Grand Arbiter Augustin IV


Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Modern Masters (MMA) Rare
Dissension (DIS) Rare

Combos Browse all

Grand Arbiter Augustin IV

Legendary Creature — Human Advisor

White spells you play cost less to play.

Blue spells you play cost less to play.

Spells your opponents play cost more to play.

Price & Acquistion Set Price Alerts




Grand Arbiter Augustin IV Discussion

JohnnyCRO on Intet of Infinite Dreams (Combo)

2 days ago


Sorry for taking my time, exams are a thing.

I completely agree that red is meh compared to those 2. IMHO green and blue are the strongest colors in EDH, while red leaves much to be desired here. Every deck containing red I ever tried to theorycraft/build ended up having red as a splash for artifact removal, a wheel or two and a few looters (Mizzix, Kess, even Daretti was more colorless than he was red). It's just that the moment I saw Bloom Tender I started drooling over a potential t3 Intet. And just as that thought make me happy, it made me just as sad to realize that it often "just" provides .

Even if it cannot go toe to toe with Zur, Teferi and similar decks, it can at least make itself relevant there. Thus both becoming a more important deck at the table, instead of being that deck that's 2 turns slower than the rest of the table, and increasing the possibility of surviving long enough to drop Intet and s(t)eal the win here and there.

  • Bring to Light - I love that rainbow lands interaction. I'm tepmpted to put it in the next semi-casual UGx deck I'll build (this might never happen, but let's keep up the good vibes). Still, we agree that id doesn't pull its weight as it is now.

  • Dack - nothing to add here

  • Nissa - I see your point. However IMO at 5 mana you should be making preparations to drop Intet instead. Also, she taps you out without providing any card advantage right away, thus opening a hefty interaction window which opponents can use to set you back more than Nissa was worth. In my experience you need a healthy amount of draw and filtering to reach 5 mana, and after that relying on her to draw cards for every land drop might not give you as many cards as you'd want/"deserve" from such an investment. Precognition Field is no Necropotence, but if you're looking for a draw engine this might be it. You're constantly a card ahead and you immediately get the chance to interact with the board/stack just as if it has drawn you a card right away. I wouldn't recommend it as an optimal choice, but I'd play it over Nissa, at least as a draw engine.

  • Heroic Intervention - I tested it briefly in Edric. And though they aren't that similar, it never did anything that a counter wouldn't be able to. But I often wanted it to be a bit more useful when opponents took the initiative and tried to push for a win.

  • red counters - as I stressed out, and we agree here, it's a meta call. We also agree on Swan Song and the reason I didn't mention it. It's one of the best counters in the format, but in a deck where you depend on your creature(s) getting through, giving anyone flying blockers isn't a good idea.

  • Krosan Grip - leave it in then. I myself kept it in my Tasigur for a long time and now I'm pointing it out whenever I see it in a deck fast/optimized enough that such cmc might be a problem.

I'd leave in Natural State depending on your meta. If you need multiple pieces of artifact/enchantment removal, this one is very underestimated IMO, and it even gets better the more competitive your meta is. However if you want/can remove a removal bc you have too much or you often use it to remove things you'd rather counter, sure.

Also Ponder is very valuable IMO. Digging 3 cards deep is quite good, and the ability to reshuffle and get a random card is also useful. At the low low price of , even sorcery speed can't diminish its usefulness IMO. I've only just noticed that you aren't playing Preordain either BTW.

Dack -> Delay, Bring to light -> Pact and Heroic intervention -> Negate are all tremendous upgrades IMO. I'd just like you to think about Nature's claim, Ponder and Nissa once more. But if you end up doing it your way, it's cool. The pilot and the builder surely knows his deck better than me, I'm just giving suggestions here.

I'm glad that my comments and advice are of help to you.

1) this is a tricky one. Good thing about KReach/Cultivate with high-cmc generals is that they both ramp you and their fix your next land drop. This is important bc high-cmc generals demand a land drop or two more than cheap ones (unless there is some insane artifact ramping going on, but that is too glass cannon for my taste), and this way you can manage to pull off those land drops elegantly while doing additional ramping. This 2 for 1 use makes it possible to have the perks of lower land count while still hitting your drops well. Of course this works best with cmc 5 generals (my best friend is playing Sigarda, Host of Herons this way and it's doing wonders for him. Hate seeing her t3/4 consistently just as much as I'm proud to have helped). However cmc of 6 would require another land drop or more ramp. And what's the point of playing ramp if it just ramps you halfway into something you want? It's about designing a good curve so your spells can work off one another. In this case, it would mind optimizing your ramp package to reach 6 mana consistently (maybe 7-8 with the new interaction package in case your meta has plenty of removal, this one is a tactical decision more than anything else). So if we say you hit your first 3 land drops, for the sake of simplicity, the question should be what can get you from that to 6 mana the fastest. With manabase as finely crafted as yours, KReach/Cultivate don't get you further than a Sol Ring or a Fellwar Stone, and by no means farther than a Mana Vault/Mana Crypt since their ensured 5 mana with raw ramping for 1 immediately isn't worth to you more than ramping for 1 cheaper ramp spells do (since your target spell, your general, has cmc of 6, not 5), but they do it on earlier turns so you can play Intet faster on occasion and they give mana without the need for green or for 3 mana already available to you.

In short; IMO cheaper ramp, be it in the form of spells, dorks or rocks, wouldn't serve you any worse than these do. But cheaper ramp would be more useful on early turns and could help you get away with a bit greedy hands. And though this covers my point, I wanted to explore it a bit more to make a wider point about ramp in general. Why those 3cmc spells are kicking ass in my friend's Sigarda, Host of Herons, why I'm planning to fill my Grand Arbiter Augustin IV with 2 cmc rocks and why Edric decks play even Boreal Druid over things like Fellwar Stone. It's about your curve, about key spells you're looking to cast and about how those two influence the card choices you make.

