|Commander / EDH||Legal|
Printings View all
|Commander 2014 (C14)||Uncommon|
|Duel Decks: Divine vs. Demonic (DDC)||Uncommon|
|Seventh Edition (7ED)||Uncommon|
|Classic Sixth Edition (6ED)||Uncommon|
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Marble Diamond enters the battlefield tapped.
Tap: Add (White) to your mana pool.
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Marble Diamond Discussion
23 hours ago
I guess you want to use this commander? If so then Citadel Siege, Mentor of the Meek, Elite Scaleguard og Bygone Bishop are all great cheap cards for white weenie. For better ramp I would go with cards like Pearl Medallion, Marble Diamond and Commander's Sphere. Also just get ride of Painted Bluffs and Survivors' Encampment and just add Plains or Secluded Steppe and Myriad Landscape. I can also recommend using something like EDHREC when you need help to find cards for your deck. Hope you find this usefull.
2 weeks ago
Well the two first and most obvious cuts are definitely going to be tabernacle and timetwister. They're by no means required and very expensive.
I've never really experimented with a budget list before since this is my own personal list. I'll just throw some stuff out that is probably the most reasonable cuts on a budget.
Force of Will and Mana Drain are excellent, but cuttable on a budget. That power level isn't required for 75% games anyway.
You might have to cut some of the expensive rocks like mox diamond and grim monolith. I'd replace them with weaker stuff like Sky Diamond and perhaps Marble Diamond. Thran Dynamo might be a decent monolith replacement as a rock that goes infinite with dramatic scepter on its own.
You'd likely have to cut some of the tutors like Transmute Artifact For a 75% meta I'd try cuttin them for raw card advantage spells. Perhaps like Fact or Fiction.
If some of the stax pieces like back to basics are considered too punishing or unfun I guess you could reeplace them with softer stax like tangle wire or blind obedience. Blind obedience has nice synergy with dramatic scepter.
Probably the most essential components are the core stax plan, especially the linvala effects and the large mana denial plans. If your playgroup isn't okay with mana denial, you may want to substitute those cards to be more voltronesque with powerful equipment like jitte and batterskull + stoneforge mystic. This deck can certainly have a different plan for a lower powered environment, but it's important you don't dilute your gameplan with too many conflicting strategies since uw is inherently pretty inconsistent.
If there's anything in particular you're looking for substitutions for beyond that feel free to message again and I'll offer suggestions.
1 month ago
I would also run Sol Ring, Boros Signet, Fire Diamond, Marble Diamond, Mind Stone, Wayfarer's Bauble, Coldsteel Heart, and Worn Powerstone. 4-8 ramp cards is basically mandatory. It's a shame, because it takes away from deck character and adds to deck homogeneity but that's the format. If you include extra ramp you can save card slots by dropping a few lands. 38 is considered the sweet-spot for lands but I like 36. Elf decks can go as low as 30 lands so play it by ear.
Wanderer's Twig, Armillary Sphere, and Hedron Archive are nice. Knight of the White Orchid is nice but a total flavor-fail. Temple of the False God is good but you kind of have to treat it more like a ramp card than a land card.
Sword of the Animist would be somewhat flavorful while ramping.
1 month ago
If you're interested in making the deck more competitive, I have some major suggestions for you:
First, let's fix up your mana base. More competitively minded Arahbo decks want to hit early land drops and get threats out ASAP. Regardless if your deck is intended for 1v1 or if you want it to hold its own in multiplayer, you don't want your lands to enter the battlefield tapped. Nearly half of your lands enter tapped, meaning you're going to be behind on mana nearly half of the time! For our purposes, I think it would be better to list the lands that enter tapped that I think would be alright keeping:
I'm not the biggest fan of Evolving Wilds or Terramorphic Expanse in 2 color green decks, as you have so many other ramp/fetch options, but for budget purposes they are perfectly fine inclusions. Anything else that can't tap for mana the turn you drop it doesn't seem worth it to me. With the same logic, I'd be mighty tempted to exclude Temple of the False God as well
As far as replacements go, we need a combination of additional lands and ramp. For the lands, while higher end fetches are nice, we can go for cheaper options (mostly under $5 each) that will provide better mana fixing than Selesnya Guildgate and company:
- Canopy Vista
- Fortified Village
- Mana Confluence - A little on the pricey side, but taps for anything.
- Sunpetal Grove
- Temple of Plenty - Enters tap, but provides a scry!
