermodernlegacyvintagepennycommanderoathbreakerstandardbrawlbrawlcompetitivebrawlalchemyduel
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