Just like Planechase, Wizards brings back Archenemy with Duskmourn and each of the Pre-constructed Commander Decks (pre-cons) for Duskmourn houses a set of 10 Scheme cards to support and promote the Archenemy game mode. However, unlike the Planechase cards, with Archenemy, the Scheme cards, benefit only one player; the chosen villain. So, what is Archenemy and how will it spice up your Commander nights with friends and family – let us tell you all about it.
Duskmourn Archenemy Commander
What is Archenemy?
The ruleset more closely resembles another more familiar format, the Two-Headed-Giant, with the only difference being that it is a 3v1 instead of a 2v2. It’s a much simpler hero-versus-villain game mode that eliminates the need for politicking that’s part and parcel of your usual bout of Commander. The goal is simple, the group of player heroes must kill the player chosen as the Archenemy before they are defeated.
While the Planechase cards are a global board effect, the Scheme cards unique to Archenemy only applies to the chosen Archenemy. The purpose of the oversized Scheme cards is to give the Archenemy an overwhelming advantage, especially since this is a format where there are 3 other players as the opposition. The moment the game starts, the top of the Scheme deck is revealed and every turn subsequently will activate a different Scheme card unless it is an Ongoing Scheme card.
The 3 hero players will take their turns all at the same time, drawing cards and casting spells at the same time. Won’t that be a headache keeping track of triggers? Well, don’t worry, players can still take turns casting so that nobody misses out what the other is doing. All interactions on the board can be discussed amongst each other in order to keep the board state balanced, and creatures from any player on the heroes’ team can block even if the Archenemy is attacking only a specific player.
Who is this “Archenemy”?
The player who thinks himself superior? Maybe the player who has a more villain vibe? Or perhaps even that annoying blue player in your pod that makes your game nights difficult? Jokes aside, anyone can be Archenemy, it’s something players can decided unanimously or roll a D20 for; highest or lowest gets to be the villain for this round. To spice it up, the player last chosen as Archenemy can be eliminated from being Archenemy for subsequent rounds to give others a chance.
If players wish to all be villains, it is entirely possible for every player to be Archenemy and have their own Scheme deck for a four-player free-for-all Supervillain Rumble, easily reminiscent of Disney’s Villainous boardgame, but for Magic instead. There are so many notable villains in Magic’s rich universe like Vraska, Jace, and the Eldrazi, just to name a few. Just remember that rule zero still applies when it comes to playing certain commanders, so players should communicate and consult each other before playing.
Let’s Talk about the Schemes in Archenemy
The Scheme cards are special oversized cards that are used in decks of 20, exclusively for the Archenemy game mode, but in the renewed version of Archenemy for Commander, each of the Duskmourn pre-cons come equipped with 10 Scheme cards. Scheme cards, much like its name, is representative of the Archenemy’s evil machinations and villainous plots that have been set in motion to foil their foes.
These cards are not considered permanents and exist solely in the command zone. They cannot be cast and even if a Scheme is resolved, it remains in the command zone by returning to the bottom of the Scheme deck. The Scheme cards have no subtypes, but may have a number of static, triggered or activated abilities. So long as there is a Scheme card face up in the command zone, its static abilities may affect the board, its triggered abilities may trigger, and its activated abilities may be activated.

Some Scheme cards are special Ongoing Schemes that will remain on the board until the abandon condition is met, either by the Archenemy or by the hero players. This will create some challenge for the heroes who may be disadvantaged by the effect of the Ongoing Scheme card, giving the Archenemy a chance to win.
Check out all the Archenemy cards, which will be included in the Duskmourn Pre-cons.
How is Victory or Defeat Determined?
The game is decided when either the hero party defeats the Archenemy or the Archenemy decimates the heroes; simple right? Well, for the Duskmourn set, the rules of Archenemy have been altered slightly to accommodate the usually free-for-all format. Previously formed for a 60-card format, way before Commander was a thing, it has thus been renewed for the official casual format.
The hero team of 3 will start with a shared total life of 60. Any damage taken by any player is the total amount of damage the hero team takes; players assigned to the hero team will win and lose together. The Archenemy will start with a similar life total of 60, with the added advantage of Scheme cards to their arsenal. Sounds scary right? But this is the sort of fight that requires heroes and it can be exhilarating for both villain and the heroes. Basically, it’s a 3-v-1.
How to Archenemy?
Well, deck building will be interesting, because the Archenemy player will need to have solutions to deal with three players. The oversized Scheme cards will help the Archenemy player deal with the threats, and the Ongoing Schemes will slow down the heroes until players can fulfil the abandon condition and trigger a new Scheme.
Playing a good amount of removal and counter spells seems apt for anyone adopting the role of the villain and we all know that Esper (White, Black & Blue) and Azorius (Blue & White) are the most villainous colours out there. However, we shouldn’t discount the notion of playing Simic (Green & Blue), because we all know how often Simic gets away with all their war crimes — we’re looking at you, Nadu.
Hero players may want to equip themselves with either synergistic decks or complementary decks that can fulfil separate and yet supportive roles. One player may choose to be the front-liner, drawing all the aggression and building a board state to threaten the Archenemy. The other two players may choose to play more supportive decks with protection and removal spells to assist the aggro player in getting damage through.
Alternatively, all 3 heroes may opt for full aggro decks, but the lack of protection and removal may be risky. Nevertheless, there is no right or wrong here if players wish to go all out and charge ahead at the final boss like it’s a do or die situation. This is a game mode where players can run more thematically inclined decks and even go so far as to roleplay their favourite villain or hero.
Personally, Here’s what I think about Archenemy
If you’re looking to add some spice to your Commander nights, then you should try playing Archenemy. It’s a lot of fun, and it’s a great way to mix things up. The life-tracker only needs two sides, the villain and the hero, and even with the 60-life total, that number can go down pretty quickly with an effective group of heroes or an especially crafty villain.
Players who love role-playing will find this game mode far more engaging. Players can build thematic decks that either mirrors MTG’s large and expansive lore or even build Universes Beyond themed decks. LOTR and Doctor Who come to mind, and players who want an excuse to play the Dalek King, Sauron or Saruman without feeling guilty will find their home in this game mode. Want to run a Sheoldred or Atraxa commander and shamelessly commit to full on genocidal villainy? Well, this is the game mode to do it!
Get Your Villain Arc Underway
Archenemy is a fun multiplayer format that had been created back in 2010 and subsequently brought back in 2017 in Archenemy: Nicol Bolas. Renewing the ruleset for Commander seems a most fitting decision. Any player wishing to try out the Archenemy game mode can seek out any of the Duskmourn pre-cons that will be featured in this set as each of the four pre-cons comes with a set of 10 oversized Scheme cards. If you’re interested in more information, do check out Wizards’ official announcement of Archenemy here.
Sadly, the only way to obtain these cards would be through the commander decks as they are not sold separately. And if players are curious about the kind of commanders that will be featured in Duskmourn, you may check them out here.
The decklists are out for all the Duskmourn Commander Decks which you can click below to find out, courtesy of Magic and Moxfield:
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