- Unclaimed Territory - Weaker Cavern of Souls!
Outside of these choices, I'd also add more basic lands. While some of the ETB tapped duals are nice, if you have more ramp options that allow you to select basics from your deck, you can pick and choose what colors you want on the fly:
- Oreskos Explorer - Get Plains out of your deck and into your hand!
- Kodama's Reach - Your second copy of Cultivate
- Farseek and/or Nature's Lore - Get a Forest or Plains from your deck. This includes Scattered Groves! I personally prefer Nature's Lore since the land doesn't enter tapped.
- Rampant Growth - See above, but only for basics.
I've got a few more mana rocks for you to consider as well:
- Selesnya Signet - Signets are staples for 2 color decks. People run it for good reason!
- Talisman of Unity - One of the benefits of ally colors is that you get to run a Talisman, which can be dropped off of a turn 1 Sol Ring for massive ramp early!
- Mind Stone - Personally, I believe this to be better than Dreamstone Hedron since it comes out much earlier, even though the ramp and draw is halved.
- Fellwar Stone - This is better in 3+ color decks, but if you need another cheap mana rock, this is about as good as they get.
- Marble Diamond and Moss Diamond - These are weaker than the others, but they can be drop early and pay themselves off in the long run.
While these cards aren't strictly mana rocks per se, they work similar to Herald’s Horn . I'd exhaust your mana rock options before considering these, however:
- Oketra's Monument and Rhonas's Monument: Reduce the cost of your creature spells while provide extra utility in the form of chumps and pumps.
- Pearl Medallion and Emerald Medallion**: Can be dropped off of a Turn 1 Sol Ring, which is where they'd really shine.
Now that we've got your mana covered, let's talk about your win conditions. One thing I dislike about the deck out of the box is that you're split in a few directions - do you go wide with tokens, do you voltron it up/go tall? In either case, lets consider your finishers for each win-con (outside of Arahbos abilities):
At a glance its easy to see how each of these cards could win you the game, but its worth it to take a more critical look at how each of these work, and the best ways to support them.
Lets start with going wide with tokens.
First, Coat of Arms: Ignoring for now that this boosts your opponents creatures as well, we gotta do some math. Worst case scenario, lets say each of your opponents are at 40 life, and you want to swing for the kill. Math wise, were looking at your cumulative damage across the board being equal X*(X-1)+P, where X is the number of cats you control, and P is your total power. If youre in 1v1, the math is simple, as youre swinging all of your cats at one opponent, but in multiplayer things get trickier, as you have to split your attacks. You may find yourself in a position where you have 80 damage on the board, but due to an uneven number of creatures or differences in power, you can still only kill one of your opponents.
In any case, given the exponential nature of Coat of Arms, the more players youre going up against, the less cats you need to generate per player to win. Still, if youre going for quick kills (Im thinking competitive = win asap), then you want to find a way to drop multiple creatures Turn A, then Turn B cast Coat of Arms and swing. Tokens are the best way of doing this, but as far as dropping a bunch in one turn, your options are currently limited to just White Sun's Zenith, Regal Caracal, and Pride Sovereign, with the latter two being limited to 2 tokens a pop unless you include a token doubler like Anointed Procession.
Ajani, Caller of the Pride I believe should go in nearly every Arahbo deck, given how much synergy it offers to the multiple playstyles Arahbo can support. While getting the Ult off can be tricky, you could easily end up with 20+ cats, which would be enough to kill almost any table.
Nacatl War-Pride is another great finisher that actually works in non-token strategies as well, given the blocks that it forces. If you can enable trample on your creatures across the board, then this can easily kill with Coat of Arms and your opponent just controlling a handful of creatures. Coat of Arms also boosts your creatures that arent attacking the same opponent as War-Pride, so you dont have to be forced to pick off one opponent at a time!
Other than that, flickering Regal Caracal with something like Felidar Guardian could also assist with the token generation.
The same principles above apply to Jazal Goldmane the more tokens you have the better. Jazal costs 9 more cumulative mana than Coat of Arms does, however, so you really want to focus on ramping out as much as you can in order to make the most effective use of him, and in extension your biggest potential token generator, White Suns Zenith.