2) Sadly, again, red has so few excellent cards that IDK if I even could recommend many. Synergy build gave you some awesome suggestions, Orcish Lumberjack and Imperial Recruiter might indeed be what you're looking for. Apart from that, I don't think I can be of help. :-/


Sorry for all the spelling mistakes I (might) have made. As you can imagine this took me some time to get down and I'm at least 4h behind on sleep. Thank you in advance.

5hadao on Azorius Deck

4 days ago

Made a rather large change as I cracked a couple packs and got some good pulls, one of which ups the power of this deck...I’m changing the commander from Geist of Saint Traft to Grand Arbiter Augustin IV and then removing Sram, Senior Edificer from the deck

GolgariJunkman on This... is... MEREN!!!

1 week ago


I have tried Ravenous Slime and it wasn't very good at all 'cause the meta shifts lately so it was a good suggestion but the wrong time, you know? ... Grand Arbiter Augustin IV and Najeela, the Blade-Blossom dominating lately while Circu, Dimir Lobotomist and Marath, Will of the Wild (also Stax but with Kiki/Pod) wasn't a hard matchup.

Make Obsolete and Minister of Pain - I haven't tried them but in the nearest future I will! I like the idea but I would prefer Minister of Pain over Make Obsolete 'cause it's repeatable with Meren.

Assassin's Trophy - Good call! Also a good addition and on the list for this month!

I have look at your list and it's amazing! The addition of Bottomless Pit and Contamination with crackwood liege, Ophiomancer and Bitterblossom as token producers.

cdkime on The Rule of Law/Arcane Lab ...

2 weeks ago

Not really trying to get into this debate again, but I'll repeat what I've said before several times: Red/White can do some of the necessary components of cEDH, but it can't do them well.

Red Elemental Blast, Illumination, etc. are all situational, meaning they're often dead cards in hand.

Sunforger is to tutor and find four-mana spell. Not bad, but not fast enough or wide-reaching enough for multiplayer cEDH, where you have to deal with multiple threats and a Flash-Hulk can win on turn two.

As bushido_man96 mentioned, the ramp and card draw options are relatively mediocre. Land Tax is a solid card, but it can't compete with dedicated Green ramp.

While you can do Stax in Red/White, you're forgoing what Blue, Black, and Green bring you, as well as lacking Stax powerhouses like Derevi, Empyrial Tactician, Grand Arbiter Augustin IV, or even a command-zone-based Hokori, Dust Drinker.

To reiterate another point I've made a number of times, I'd absolutely love to see Red/White be viable in cEDH, but the issue is not "[t]here are cards in MTG nobody knows of". Rather, Wizards has failed to design Red/White to be viable in hyper-fast multiplayer.

cdkime on Most hardcore coubter to kari ...

2 weeks ago

Kari Zev, Skyship Raider. You have to put the card’s full name and double brackets in order to link it:

[[Kari Zev, Skyship Raider]]

One option is prison/Stax. Aggro and burn count on having lots of creatures/spells very quickly. Slow them down and they tend to fall off in the later game.

Grand Arbiter Augustin IV ramps you and taxes your opponents. It also gives access to Blue’s counters and White’s Ghostly Prison, Leyline of Sanctity, and other tax cards.

Architas on Bantchantress

3 weeks ago

Hey, tried to keep all cards under $15.

Helix Pinnacle: Can prove as an alternate wincon

Ground Seal: Not really a fan of this card (maybe its better in your meta?, if its for card draw you're better of with a Rhystic Study

Oblivion Ring: Has Grasp of Fate as an upgrade, more targets.

Burgeoning: Is also great to get more lands on the table.

Dueling Grounds: Allows for some breathing room when you are against decks with alot of creatures. Overburden: To keep your opponents from going out of control, but prepare for some hate.

Bear Umbra: Is also too good to cut imo, untapping all your lands just for attacking.

Grand Arbiter Augustin IV: Is also great, cheaper spells for you and more expensive for your opponents.

Azor's Elocutors: Tried to include this one as well but there is just to much targetted destruction so unless you have a bunch of counterspells or you can hexproof it, dont expect it to go off.

I would also include some more counterspells, you dont have alot of shroud/hexproof so you are an easy target for targetted destruction (and you also cant prevent a boardwipe)

Hopefully I was somewhat helpful :)

DrowZgam3r on Decked Out Derevi

2 months ago

I really like your take on a voltron derevi, but there are a few cards I'm not entirely sure belong in the deck. for instance Aura of Silence is a fine card but since you aren't running a full stax build it will mainly just piss off everybody on the table, same thing with Grand Arbiter Augustin IV. honestly I'd consider just cutting these for other good equipment or creatures like Sword of Feast and Famine or Leonin Shikari for examples. but beyond that I do like the direction you took the deck. good work.

Bxbx on Sen Triplets

2 months ago

Hi, if the goal is to make the deck an unfun stax-build, then you'll have to include Grand Arbiter Augustin IV. Not only does it tax your opponents' spells, it also reduces the cost of Sen Triplets by two.

As Sen Triplets draws a lot of hate, you might consider Winding Canyons as a way to flash it in at the end of the opponents' turn.

Celestial Dawn is not longer necessary for Sen Triplets decks because, since the rule change, lands like Rupture Spire can now generate mana outside the color identity of your commander. If you'd include more lands that generate mana of any color, then you could therefore cut Celestial Dawn. See my version of Sen Triplets for an example of this: Sen Triplets Handcontrol

As you have the artifact theme and a desire to play Winter Orb, you might think about adding Tezzeret the Seeker because it is a nice tutor for artifacts that can also function as mana acceleration.

That's all for now. Have fun!

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