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Legendary Creature — Human Artificer
: Target artifact creature's controller sacrifices it. That player may search his or her library for a noncreature artifact card, put it into play, then shuffle his or her library.
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Arcum Dagsson Discussion
1 week ago
As for other wincons:
3 weeks ago
Schuesseled RIP is part of a combo, I can't remove it. I only actively play it when I play against the hermit druid, mimeoplasm or another deck that absolutely needs the graveyard. Other than that I hold it back until I find Helm of Obedience
Jitte is a removal that can be repeatedly used, it gets rid of most important creatures from Arcum Dagsson and his combo fodder to Harsh Mentor, Gaddock Teeg and other nasty hatebears with static abilities. Jitte easily kills ALL creatures under Humility because nothing is bigger than 1/1 then. It can also be used to kill my own Academy Rector or act as lifegain. As long as Inkmoth Nexus is in the deck it's a method to win quickly without any of the combos...I have thought about putting inkmoth in my Rhonas aggro deck though.
Jitte is an artifact, so it can be cast with mishra's workshop, which is also cool. Unless I find a better reusable removal I think I need that card.
The counterspells need to be checked though, especially swan song and negate. It could be better to replace them with counters that can target everything, like Counterspell and Arcane Denial. Sun titan has been a staple for me, also because he can pull off interesting actions with strip mine, wasteland and Aura of Silence, but I could imagine playing with less recursion in the deck. Narset Transcendent might be good in that slot because of the constant draw (only 2 mana with augustin!) and the game ending ultimate. Inkmoth nexus is currently swapped out for Ethersworn Canonist but that one has to prove it's worth yet. There's not too much room for change because bigger changes would have a negative effect on what the deck already does well.
3 weeks ago
landofMordor I wouldn't say that there is anything like an impossible to win matchup if we are talking about deck archetypes and not a certain build of a player. We do have that sort of rock paper scissors principle in the game, that combo is better against aggro than control and so on, but it doesn't mean it's impossible. It's just that when choosing a certain archetyp you must be aware what the general weaknesses of that strategy are and try to deal with them while keeping the strenghts of the deck.
It can be quite a lot of fun to play a matchup that is objectively not in your favour, like trying to beat a reliable combo deck with aggro, especially in commander. For example, a friend has a combo deck with Arcum Dagsson that can go off quite fast, like turns 2-4 if undisturbed. I like to play against this deck 1 vs 1 with my Rhonas the Indomitable because it's objectively hard to win and such games show me the flaws of my build. Avoiding such matchups won't help much imo. it's actually even worse if you offer someone to play a matchup in which they have the better chance of winning and then they still lose, especially for newer players this might be a bad experience.
3 weeks ago
Also there were a few things I thought about:
About the fodder you are currently using. Is Bitterblossom really that good? It produces, if played on turn 1, about 3 creatures. But on turn 2 it already is just a worse Myr Sire (because of the ). However Hangarback Walker does not cost life and one can use spare mana to grow it, making it probably a bit stronger.
How is Bloodghast working out for you? Sometimes he seems to be just a vanilla 2/1 because I already played a land or need to play one to be able to cast Razaketh.
Could we use Krark-Clan Ironworks? Since we are not using Paradox Engine we could take a shot back to old Sidsi ANT, which used this card to great effect. It also could help ramp up to our Commander since we could just scrap used Mana Rocks.
I was taking Inspiration form Arcum Dagsson lists, because he also wants a critical mass of creatures before hitting the field. I really like how this deck seems to be a hybrid between Sidis ANF and Arcum Paradox Engine. It is a blast to play and tinker around with.
3 weeks ago
If your goal is to adapt the deck to different playstyles, then I have some hate bears to recommend to you:
Gaddock Teeg is first and foremost. Thalia, Heretic Cathar is also quite strong and can give you time to respond to, say, a Krenko, Mob Boss deck producing 50+ goblin tokens with haste by controlling Umbral Mantle and Goblin Warchief, that would otherwise get a swift win by killing you (they can't all swing if they enter tapped, right?). This gives you another turn you would not have normally had to board wipe, cast a creature that may stymie that plan, etc..
Kataki, War's Wage is incredible. You barely run any artifacts, and taxing specific strategies can give you a strong edge (it hurts Arcum Dagsson and Sharuum the Hegemon, Voltron strategies that use equipment, etc.).
As for cuts to fit these in:
Mirri can go. She's just a beater, and you can do better than a beater. Giving her slot to Dosan or Kataki would be very beneficial for your deck.
Jareth, Leonine Titan is mediocre. Its only effective as a blocker, and you have creatures that already do that better. Thalia would be much lower in mana cost, slow down your opponents nonbasic lands, and shut off your opponent's creatures with haste. That's huge.
I also feel like you could do better than Jugan the Rising Star by slotting the other of Dosan or Kataki here: Much lower mana cost, more relevant abilities (5 +1/+1 counters isn't really that much).
That'd help lower your mana curve a little bit, as it's absurdly high right now which doesn't help the specific weaknesses this deck has against certain strategies, specifically Voltron.
1 month ago
I had a big card supply recently, so let's rebuild the deck.
out Saheeli Rai
out Felidar Guardian
This was wincon "just because I can" and "why not". It even worked sometimes. Separately these cards are not much useful (though I've played the last Saheeli's ability several times and won with another combos), especially considering they are not artifacts and cannot be tutored by Arcum Dagsson or protected by Darksteel Forge and Padeem. So, in order to add many new cards I decided to pick off this combo. I wouldn't want to take it far away though.
out Sanctum Gargoyle
out Chromatic Star
out Junk Diver
out Filigree Sages
out Shimmer Myr
Some of these cards I'll maybe return later.