If youre keen on the tokens route, you can instead focus on getting the most bang for your buck with those tokens. Turn them into mana generators with Cryptolith Rite, or make each individual token a massive threat with cards like Beastmaster Ascension and True Conviction. I particularly like those latter cards because they work well with non-Cat tokens just the same. Im thinking cards like Oketra's Monument like I mentioned earlier, which provides additional tokens for you to use that wouldnt necessarily help out with Coat of Arms. But getting a 6/6 Soldier instead of a 1/1 thanks to Beastmaster Ascension? That seems like a hell of a great deal to me!
For all of the above token strategies, its no surprise that Mirri, Weatherlight Duelist is your best friend. Only being blocked by one creature per opponent means your threats will almost definitely go through. Still, you know that by default, they will also block your strongest creature given the choice. Thankfully, you can take away that choice thanks to Krosan Vorine. Its an old card with the Provoke ability, which also happens to be a Cat Beast! I dont think your deck could be asking for more synergy here this card allows your game ending-threats to go through with ease.
Thats the extent of what I have to offer with token-based wins. Ill cover some general token boons for your deck shortly, but before that Id like to touch on the Tall/Voltron focus your deck has.
If I can speak frankly, I strongly feel that if you want to go the voltron/equipment route, you should make Nazahn, Revered Bladesmith your commander. He is better suited for going for a commander-damage win, and you have equipment toolbox tutoring whenever you need it with him in the command zone. The more I personally playtested my Arahbo deck, I found myself short on actual cats to boost with him when I ran too many equipments. Personally speaking, your deck would be best optimized if you either lessened the equipment focus, or changed the commander.
If you intend to keep the focus as is with Arahbo sitting at the helm, I still have some pointers that should hopefully help you out.
Youre going to want to get Artifacts that give you the most bang for your buck. This can either be in value these equipment provide, or them being high power for their cost.
Skullclamp is included in the base deck, and I feel it should be definitely part of your 99. No, you dont have many 1/1s currently to abuse the draw, but Skullclamps value necessarily stem from repeated draws like youd see in Marath, Will of the Wild and other token decks. Just being able to replace your one card with 2 is immensely valuable. Youre already running Heirloom Blade, and I feel Skullclamp in the long run is more valuable than that card.
Sitting down at competitive tables means youre going to be seeing some big name cards, some that may be too big or expensive for your own deck to run. But that doesnt mean you cant play them still! Look no further than Masterwork of Ingenuity, which copies any other equipment on the field. I cant afford or Umezawa's Jitte, but Im sure Masterwork would be in your budget range.
Speaking of masterworks, Stoneforge Masterwork is a best of both worlds kind of card, working as hybrid between your tall and wide strategies. It effectively turns any one of your cats into a Pride Sovereign, which is nothing to scoff at!
If you have the budget for them, consider some larger (and easier to cast!) equipment threats like Darksteel Plate, Godsend, and Sword of Fire and Ice if youre a real high roller. I wouldnt run any of the other swords given that I believe they all have protection from White or Green, meaning you couldnt boost the same creatures with Arahbo. In a Nazahn deck, however? You could go nuts!
The one additional thing I would offer for you in regards to voltron-ing it up would be to add evasion to your creatures. Trample enablers are nice, but youre missing a pretty significant one in the form of Rancor. Not an equipment, but its cheap and your opponents will be hard pressed to remove it for good. Gryff's Boon is in the same vein on the flying side of things, with similar recursion. While it lacks recursion, Shield of the Oversoul is another aura that will make your creature nigh unstoppable.
Speaking of flying, Fleetfeather Sandals is a slightly weaker version of Swiftfoot Boots that offers flying instead of hexproof. Ive personally been running it in my own Arahbo deck over Lightning Greaves given that Shroud prevents me from targetting my own creatures with Arahbos eminence ability. Ajani, Caller of the Pride (who I mentioned in my token coverage earlier!) also enables flying!
For your tall builds, dont be afraid to branch away from the equipment focus if you stick with Arahbo. In addition to thos enchantments, I personally am I massive advocate of Duelist's Heritage, which you can use to your advantage by encouraging your opponents to take each other out first! It comes out much earlier than Raksha Golden Cub, and while it lacks the additional anthem it provides, being able to swing a few turns in advance with it makes it worth considering.
If you want a quick and dirty equipment win, look no further than Grafted Exoskeleton. With Arahbos eminence, if you enable double strike on the equipped creature, one unblocked attack is guaranteed to knock out an opponent thanks to infect. This very much depends on your playgroup, so please consider it carefully. Im personally a big fan of infect, so I consider this single card one of my primary win-cons in my Arahbo deck, even though theres not as big of an equipment focus as yours.
