Arcum's Asylum

Commander / EDH PookandPie

SCORE: 20 | 38 COMMENTS | 6063 VIEWS | IN 10 FOLDERS


Post-Kaladesh Update —Oct. 3, 2016

Added in Mox Diamond, Static Orb, Inventors' Fair, and Reshape (again). Moved Crucible of Worlds to sideboard, removed one Island and Svyelunite Temple, and also removed Memory Jar. Crucible was typically too low of impact- Strip Mine "locking" was absurdly slow and typically took significantly longer than if I just cast Static Orb to slow down whatever put me in a bad position. I was rarely satisfied any time I drew the card, as this deck really only wants 2-3 lands, in general, anyway. Memory Jar was cut for similar rationale-- It served little purpose to be fetched with Arcum, and hardcasting it only helped in extreme corner cases that I could have better helped myself with other cards anyway.

Also I removed the fetchlands since "thinning" has always been mathematically unsound, without Crucible they got a lot worse than in most other decks (Arcum doesn't need them to make Top even better), and I could use them in other Commander decks.

I really just need to land a Mana Drain and Flusterstorm, and I'll be pretty satisfied with the deck.

Myr Matrix with infinite colorless mana combined Dross Scorpion, Thornbite Staff, Staff of Domination, etc you have infinite artifact tutoring

November 28, 2015 5:40 a.m.

PookandPie says... #2

Ah, Myr Matrix was actually in my original draft of the deck when I made it a couple years ago, but I discovered I could create infinite tokens to end the game utilizing cards I was already running: Clock of Omens, Myr Turbine and Rings of Brighthearth. Rings was already part of an infinite mana combo and I typically had Myr Turbine out (unless I needed Greaves, first, or had plenty of artifact creatures in hand), so it really just meant that I needed to tutor out Clock of Omens.

It's less straightforward than infinite mana --> infinite tokens, but it does the same job using cards I typically try to have out, already.

November 28, 2015 5:52 a.m.

mtgThaen says... #3

I find that Voltaic Construct works very well with Karn, Silver Golem and Metalworker when it comes to infinite mana, and with Mycosynth Lattice infinite Arcum Dagsson untaps.

January 9, 2016 9:47 a.m.

mtgThaen says... #4

And I should suggest possible cuts, I suppose, in order for my comment to be of any value. Perhaps Hangarback Walker? He just seems weak overall. I think that there are better things to with infinite mana and untaps, although I am sure he could be used for a Splinter Twin-like win. So maybe Mox Opal since you are in only one color, although it would appear that any sort of ramp could help; but Scuttlemutt seems particularly weak here. I think he may be the most likely candidate, in my opinion. However, he may have a purpose I do not see.

January 9, 2016 10:40 a.m.

PookandPie says... #5

Hangarback Walker is there for the same purpose as Myr Sire- basically, as sacrifice fodder I can use twice, which can speed me up a whole turn without having to fetch Myr Turbine right off the bat since for 2 mana I get two sacrifices.

Scuttlemutt is going to be replaced with Hedron Crawler when it comes out, since its lower mana cost is exceptionally relevant and it can be mana-producing sacrifice fodder if all else fails. Mox Opal is for earlier starts, similar to Lotus Petal, so I'm not sure I feel easy about dropping it, either.

Honestly, Voltaic Construct is a really good idea. I believe I'll drop Memnarch for it: Memnarch doesn't help any particular engine that would be established, and honestly, he doesn't do anything until I have infinite mana. This makes him extremely win-more, the more I think about him (which, if I have infinite mana, by all means I should be winning the game since my Commander can tutor out any number of things that would allow me to end things that turn). Metalworker and Voltaic Construct is another out to as much mana as I want (though I can't tutor it without Fabricate/Transmute Artifact), and it serves a similar purpose to Minamo, School at Water's Edge where I can untap Arcum or other permanents ad nauseam- I like it a lot.

