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.
Printings View all
|Commander 2018 (C18)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Arixmethes, Slumbering Isle occurrence in decks from the last year
Commander / EDH:
All decks: 0.02%
GU (Simic): 0.51%
Recommendations View more recommendations
Latest Decks as Commander
Arixmethes, Slumbering Isle Discussion
2 weeks ago
Arixmethes, Slumbering Isle is easier to cast only requiring 2GU whereas Zaxara, the Exemplary requires 1BGU. This means that it's easier to cast Arixmethes turn 1 or 2 than it is Zaxara. The other thing is that Arixmethes is a land which makes it a very hard to remove dork.
Though it is easier to go infinite with Zaxara using Freed from the Real than it is with Arixmethes, it is a very fragile combo that can lose because it can't find that aura. Sultai doesn't have great enchantment tutors, so you are only left with Vampiric Tutor, Diabolic Intent, and Demonic Tutor as means of grabbing it directly. The combo is also easily countered or stopped as all someone has to do is remove Zaxara (through anything from Swords to Plowshares to Cyclonic Rift). Arixmethes overall simply provides better consistent ramp which is what makes the deck stronger.
That being said, both decks can be strong, but one lends itself to more casual play than does the other.
2 weeks ago
I definitley love the way you are taking this deck. I once tried to build a Arixmethes, Slumbering Isle tribal sea creatures deck and it was trash. I think this is definitely a fun was to take it. The advice that I have for you:
- Pick one direction to take your deck in and go in that direction.
This will allow you have a much better deck as there is less of a chance that you will draw a card that is a blank in the current situation. I would, of course, recommend the sea-creatures theme with a subtheme of card draw, as this seems the most versatile and powerful.
- Cut the "value" cards.
I know this may be hard, but a lot of the cards in your deck don't really add to a specific game plan (e.g. Caged Sun). These are just adding to the cost and in my opinion, detract from the power of the deck.
- Remember Braids is symmetrical.
This may seem obvious, but she can allow your OP to get in some scary things. I would recommend adding about 5 ways to ensure that she benefits you more than your OPs. Propaganda is a step in that direction, but there are better options. Try to stop them from being able to use her trigger, or something else. I'm not sure of any specific card that can help, but I'm sure there are some. Try looking on EDHrec.com.
That's all the advice I can give. I'll check back in a couple of days to offer more, or just reply if you have a specific question. Good luck!!!
2 weeks ago
Its pretty simple: Do Arixmethes, Slumbering Isle counts as devotion to other cards while he is a land? I think this is an unique case and I never thought on it till now. I may be wrong but I think it does cause I think devotion counts the symbols on permanents, but I need to make sure.
1 month ago
I just came up with a pretty janky Tooth and Nail combo that works with Arixmethes, Slumbering Isle untapped, 6 other lands - or even fewer if you have mana doublers, and one additional mana (so 9 altogether). However, it requires at least 3 blue mana sources in your lands (including arixmethes) and at least 3 green ones (also including him). So no additional mana but T&N's casting cost is required (in contrast to the Palinchron/Eternal Witness combo).
Step 1 Show
Step 2 Show
Step 3 Show
Step 4 Show
Step 5 Show
Step 5b: Instead of searching Craterhoof Behemoth with the Finale, just get yourself a Selvala, Heart of the Wilds onto the battlefield, saying the x from the finale is 100. Selvala gains haste and can tap for 100 mana of any color immediately. From this point on, mana doesn't matter.
Step 6 Show
Altogether, you will need to "build around" this combo a bit, but I'll try it myself when I switch from Vorel of the Hull Clade to Arixmethes.
2 months ago
Then there is Traxos, Scourge of Kroog for Mecha Godzilla
I'd say Flickerwisp is solid for Mothra. She might not be Legendary, but you can use her perfectly for some insane value and jank.
For Anguirus, I'd hit hard with Tetzimoc, Primal Death.
Maybe Ghalta, Primal Hunger as Godzilla herself?
I'm trying to think who Arixmethes, Slumbering Isle might serve well as...
Anyway, a complete list of all monsters in the Godzilla franchise! :D
2 months ago
Yeah, I haven't traded on here since the binder view changed. My first inclination since you are open to fetches is to go that route. I have a number of them, and really only play casual anymore so I could let some go. Another high dollar card I could let go of would be Ugin, the Spirit Dragon.
If you're interested in ugin maybe I'd do two alters, with ugin and some number of fetches. The other alter I'd be interested in doing is Arixmethes, Slumbering Isle.
2 months ago
The "Enchant ___" text on an Aura determines what kind of permanent it can enchant.
If Arixmethes no longer has slumber counters on it, it is no longer a land, and is no longer a legal object for Dawn's Reflection to enchant, so the Aura goes to its owner's graveyard.
- 303.4c If an Aura is enchanting an illegal object or player as defined by its enchant ability and other applicable effects, the object it was attached to no longer exists, or the player it was attached to has left the game, the Aura is put into its owner’s graveyard. (This is a state-based action. See rule 704.)