For the above, youre going to want to be able to toolbox the right equipments and auras for the right scenarios. Open the Armory is a very cheap tutor that would serve you well, which you can later upgrade to Steelshaper's Gift or even Enlightened Tutor.
Anything more Id have to add about your win-cons would be dependent on what direction you eventually take the deck. In the meantime, Id like to cover some general utility and quality of life improvements for your deck!
One thing that would help would be to lower the curve of your deck. Your average CMC is 3.65 currently, meaning most of your cards are being dropped turn 3 or 4, by which point more competitive decks would already have gotten the ball rolling. We can fix this by reducing the number of large cards youre running, or at least making sure that those cards are REAL power plays.
Personally, I dont play anything of CMC of 6 unless I know it can contribute to an actual victory on a regular basis. Cards in your deck like Argentum Armor, Jareth, Leonine Titan, Jedit Ojanen of Efrava, and Spirit of the Hearth are big and flashy but wont turn the game around for you.
Instead, something like Felidar Sovereign is another large cat in the same range, which can add some additional win-cons for you! More low costed threats that can be just as big and deadly like Mirror Entity (technically a cat!), Lost Leonin (gotta love infect!), and Adorned Pouncer (built-in double strike to take advantage of eminence!) would be massive boons that help make you a threat much earlier in the game.
There are also a handful of cards I feel are entirely outclassed in your deck. Relic Crush, for example, is practically a worse version of Sylvan Reclamation which exiles AND has cycling on it. Instant upgrade! Other small removal improvements would be the inclusion of Swords to Plowshares and/or Beast Within, which both offer great utility.
Right now, its difficult for me to suggest some specific cuts, as that is dependent on what direction youd like to take the deck. For now, Id like to offer you a few resources which can hopefully help you make up your mind.
First, my own deck!
Commander / EDH
SCORE: 12 | 1652 VIEWS | IN 7 FOLDERS
I implement many of the above ideas in my own deck, so hopefully it can give you a good idea of what a more heavily modified Arahbo deck looks like.
Second, this excellent article on MTGGoldfish on upgrading Arahbo on a budget:
If you implemented all of my suggestions, things would add up pretty quickly. This article should give you a quick idea of what some quick easy changes you could make would be.
Third, the CommandCasts podcast episode on the Arahbo deck!
These guys know EDH like the back of their hands, and they offer some insightful tips on how to improve upon the strengths of the Feline Ferocity deck. Another episode of theirs worth watching is the one where they cover the basics of deck construction, which has significantly improved my own deck building after watching:
Finally, the holy grail of EDH utilities: EDHREC!
This page lists the most popular cards used in Arahbo decks. Experiment with the filters, putting in cards youd like to use, or cards you dont like, and see what people with similar tastes are running!
I really hope this all helps. I know I wrote a novel here, but Id love to hear your thoughts on my suggestions, and hopefully we can take things from there!
1 month ago
Seconding Underworld Connections too.
2 months ago
Hi! Saw your post on the forums, glad to see more Brion players out there.
In response to the forum post: in my personal experience Stalking Vengeance never did much for me. but with the choice between Insurrection or Aurelia, the Warleader, I'd cut the Warleader.
Now after having a look at your deck, I've got a few suggestions!
First off, you have a lot of high costed(6-8 mana) spells, but almost no ramp to speak of.
Boros Signet, Coldsteel Heart, Commander's Sphere, Fellwar Stone, Fire Diamond, Hedron Archive, Marble Diamond, and Mind Stone are all good options. Focus on the 2 mana ramps because that a) allows for a turn 3 Brion and b) doesn't slow you down as much in the late game.
Ramp is important, and so is card draw. Unfortunately, Boros sucks at both. Still, artifacts like Well of Lost Dreams and Skullclamp are great, so through in some more like Infiltration Lens and Mask of Memory. Solemn Simulacrum is great too, though price is an issue(Kor Cartographer is the budget version). The color red also provides you with wheel effects, you have a couple but Reforge the Soul would help you I think.
Now the boring stuff is out of the way. How about some big creatures?! Hamletback Goliath, Thunderblust, and Serra Avatar are some good sackable fatties, and give great value for your dollar! Sun Titan is some good recursion.
Now for some win conditions to bounce off ya: Phyrexian Processor! Here's what you need: 9 mana, at least 1 more life than your opponent, and Brion on the field. Play the processor, pay most of your life, make a X/X creature, sack it to Brion, kill your opponent and gain all the life back! Works great with damage/lifegain doublers.