Thanks so much for the suggestion, I'll get that updated right away on here. I'll be spending some time digging out a Voltaic Construct tonight from my artifact boxes. :D

January 9, 2016 5:35 p.m.

mtgThaen says... #6

It's my pleasure! I definitely get the resoning behind Mox Opal and Hangarback Walker. Memnarch was another one I was thinking of suggesting cutting, but I didn't know if you had a nice combo with him. All in all, I really like this deck! I love me some artifacts!

January 9, 2016 10:37 p.m.

Tuanald says... #7

I play tested your deck a couple of times and I realized that it would destroy my teferi deck. Having a general that can tutor AND put that card into play is just too good. What happens if you're not able to use your general? What's the game play if your general is locked out of the game somehow?

January 23, 2016 7:47 p.m.

PookandPie says... #8

Actually, you did just remind me that I had a Command Beacon that I've been meaning to put in here. When it comes to him being removed a billion times, you can still cast artifacts normally and even do one of the infinite mana combos to pay his additional tax.

If you're speaking of things like Nevermore or spell locks like Teferi, Mage of Zhalfir and Knowledge Pool, the best option for those is to counter or remove them. I'll admit: I've only seen Nevermore once, and it was against a Zur deck. However, it kind of didn't matter as Arcum was already in play and his attempt to exile him failed (this was a game 2, and he tried to play Nevermore then Swords to Plowshares on Arcum. I tapped Arcum for Neurok Stealthsuit and attached it for . Against Zur, who can tutor Oblivion Ring, etc., at will, Elixir of Immortality comes out and Stealthsuit goes in).

Hell, I had a guy a week or two ago who was playing Brago. Our second game, when I was on the play, I dropped Arcum second turn, attached Lightning Greaves and passed, my opponent cast Enlightened Tutor on my end step revealing Null Rod, then untapped, drew, and cast Null Rod. I responded to his Null Rod by tutoring Mycosynth Lattice and just locked us both out of everything, and attacked him with Arcum until he conceded, lol.

To answer your question though: The deck can still function without Arcum, though it's slow-rolling unless you can assemble a combo (so if your opponents are running heavy removal at the expense of their own tempo, make sure to mulligan efficiently to take that into account). The counters and other forms of protection should help prevent things like getting locked out of casting him, though it's a lot harder to use most of those against Arcum because he's only . Arcum is a quick and dirty way of getting to the end game, but if you tutor/draw into a combo naturally, you'll be okay. Arcum's power typically comes from being able to advance your end game while holding your mana open, though, so you have to approach the deck completely differently if he can't be used for some reason.

January 24, 2016 3:58 a.m.

Tuanald says... #9

Ok thanks a lot for some insight on how competitive decks work!

January 24, 2016 2:39 p.m.

Matrixxx999 says... #10

I think you should consider more fast and efficient counterspells for more protection.

And I would reccommend using some spot removals, for dirtbag generals (mirror :)). Curse of the Swine or Pongify

February 20, 2016 5:36 p.m.

PookandPie says... #11

When I have the opportunity, Mana Drain and Flusterstorm will replace Dissipate and Negate. The only reason I've got those in here is because I don't have the former, lol. Thanks a bunch, I'll add 'em in the maybe and hopefully I'll get an opportunity to get them soon. I actually think it may be a good idea to drop in Turn Aside or Dispel, as well.

As for Null Brooch, it's typically the first card I sideboard out, but it's good in general creature hate meta games, at least to the point where I find it valuable enough to keep in. Being able to completely spell lock all of my opponents while I proceed to combo out and draw my library (in best case) or just being an on-demand counter spell seems generally okay in such a deck. I dunno, I can probably be convinced otherwise and I'll try it without it for a time next time we shuffle up.

Thanks for the good suggestions, man. I like your Arcum deck too!

February 20, 2016 10:13 p.m.