Finally I got 'em!
The bridge makes a combo with Unwinding Clock (and sometimes with Clock of Omens) while I have a lot of mana artifacts. I can tutor a permanent onto the battlefield every turn - my and each of my opponent's. I can search for a combo, or I can just make fun and search for different interesting artifacts. With Vedalken Orrery I could do almost all other things (except for activating Planeswalkers abilities and attacking) in the end of every opponent's turn (or in response, of course). It comes instead of Shimmer Myr, because he's much more vulnerable and doesn't let me to cast noncreature spells as instants. The ability cost is quite expensive and can hardly be activated as the Bridge comes into play, but I hope the Bridge combo or the Bridge itself will work as I imagine it to myself =)
in Wrath of God
The second thing I wanted to add to my deck. Just mass removal spells.
The problem is that I can't just clean the table in the turn I need it. And I need it - since I make random-turn-combos, not war. Nevinyrral's Disk and Scourglass are very slow - the Disk enters tapped (though it can be untapped by Clock of Omens, Tezzeret the Seeker , or even using Time Sieve), Scourglass can be used only during my upkeep. I also would like to put Oblivion Stone in the deck as I get this card, but it just too mush mana-expensive to immediately blow up the table. Finally, the Disk and the Stone destroy my own noncreature artifacts, which is unpleasant. So, I decided to add several spells of this sort. Just to destroy all creatures - now.
Let's see how this strongly-required-in-artifacts-deck card will work.
That was the only card I found that allows to draw cards for casting an artifact or for the artifact ETB trigger.
out Nomad Outpost
out Sequestered Stash (I can hardly remember I played this land's ability)
out Rupture Spire (I just hate this card! Enters tapped and eats one mana...)
in Blood Crypt
in Steam Vents
I'm thinking about lands too. I've also got Windswept Heath, but at the moment I have only one white dual land (Prairie Stream), so I should gather more shocklands before.Oh, it's quite hard to think what land I need to tutor with the fetchland, considering I have only several shocks in the deck... I always forget what lands are in the deck now.
1 month ago
Glad to hear the deck has turned out for you, even if it was slightly.
Personally, I would just replace Winds of Rath. My logic being that I usually only need a board wipe when I am behind (i.e. My general has been wiped a bunch/poor boarstate). If this is the case, then I've probably already lost. Voltron is an aggressive deck, thus we need to focus on resilience and efficiency.
There's nothing wrong with wanting Wheel of Fortune. It's an amazing card, yet I forgot about it. It's definitely a better option than Harmonize granted you have the money to acquire one. I'd include it if you have the ability.
Other than Thalia, Heretic Cathar, there is Linvala, Keeper of Silence (good if your meta has an abundance of Kiki/Splinter Twin combo, early game mana elves, or generals with problematic activated abilities like Arcum Dagsson or Yisan, the Wanderer Bard) and Magus of the Moon/Blood Moon (this depends on how comfortable you are playing a three color deck with this kind of effect as well as how many decks in your meta will be punished by it).
I've also tested Sanctum Prelate and Ethersworn Canonist, but they hindered us too much. Scavenging Ooze and Containment Priest didn't do much either, but testing them led me to find that Ground Seal was the most efficient graveyard hate option.
I think running 4 colorless lands is fine. I have gotten away with it and had few issues. You have a lot more options than I do when it comes to that last colorless slot, so choose wisely. Do you value the haste, pump, and vigalence of Slayers' Stronghold? The large pump and evasion from Kessig Wolf Run? The double strike from Sunhome, Fortress of the Legion? The removal that comes with Contested Cliffs? Or the protection that comes from Yavimaya Hollow?
1 month ago
Harmonize was a difficult include for me as well, but it's pretty much the only option G/W and Naya have for card advantage. I don't think giving it a test would be that detrimental as it's a pretty cheap card monetarily. I've had good experiences with it, but I get that not every card translates well.
Also, I wasn't saying you should be running the same exact disruption spells as I do, but that maybe you should consider running more of them. Cards like Possibility Storm, Pyroblast, Nevermore, Choke, Red Elemental Blast, Thalia, Heretic Cathar, and Blind Obedience are all decent options. Your ideal disruption card is something that comes down before Uril or is low cmc and is as asymmetrical in your favor as possible.
Artifact disruption cards (I.e. Stony Silence & Null Rod) are more for shutting down fast mana than they are hosing decks like Arcum Dagsson. Fast mana effects are too common in EDH (at least in my meta) to pass on aforementioned effects. If this is not the case for you, then I could see how you could forgo Null Rod and Stony Silence.
On a side note, I think we might have different definitions of "disruption". I don't necessarily believe removal to be disruption. To me disruption is an ongoing effect that negatively impacts a player or group of players. Thus, in my interpretation you would only have two disruption effects or ~2% (assuming Teeg and Abolisher will be in the next update, please correct me if you have decided to go ahead and include more than this).
It's always very difficult to maintain fast mana effects (like Avacyn's Pilgrim) as well as include cards that will carry you through the late game if your general gets wrathed. I've found that in addition to a plethora of indestructible and disruption effects, just knowing how to navigate the game is incredibly helpful. Sometimes you just can't win and you have to live with knowing that you'll occasionally get land screwed, someone will have the nuts, or the table will seemingly have an everflowing number of answers. It's just how Magic works.
I don't want to sound too cliche, but the best thing you can do once you've done solid conceptual work is play games as if they're a learning experience. Coming to better understand your deck and meta is crucial for consistency. People will most likely complain that you play the same deck too much, but if your goal is to build the voltron deck that works best for you then it shouldn't bother you.
NP. Although I can't playtest with you or learn your meta, I'm always open to helping out. Feel free to bring up discussion points as you see fit.