Phyrexian Devourer! Here's how he works. Exile cards off your library until he hits seven and his ability triggers, then sack him with Brion in response to the trigger, then keep exileing cards in respone to that to get it's power up to more than your opponents, then all that resolves and kills someone. This can all happen turn 7 which is nice.
Cut suggestions. Whenever I'm cutting stuff I look at the top of my curve first and move down. How much are these 6, 7, 8 mana spells doing for you? I'd take a long look at the two Akromas and some of the other angels, Stalking Vengeance, and Ryusei, the Falling Star. Further down the curve I see Taj-Nar Swordsmith(not using him to full potential), Magus of the Disk(just use the disk) and Vesuva(replace with Clifftop Retreat).
Hopefully some of this helps! Check out my Brion deck for a reference!
Commander / EDH
SCORE: 86 | 130 COMMENTS | 7663 VIEWS | IN 41 FOLDERS
2 months ago
Sorry for multiple comments, but you should also consider the fact that you have a lot of higher cmc cards and not a lot of ramp. You should throw in some Sol Rings or a Marble Diamond. I would also recommend adding Festival of Trokin in place of Congregate. Though you won't gain life for your opponents creatures, it is much cheaper to cast.
3 months ago
Hello, I came to this deck through your forum post.
I am not the best commander player, and haven't played/faced Alesha, but I like deck building. One thing I noticed is a lack of board wipes, which I think all decks should have. There will always be a point where you won't be winning, and a board wipe can clear the path and give you the board priority. However, you don't need that many. Three should suffice, but more isn't bad either.
Boards wipes I have in mind:
Wrath of God. Cheap, reliable and classic.
Divine Reckoning. You choose Alesha, which can reanimate anything that died from the wrath.
Retribution of the Meek. Same as Dusk.
You want more mana rocks. You have Sol Ring and two others, but that won't cut it, especially in a 3-colored deck. I suggest around 10 mana rocks. Here is my list:
You can of course choose whatever you want, these are just some suggestions for you to take.
Card draw. My favorite thing to do in EDH is draw cards. While white and red struggle with drawing cards, black has no problem.
Random Cards that come to mind:
Darksteel Plate. It allows your commander to attack even if your opponent has big blockers.
Bojuka Bog. Graveyard Hate with small opportunity cost.
Raving Dead. Can dish out a lot of damage, and when it dies, you bring it back.
Graveblade Marauder. Hits hard, especially because you stock your yard.
Return to Dust. You need artifact/enchantment hate in commander. There are too many broken things that a board full of creatures cannot solve. Luckily, there is also great removal for those things.
Increasing Ambition. This tutor is good because it essentially tutors 3 times in one card.
Crypt Ghast. Staple in any black deck. It ramps you, and even has extort. (and 2 power)
Panharmonicon. My favorite card in standard right now. Actually, don't add this one, because you cannot effectively capitalize on it's ability to warrant using a card slot. However, if your add more ETB effects, the power of this card increases exponentially!
Ashnod's Altar or some other sac outlet. This allows you to sac the creature for utility, and then bring it back. Have a Priest of the Blood Rite sitting around? Sac it, reanimate it, and then sac it again! Useful for ETB creatures and also locked down creatures (Arrest, etc.).
With every added card, you have to cut a card. Cards I suggest cutting are low-impact cards. Commander is often a game of value, and Alesha assists you greatly in doing so. However, Brazen Wolves is likely not going to do anything impactful. You would much rather have something like Taurean Mauler, which is just better. Remember: Everyone has 40 life, so games tend to go long. The best cards are cards that scale as the game goes on. I will list cards that I don't think are impactful enough, but that is just my opinion. If your like using a card, or don't have better cards, you can keep it.
Grey Merchant of Asphodel. Not enough black mana symbols. If your deck changes to add more, you can add this back in. It is pretty good, but only with support.
Some equipment. You don't need that many equipments without equipment support. (However, you could add equipment support, like Sram, Senior Edificer)
Azorius Justiciar. Just use removal instead. Use Alesha to get back something else.
Scrapper Champion. A 3/3 double striker may sound good, but in commander, it doesn't do as much as you expect.
Ukud Cobra. Not terrible, but doesn't do anything either. It just sits waiting to block, then dies to a board wipe.
That's it for my comment! I hope I helped you improve your deck, and remember: commander is about creating a custom deck. Make it how you and you playgroup enjoy playing.