Matrixxx999 says... #12

Forgot to upvote :) + 1

Also I see that you use manlands to sacrifice them with Arcum's ability, and lands like Crystal Vein, so it would be good to add Crucible of Worlds, and if you additionaly will use all fetchlands, Crucible will bring even more profit. Plus it is protection from Land destruction based decks. And I forgot to mention Mox Diamond with crucible it is even better

February 21, 2016 12:12 a.m.

PookandPie says... #13

That's a good point, and I have a set of Crucibles in a 60 card deck, so trying this out is easy.

I'll look into a Mox Diamond, too, but I think I'm going to wait until its initial price hike is through (the card is only played in one major Legacy deck, as far as I recall, and that was Lands. So I don't think it'll be keeping its $80 price tag). I guess I'm half-tempted to put a Lion's Eye Diamond into the deck since it gives colored mana, too (yeah, I have 3 LEDs but 0 Mox Diamonds. Wtf, right). The cards don't serve the same purpose at all, though, lol.

Crucible is going in right now, however. I'll drop Trading Post for it as I already have Elixir of Immortality for graveyard recursion in conjunction with Arcum, and in most cases, that's the faster route. Again, thanks for the advice. I realize now that your deck is just like Rockondon's, while mine is just like TrueNub's, lol.

February 21, 2016 5:12 p.m.

Matrixxx999 says... #14

Yep, you're right, Arcum was my first Edh deck, And I have learned a lot from Rockondon's primer. It was a long time ago when I was updated my Arcum's deck. Now I think it's time to make some updates.

February 21, 2016 10:16 p.m.

PookandPie says... #15

I feel you on that. Most sets offered very little to my deck, but I first built the deck in 2013 (I didn't begin using Tappedout until the last few months) and I feel like I've made more changes to this deck in the last couple months than I did in all of '14-15, lol.

February 21, 2016 10:29 p.m.

Aztraeuz says... #16

Arcum is cheap, unfair, and not very fun to play against. When I see someone play Arcum, I pull out Zur.

All in all, looks good, +1 from me.

February 26, 2016 5:41 a.m.

PookandPie says... #17

Hey, thanks man.

February 26, 2016 10:37 p.m.

Chandrian says... #18

Very nice deck. Definitely out of my league, both in terms of power as moneywise.

I was wondering if you really need the creature mana accel like Hedron Crawler and Myr Moonvessel?Artifacts that can take those spots: Worn Powerstone, Solemn Simulacrum, Wurmcoil Engine.

Anyway +1 from me.

June 14, 2016 2:44 p.m.

mtgThaen says... #19

I believe the pilot likes them because they are creatures, thus can be sac'd to arcum. Solemn seems decent here, but Wurmy Doesn't seem to do a whole lot for it.

June 14, 2016 3:25 p.m.

Chandrian says... #20

Yeah, I just realised the commander sacs artifact creatures to find non-creature artifacts, in which case Ornithopter and Memnite are well-known, very cheap creatures (so I guess they're not in this deck for a reason).

There is also the enchantment Ensoul Artifact that can transform any artifact into a creature.

June 14, 2016 5:03 p.m.

PookandPie says... #21

As far as the 2 mana artifact creatures go, mtgThaen is correct in his reasoning: They guarantee a turn 3 Arcum, much of the time, and then can be sacrificed to fuel his ability.

Ornithopter and Memnite are ones I'll have to try out, but I'm not sure about their viability since they don't do anything other than come in and then get sacrificed. Very unsure about Ensoul Artifact since I don't really attack very often, and if I do, it's usually with an infinite number of tokens, lol.

Thanks for the suggestions, I'll be sure to try Memnite, et al, out.

June 14, 2016 10:28 p.m.

Just finished building this deck (my version Arcum's Junk) where I switched out a few cards and am still working on the Fetchlands. How important do you think Transmute Artifact and Power Artifact are? Do you have any suggestions for replacements if they are necessary? I currently have Mox Diamond and Myr Battlesphere in those slots for quicker acceleration and an easier way to end 1v1's respectively.

