Archon of Valor (Mythic) 5W
Legendary Creature - Archon
5/3
Archon of Valor costs 1 less to cast for each enchantment card in your graveyard.
Flying
Archons you control have vigilance.
Whenever an Archon you control dies, exile target noncreature, nonland permanent an opponent controls.
Archon of Wonder (Mythic) 6U
Legendary Creature - Archon
6/4
Archon of Wonder costs 1 less to cast for each instant card in your graveyard.
Flying
Archons you control have hexproof.
Whenever an Archon you control dies, gain control of target creature.
Archon of Fear (Mythic) 3B
Legendary Creature - Archon
3/1
Archon of Fear costs 1 less to cast for each card in your graveyard.
Flying
Archons you control have menace.
Whenever an Archon you control dies, return it to its owner’s hand.
Archon of Anger (Mythic) 4R
Legendary Creature - Archon
4/2
Archon of Anger costs 1 less to cast for each sorcery card in your graveyard.
Flying
Archons you control have haste.
Whenever an Archon you control dies, it deals damage equal to its power to target opponent.
Archon of Brawn (Mythic) 7G
Legendary Creature - Archon
7/5
Archon of Brawn costs 1 less to cast for each creature card in your graveyard.
Flying
Archons you control have trample.
Whenever an Archon you control dies, you gain life equal to its power.
May I ask why Archons? They are currently a white race and don't really make sense to spread to other colors when you can use more prolific races like elemental, or at least more balanced number wise races like Incarnation or Avatar.
Fear, Wonder, and Anger are the strongest ones, probably in that order.
Fear being a one mana 3/1 flyer that always comes back is excessively powerful. Endless Cockroaches and Mortus Strider, are both 3 mana 1/1s with this effect so it seems way over the top.
Wonder is a control decks wet dream of a finisher. Protection, evasion and card advantage all built into a low costed package that can be had for as little at one blue when you reach the late game. It is probably the strongest finisher ever made for control.
Anger is just a nice haste beater, it is the kind of card you love drawing after turn three but hate to have in your opening.
Brawn and Valor are solid creatures but they are rather underwhelming for their cost, which is ironic because you have made the most expensive creatures the worst powerwise.
These are all based on only having the one card to be effected by their ability, so if you can get different ones out then they get stupid strong really fast.
5W
Legendary Creature - Archon
5/3
Archon of Valor costs 1 less to cast for each enchantment card in your graveyard.
Flying
Archons you control have vigilance.
Whenever an Archon you control dies, exile target noncreature, nonland permanent an opponent controls.
Archon of Wonder (Mythic)
6U
Legendary Creature - Archon
6/4
Archon of Wonder costs 1 less to cast for each instant card in your graveyard.
Flying
Archons you control have hexproof.
Whenever an Archon you control dies, gain control of target creature.
Archon of Fear (Mythic)
3B
Legendary Creature - Archon
3/1
Archon of Fear costs 1 less to cast for each card in your graveyard.
Flying
Archons you control have menace.
Whenever an Archon you control dies, return it to its owner’s hand.
Archon of Anger (Mythic)
4R
Legendary Creature - Archon
4/2
Archon of Anger costs 1 less to cast for each sorcery card in your graveyard.
Flying
Archons you control have haste.
Whenever an Archon you control dies, it deals damage equal to its power to target opponent.
Archon of Brawn (Mythic)
7G
Legendary Creature - Archon
7/5
Archon of Brawn costs 1 less to cast for each creature card in your graveyard.
Flying
Archons you control have trample.
Whenever an Archon you control dies, you gain life equal to its power.
Fear, Wonder, and Anger are the strongest ones, probably in that order.
Fear being a one mana 3/1 flyer that always comes back is excessively powerful. Endless Cockroaches and Mortus Strider, are both 3 mana 1/1s with this effect so it seems way over the top.
Wonder is a control decks wet dream of a finisher. Protection, evasion and card advantage all built into a low costed package that can be had for as little at one blue when you reach the late game. It is probably the strongest finisher ever made for control.
Anger is just a nice haste beater, it is the kind of card you love drawing after turn three but hate to have in your opening.
Brawn and Valor are solid creatures but they are rather underwhelming for their cost, which is ironic because you have made the most expensive creatures the worst powerwise.
These are all based on only having the one card to be effected by their ability, so if you can get different ones out then they get stupid strong really fast.
They might work if you changed for each card in your graveyard to each card type.
UBRKess, Dissident MageUBR - Controlling Dissidents
GRhonas the IndomitableG - Indomitable Four Drops
WUBOloro, Ageless AsceticWUB - Loot & Renanimate
Done.