Arixmethes, Slumbering Isle
Legendary Creature — Kraken
Arixmethes, Slumbering Isle enters the battlefield tapped with 5 slumber counters on it.
As long as Arixmethes has a slumber counter on it, it's a land. (It's not a creature.)
Whenever you cast a spell, you may remove a slumber counter from Arixmethes.
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Arixmethes, Slumbering Isle Discussion
1 week ago
Check it out, show some love, and suggest cards.
Deck : IT CAME FROM THE SURFACE
Still sticking to the idea of slamming big fat sea monsters so keep in mind the deck is ocean themed, and any suggestions that work in that realm will be most appreciated. I haven't yet looked into all the new simic merfolk, but if any pop into your head let me know.
Thanks all! -Adam
1 week ago
Thank you to everyone who has helped tweak and brainstorm on this deck with me. Thank you to everyone who has upvoted, and added it to their folders. I'm really happy with how this deck was playing, but couldn't pass up on the opportunity to give it a new commander.
In this case, the deck has gone simic, and is now being commanded by Arixmethes, Slumbering Isle.
Please check it out at IT CAME FROM THE SURFACE and throw in your two cents.
Thanks again. -Adam
1 week ago
Also Victory Chimes, Arixmethes, Slumbering Isle, Traverse the Outlands, Seedborn Muse, Mana Reflection, Zendikar Resurgent, Regal Behemoth, Vorel of the Hull Clade, Doubling Season. You might consider Simic Guildgate, Simic Growth Chamber.
2 weeks ago
Solemnity is a really strong card that shutdowns Atraxa, Praetors' Voice, Vorel of the Hull Clade, Mikaeus, the Unhallowed-Triskelion/Walking Ballista combo, Marchesa, the Black Rose reanimator and general infect decks. Since you're not running any of these strategies, swap in Solemnity. It comboes with Phyrexian Unlife (you can't die since you can't have poison counters), Lost Auramancers (that can be immediately killed with High Market to bring Decree of Silence so no one but you can play Magic), Glen Elendra Archmage (counter every single noncreature spell your opponents cast, since she can't have -1/-1 counters), Dark Depths (the land enters without counters, then immediately turns into Marit Lage - but she can still be easily Swords to Plowshares'd), Glacial Chasm (if it can't get counters, you can keep it forever to never be attacked), Mystic Remora (free draws for the rest of the game) and Arixmethes, Slumbering Isle (it enters as a creature). It also comboes with Elephant Grass (more pillowfort), Force Bubble, Delaying Shield and Kitchen Finks, but they're not that good on their own. However, you need to protect your combo pieces: Solemnity+Decree of Silence win combo cost a whopping 11 mana, and can be disrupted easily. So you need protection of targeted removal. Privileged Position, Sterling Grove and Greater Auramancy can do the trick, and the Grove doubles as a tutor. // Enchanted Evening comboes with Aura Thief+High Market, Cleansing Meditation, Calming Verse, Opalescence+Mirari's Wake (all opponents' lands will be 0/0s and will be put into the graveyard while yours will be 1/1s) and Serra's Sanctum. // Omniscience + an Enchantress + Approach of the Second Sun is a free win if uncountered. // If I can suggest some improvements on your manabase: Exotic Orchard, Rogue's Passage, Prairie Stream and Yavimaya Coast are cheap replacements for Thornwood Falls, Woodland Stream and 2 Islands. Weirding Wood is better than Gift of Paradise, because it can draw you a card via Clue. Card advantage is crucial in EDH, and you should run at least 6 sources of realiable draw. That's why I recommend you to run Mesa Enchantress, Verduran Enchantress, Kruphix's Insight, Mystic Remora, Rhystic Study, Sylvan Library (comboes with Abundance), Argothian Enchantress. // Eladamri's Call tutors your creatures. Ground Seal and Rest in Peace shutdown graveyard stategies. Open the Vaults is a really good budget replacement of Replenish and plays around Ground Seal (better replace Hanna, Ship's Navigator - she's too slow). Courser of Kruphix, Land Tax, Mirari's Wake, Burgeoning and Exploration are great ramp Leyline of Anticipation allows you to play on your opponents' turn. Copy Enchantment gives more utility. Search for Azcanta Flip fills the graveyard for Open the Vaults and easily flips into a good utility land. Seal of Primordium, Seal of Cleansing, Banishing Light, Stasis Snare, Cast Out, Prison Term, Act of Authority, Detention Sphere, Imprisoned in the Moon, Song of the Dryads, Grasp of Fate and Aura Shards take care of troublesome permanents. Energy Flux, Aura of Silence and Stony Silence deals with artifact decks. Austere Command, Wrath of God, Supreme Verdict and Cyclonic Rift are great boardwipes. Teferi's Protection is the best protection spell ever released. Karmic Justice and Martyr's Bond tell people to don't mess with you. Collective Restraint is another Propaganda effect (comboes with Prismatic Omen).
