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No more than one creature can attack each combat.
No more than one creature can block each combat.
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Silent Arbiter Discussion
6 days ago
I'm not sure if you're aware of it, but Everflowing Chalice with 4 counters, The Chain Veil and Tezzeret the Seeker 's +1 ability form an infinite combo that lets you use your Planeswalkers abilities endlessly.
Also, the new green/red planeswalker Samut, the Tested from the soon to be released standard set with that combo will let you jank your entire deck onto the board in one turn if played correctly.
To really stuff up your creature-heavy opponents, you can use cards like Humility Crawlspace Sphere of Safety Propaganda Ghostly Prison Sudden Spoiling. While I know you don't want to use creatures, these ones may convince you to make an exception. Silent Arbiter and Peacekeeper.
Depending on how far you want to go into fogging, Illusionist's Gambit and Chronomantic Escape may be of interest to you. Illusionist's Gambit is also doubly hilarious if some smug timmy player tries to run his huge board into you and instead gets forced to redirect his attack into someone else who wipes his board clean.
1 week ago
It looks pretty lit already but adding Intruder Alert! and Undead Alchemist will help a bunch combo wise and creature wise. And you should really get Mirko Vosk, Mind Drinker since he is an alternate commander. I would also take out a wall and replace it with Fog Bank . This card as well as Silent Arbiter and Crawlspace are great protection which is needed for defense since most creatures will be tapped. Freed from the Real + King Macar, the Gold-Cursed is my favorite combination I came up with. Just some suggestions (:
3 weeks ago
Nice update. I would still offer some strict upgrade for some cards though.
Also how hwas testing out Silent Arbiter gone? Does it often get removed or does it stick to the field?
3 weeks ago
My play group runs a number of just terrible decks that do exactly what you're looking for.
1 Sharuum the Hegemon - the deck runs a bunch of flicker engines and life gain/tutor/bounce things. (Filigree Angel being the biggest of dicks.) It takes a bit to get going but is just awful. ($300)
2 Daretti, Scrap Savant - This deck is full of stall cards (Ensnaring Bridge,Silent Arbiter, Platinum Angel, Darksteel Forge) and all sorts of ways to cheat them into play. It doesn't really win, just stops anyone from doing anything. ($250)
3) Azami, Lady of Scrolls - just cheap, shitty wizards with shitty abilities, and a ton of counterspells and bounce cards, eventually leading to Laboratory Maniac. ($25)
4) Omnath, Locus of Rage - this deck just punches you in the deck until you quit, and screws you for doing anything. Again, not great, but a damn nightmare. ($35)
5) Zurgo Helmsmasher - My favorite deck that I built, but am not allowed to play... it's just Zurgo, mana rocks, and board clears. That's it. It got banned by my group, which is impressive considering the rest of the decks.
I know there are worse cards out there, but these are just my favorite
3 weeks ago
Tyler Told Me To Check Out Your Deck
Alright so let's look at the commander first: Rubinia Soulsinger
So basically she is a five mana, three color, poor man's, Mind Control...
And she dies to Doomblade which basically is a testament to how crappy she is.
So what I am gathering from your decklist is that you want a control deck?
I'd start with a commander that is decent: Giltspire Avenger is basically a Royal Assassin. Or you can run Derevi, Empyrial Tactician which gives control when playing creatures. Or even Stoic Angel which is like a creature based Winter Orb. I'd personally go Derevi, Empyrial Tactician in this deck.
The Actual Deck
Okay so the deck itself looks mainly like you bought a couple of Fat Packs, and thought you could make use of the commons and decided to throw them into a deck. These are pretty terrible, and if you are drawing one card a turn, most of the time everything you draw is never going to impact the board in any significant way.
For example, let's say you get to turn five, and by this point the opponent has some creatures on the board and maybe they even got their commander out, you may have hit all of your land drops + or - one, so what can we expect to hope for at this point? Imagine this scenario and the card you draw is Peek or Yoked Ox or Disruptive Pitmage? Those are just a couple of examples. Lets actually do some math, you draw seven on the first turn, then five cards after that because you are on the draw, so we are 12 cards into your deck + or - draw spells like Ponder and Preordain. Now how many of the cards in your deck are going to even make an impact on the board state on turn five? Nine cards are. That is 1/8th of your deck at this point in the game, which is a 12% chance of drawing something impactful.
The Nine Cards:Grand Arbiter Augustin IV, Kruphix, God of Horizons, Silent Arbiter, Jace, Unraveler of Secrets, Tamiyo, Field Researcher, Supreme Verdict, Wrath of God, Arcane Laboratory, and Aura of Silence
How many cards in your deck do you actually want to see past turn one or turn two? In fact, half of the cards in the two drop slot, I wouldn't even want to draw throughout the rest of the game, they are just trash.
This is where we can divulge into the synergies of your deck. What is the goal of the deck? Do the cards in the deck reflect the goal we have in mind?
What is the goal of this deck? The name of the deck has "Control" in it, so I guess it is a control deck? Well we have the shell of a Pillowfort deck in the Enchantment slots, and then we have a bunch of high defense creatures and lame counter creatures, then we got a stack of very situational counterspells. So what are we planning on doing? We have a problem here, we can choose to hold our mana open, or we can choose to lay down our pillowfort enchantments. We can't do both though unless we spread it over the course of many turns. The problem is that you are going to end up holding mana for a counterspell and then wishing you had played the enchantments instead. If we are going to control I think we should pick a road and then stick with it, because half committing only makes this deck weaker.
If you go the pillowfort route, you really need to run Leyline of Sanctity, more Howling Mine effects, and probably more Fog effects. If you go the control route, you are going to need to run Mother of Runes and more Wrath of God and Sunscour effects.
If you pick the direction of your deck and choose a different commander I can help better suggest cards, but I am going to wait for your answer on that one.
P.S. look up any landbase for any Commander deck, you almost never run all basic lands.
1 month ago
Actually this list is really old, I haven't worked on it in years to be honest. I've been focusing too much on my Azami list. Recently though I've started transitioning it to an Atraxa list, which I think will function much better once I get it locked down. At the time I played this list, sure, walkers got targeted instantly, but I was playing at low-mid tier tables where people got really sad if you played a Silent Arbiter. I need to do more testing with stax pieces to see which ones are the best ones for a planeswalker deck. I expect that in Atraxa I'll see a lot of value from cards like Tangle Wire though.
1 month ago
Silent Arbiter is like dueling grounds. Downside is that it is a creature and is easier to remove