|Commander / EDH||Legal|
Printings View all
|Ultimate Masters (UMA)||Uncommon|
|Modern Masters (MMA)||Uncommon|
|MTG: Commander (CMD)||Uncommon|
Combos Browse all
Creature — Elemental
5 months ago
Hi! I've playtested in casual groups quite a bit with Arcades, I'd like to offer up some advice.
-I think he performs best in an aggro shell. This means you'll probably want to keep your curve low. Creatures like Colossus of Akros and the like aren't going to do what you want them to do. Remember, you're going to be drawing tons of cards, so you're likely to draw into more walls when you play one. You can play a 10/10, draw a card, and call it a day, or play a 0/7 and two 0/4, and draw three cards. Stacking 2 mana 0/4's and 3 mana 0/7's also means you'll be more likely to have stuff to do on early turns.
-You don't need too much ramp, and the ramp you do keep, you're going to want available by turn 3, so you can get arcades out a turn early and start slamming walls on turn 4. That means the 1 and 2 drop dorks ( Sylvan Caryatid , Vine Trellis , Birds of Paradise , Noble Hierarch ) along with the signets, Mana Crypt , and Sol Ring ) will give you a healthy ramp package that should do the job. Farseek and Rampant Growth are fine cards as well. It's also worth noting that 3 mana ramp spells like Kodama's Reach and Cultivate are less good because they likely wont help you get arcades out early.
- Worldly Tutor , Enlightened Tutor , and Mystical Tutor are all good, especially since you can draw whatever you tutor for with Arcades's ability. The more you play with your group and start slotting in situation-specific cards to deal with certain strategies, the more you'll start to appreciate these cards.
-Lands that come in tapped feel really bad in this deck. You'll find that putting yourself a turn behind can really screw you over. If you don't want to spend the money on fetches/shocks/duals, stick to pain lands, filter lands, City of Brass , and basics.
-Aim for somewhere around 30-40 creatures, and 34-36 lands, depending on your mana curve. A surprise for me was that stuffing your deck with 50+ walls isn't actually the best choice, because a lot of the time a giant board is overkill and not what you need to win a game.
Hope that helps! Here's my current list, if you want to take a peek.
10 months ago
I would recommend the following cards: Kite Shield, Cathar's Shield, Darksteel Plate, General's Kabuto, Vanguard's Shield, Brave the Sands, Foriysian Interceptor, Builder's Blessing, Castle, Slagwurm Armor, Spidersilk Armor, Tower Defense, Wall of Essence, Wall of Air, Vine Trellis, Vertigo Spawn, Stalwart Shield-Bearers, Snow Fortress, Psychic Membrane, Pride Guardian, Plumeveil, Order of the Stars, Asceticism, Privileged Position, Leyline of Vitality, and I would go with no Planeswalkers and put in The Immortal Sun... Obviously you're not going to put in all of these cards in but now you have some more options
11 months ago
The biggest problem is definitely your creature matchups, specifically ones that play multiple creatures per turn (goblins, humans, merfolk, etc). As said earlier, Thing in the Ice Flip is one of the best cards to improve that matchup, though I think a you'd need a few more cantrips like Serum Visions to reliably flip it quickly. Vedalken Shackles is great at slowing them down, and you could also try Plumeveil since nobody ever expects it. Engulf the Shore is another decent spell you could use.
1 year ago
Balzeron: First of all I would like to say that I am honored that my deck has helped inspire your deck building. Secondly, I have some responses to you comments below:
Amaranthine Wall and Hornet Nest are ones that I am still considering. The indestructibility is definitely a nice ability and being able to make a bunch of 1/1 flying death touchers when someone blocks the nest is pretty awesome.
Fog Bank, Guard Gomazoa, and Mindbender Spores are all great cards if you are going a more defensive route. I chose to exclude them because I am a more aggressive list and I wanted big (4 toughness or greater), cheap walls.
My deck personally doesn't want cards like Manor Gargoyle, Ezuri, Claw of Progress, Woolly Razorback, Plumeveil, Soulbound Guardians, or Fortified Area as all of these cards either have power greater than 2 or pump my creatures power. I rely heavily on staying at 2 power or less so I can abuse Tetsuko Umezawa, Fugitive or Sidar Kondo of Jamuraa.
The same goes for Doorkeeper. Mill is already hard enough to pull off with a dedicated mill deck in EDH because decks are large and there are 3 opponents. I'd rather play either larger walls or defenders with more relevant abilities.
The banding suggestions are interesting. I had to re-read the rules on banding and I did not realize it also affects attacking creatures. Those could be interesting, I'll have to think about that.
Spidersilk Armor and Tower Defense are awesome with Arcades and may very well end up in my final list. Right now I want to try out Hold the Gates over Spidersilk Armor as it has a higher upside and I already have a number of answers for fliers (Wonder, Angelic Wall, Wall of Tanglecord, Wall of Denial and Arcades himself). Since this list is aggressive, I think vigilance is actually a more impactful keyword in my deck. I already have a pseudo Tower Defense in Defender of the Order. I don't think Defender is particularly better than the Defense, but I have an old foil of it from Legions which I just really want to play.
Thanks for the comments and if you ever want another pair of eyes on your deck, let me know.
1 year ago
This is actually a deck I really want to build, and know nothing about making a commander deck, so I'm keeping a very close eye on this deck! Some card suggestions/ideas I personally have would be:
Amaranthine Wall, I played this wall in a draft game a few weeks ago and the indestructible ability pretty much won the game for me by itself, and is what inspired me to think about this kind of deck. Manor Gargoyle is another good choice for this.
Champion's Helm, Good equipment to keep our commander safe
Doorkeeper, the mill potential is pretty high here
Ezuri, Claw of Progress, since so many walls have 0 power,
Wave of Reckoning, as another board wipe
Woolly Razorback, doesn't have defender, but is cheap, becomes a 7/7, and can block literally any amount of damage 3 times
Shield Bearer, Wall of Caltrops, Wall of Shields, Fortified Area, Baton of Morale, Helm of Chatzuk, Formation, Remember banding? I used to love banding! I think banding would compliment a wall deck very well. Being able to dictate where your opponents damage goes is a big plus I think
What do you think of these suggestions? I really want to buy the cards for a deck like this soon, and your deck is a huge inspiration to me.
1 year ago
Unfortunately, Plumeveil and Darkwater Catacombs can’t actually be in this deck since they both have blue in their color identity (the hybrid mana symbols in Plumeveil’s cost count as both white and blue)
on Walls kinda?
1 year ago
So after about 3 games. I got stuck on land every game. Two land to be precise. There's really nothing to do on turn 2 with the current list except cast a 2/2 bear in Azorius Guildmage.
Seems like too many creatures for modern.
Here's how I would run it (I think)
2x Spell Queller
4x Drift of Phantasms
1x Platinum Angel
2x Master of Waves
1x Phenax, God of Deception
1x Sun Titan
1x Thassa, God of the Sea
2x Wall of Denial
You want to be more on the control side early on so you can build up enough resources to assemble the win-con you want for the specific game. Cards like Mana Leak, Remand, Serum Visions, etc. should allow you to stabilize.
I've recently discovered Reality Shift which is an interesting card in my opinion that might be better than Path to Exile if you plan on running out Chalice of the Void on turn 2.
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