2 weeks ago
Suns_Champion I didn't mean to mention Arixmethes, Slumbering Isle in a way that I was considering it, I was using it as an example. I'd find commanders I like, look more into them and find other commanders that interest me which results in indecisiveness
2 weeks ago
LoaTheWolf haha the irony! I have the same problem picking a career!
Two points: Don't spend money until you're sure you like the commander. Print out a proxie deck, playtest, make changes, playtest some more. I didn't do that for an expensive Narset deck I built and found out I hated that playstyle. I did do it for a Queen Marchesa deck, found out I wasn't into her, and saved $300. Always proxie.
Second, of the commanders you listed, do Arixmethes, Slumbering Isle. He's the most interesting and unique, and I won't get into the reasons I'm not a fan of all the others. Also, the art is great!
pizzagod13 while it's hard to find commanders who are objectively better than one another(they all do different things), there's something to be said for choosing a weaker commander. Fitting a new deck into your meta is very important, so you might want to choose strategies and power levels according to what your meta can handle. For example, I built a Narset deck that almost killed my meta and hated it, so I got rid of it for something less powerful. Even some objectively bad commanders can be fun.
2 weeks ago
Suns_Champion that's also one of the biggest problems I have with commander, I'm naturally just an indecisive person. For instance: I've been on and off of World of Warcraft since 2009, it's been 9 years and I still don't/can't play it because I can't decide on a class to play. Translating to commander I've been thinking about it for a couple months and have made little to no progress on deciding on my first.
Eight-and-a-Half-Tails could be a fun commander, but is it worth spending a fair bit of money on rather than Jori En, Ruin Diver, Feldon of the Third Path, Jodah, Archmage Eternal, Narset, Enlightened Master, Arixmethes, Slumbering Isle, Traxos, Scourge of Kroog or Emrakul, the Promised End? There's a lot of choices just for the commander because of abilities, color identity and even the art. I'm not sure how to shake this indecisiveness, the easy answer probably is to just say "screw it" and pick a commander at random and go with it but that's hard to convince myself to do.
2 weeks ago
One of commander's strengths is that you can build a deck with ANY commander and still have a chance to win at most tables. I echo the thoughts of the folks above, you can make a good deck with a bad commander.
That said, it's way more fun to choose commanders that, even if they aren't quite good, they at least do something. For example I built a ETB effect/clone/bounce/flicker Dragonlord Atarka deck and it's awesome: Atarka enemy now!. I also just built a Varchild, Betrayer of Kjeldor deck I Will Survive | Varchild EDH. Neither commander is particularly good, but they do a thing that I can build around.
Also, for the record, I play a lot of Boros. You can make decks with the bad colors too!
So your thoughts on Arixmethes, Slumbering Isle or Tariel, Reckoner of Souls could be awesome decks! Or Shimatsu the Bloodcloaked + a million token makers! If those commanders are interesting to you, build them! This of course depends highly on how cutthroat your meta is, but some good before-game and early-game politics can help even the playing field for you.
Again, the commander is only 1 of the 100 cards in the deck. It is great to have them do a thing because you get them every game, multiple times a game. So while you can make decks with vanilla legends, I wouldn't. Instead, make decks with commanders that do weird things. Good luck!