Arcbound Wanderer

Combos Browse all Suggest

Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Freeform Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Modern Beyond Horizons Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Planar Constructed Legal
Planechase Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Arcbound Wanderer

Artifact Creature — Golem

Modular—Sunburst (This enters the battlefield with a +1/+1 counter on it for each color of mana used to pay its cost. When it's put into a graveyard, you may put its +1/+1 counters on target artifact creature.)

TheVectornaut on Elven

4 years ago

As with most new decks, I'd recommend starting any edits by thinning down to 60 cards. Your land count is really low for a 100 card deck, but it should be fine for a 60 card deck with enough mana dorks, so I'd cut 40 from the nonlands. The best cards to remove are anything with poor cost efficiency or minimal impact in the ramp archetype. Elvish Mystic is an example of a card to keep because it serves as a cheap accelerant towards your biggest threats. By contrast, Orochi Leafcaller does (almost) literally nothing in a mono-green deck except be a 1 mana 1/1. On the bomb side of things, I'd choose Terra Stomper over Arcbound Wanderer every time, especially since Wanderer only has synergy with the aforementioned snake. Then you have something like Demon's Horn which is pretty terrible in most black decks. And since this is a green deck, it may never trigger at all.

Once down to 60, I'd start looking for upgrades to the existing cards. Some elf ramp options I'm partial to are Joraga Treespeaker, Elvish Piper, Ezuri, Renegade Leader, Craterhoof Behemoth/End-Raze Forerunners, and Archetype of Endurance.

roeby on Growtesque - Pauper EDH

6 years ago

just for easy viewing, these are all the common modular creatures. Arcbound Bruiser Arcbound Hybrid Arcbound Stinger Arcbound Worker Arcbound Wanderer I don't think the wanderer is a good fit in this deck though

Skullion123 on Ramos Engine

7 years ago

Forced Adaptation or Hardened Scales maybe? I know they're mono-colored and add less counters to Ramos, but they have the added benefit of giving him more counters over time. I think a lot of the 2-color guild charms could be dropped for other spells with more colors that also help out what your deck does more. The clan ascendancy enchantments such as Temur Ascendancy would be a lot more beneficial than, say, Azorius Charm.

I also think the deck could use a few boardwipes. Some cards that would work well with Ramos' ability would be Child of Alara or Duneblast.

Arcbound Wanderer would also be a good card for this deck. When it dies, you can move its +1/+1 counters to Ramos and reuse them to make more mana.

sebastian1994 on Ramos, Insanity Engine

7 years ago

Some cards I think that you could take out are the Modular and Sunburst cards that you have in the deck. Unless I'm missing a specific rule, I don't think that those cards will trigger Ramos, Dragon Engine since those cards don't change color based on the different types of mana spent to cast them. The ones like Arcbound Wanderer and Clearwater Goblet are still colorless and therefore wouldn't give Ramos any counters when cast.

Other than those, depending on what exactly you want to accomplish with the deck, you might want to consider taking out some of the cascade/storm cards. Captured Sunlight, Sprouting Vines, and Bituminous Blast are the ones that I would consider taking out first.

It looks like this might be one of your anticipated win conditions, but I think taking out Sphinx-Bone Wand and Mirari could help to focus your deck a little bit.

Overall this looks like a really fun deck to pilot! I hope these suggestions help.

Draakeragon on

8 years ago

I have some ideas for what cards to remove

Workhorse

Really expensive mana fixing

Mindless Automaton

Discarding is really bad for those tokens.

Arcbound Bruiser

A 3/3 for 5 is just to expensive. even with modular

Arcbound Wanderer

Most likely it's going to be a 2 or a 3 for 6 mana

Arcbound Lancer

7 mana is really expensive. even for a 4/4 first strike with modular.

Executioner's Capsule

About as expensive in mana cost as murder but less good.

Morbid Curiosity

Have to sacrifice a creature. It's better for decks that take creatures from your opponents. Besides, you have a lot of draw

Have (0)
Want (2) slvstrChung , C0LDE