By the way, I did a little testing and I'm on board with your preference of mana dorks vs 0 mana artifacts like Memnite. Getting Arcum out a turn earlier far outweighs the 0 drop. Especially if you draw into a 0 drop in the mid game, you would definitely prefer mana to hold up spells like Cyclonic Rift in my opinion even if it isn't actually in your hand :).

August 18, 2016 4:44 p.m.

PookandPie says... #23

I greatly enjoy Transmute Artifact because it's just UU, much of the time, to get Rings of Brighthearth or a silver bullet. A more restrictive Tinker is a good Tinker, lol. Even if sacrificing a token from Myr Turbine or something, it still only roughly costs as much as Kuldotha Forgemaster to use and you only have to sac one artifact, not three, so I find it pretty powerful much of the time since it makes it a cinch to find the best enablers in the deck.

Power Artifact is in simply because drawing it it + any of my tutors or Arcum is an easy gate to infinite mana and allows you to go off roughly one turn faster depending on what you have in hand, and even if not, the deck does absurd things with infinite mana, lol. Without Power Artifact, the deck relies even more on Rings of Brighthearth which I find people already constantly target with removal. I wouldn't say the card is an absolute must-run, just be really cautious of protecting your Rings because it'll take two or three more artifacts to do what it does if Rings gets exiled (speaking of the Clock of Omens + Sculpting Steel + Staff of Domination + Gilded Lotus/ Grim Monolith/ Basalt Monolith combo). That said, the reason it's not a true must-run is because much of the time you simply won't miss it since it can't be tutored with Arcum. It's enabled nonsense like fourth turn infinite untaps for my entire board state, including Arcum, by merely tutoring out the other Monolith, grabbing Mycosynth Lattice with Arcum, and casting Clock of Omens. Everybody thought they had a lot longer to deal with me since my Commander wasn't out until the fourth turn, lol, and a Swan Song kept my Power Artifact on my Monolith so I could perform this loop.

Mox Diamond is a really good choice, regardless. I still don't have one and really need to change that, lol.

August 18, 2016 5:40 p.m.

Had a lot of fun playing with a friend that played Muzzio, Visionary Architect as his commander last night (he was the one who origionally inspired me to make this deck over Daretti. Playing a three player game with a guy playing Tymaret, the Murder King and obviously had the weaker deck, we basically Staxed each other out both games and did nothing while we got murdered by the third guy. It was hilarious and I loved the way the deck ran. While my friend would normally have more artifacts than I did, mine were usually combo pieces and slightly more valuable. I leached off of his Mycosynth Lattice both games and was in a very good position to win both games if I hadn't been screwing around so much lol. Played Pithing Needle on Muzzio, Visionary Architect second game and almost immediately got it copied by his Phyrexian Metamorph. Sadly, the other guy had a Sneak Attack out and whipped us good while we both made infinite mana with nothing to spend it on. Overall some great games. I played it the night before against some more casual decks and scooped them on turn 4 or 5 both games.

I've had a lot of fun with it so far and I love the toolbox aspect of it. Great work man.

August 19, 2016 10:12 a.m.

By the way, I've decided to get Power Artifact for sure. Purely because I think it's the only way to possibly get a t1 win (I could be wrong don't hate me.)

This is assuming a multiplayer game or being on the draw because it requires 8 cards to win.

Ancient Tomb + Mana Crypt = Basalt Monolith + Float mana symbol 1

Mox Opal + Lotus Petal = Power Artifact on Basalt Monolith

Use the mana symbol 1 floating to create infinite mana and cast Silver Myr + Lightning Greaves/Swiftfoot Boots

Tap the Silver Myr for mana symbol u cast Arcum Dagsson and attach the boots.

Sac the Silver Myr for Staff of Domination and draw your deck with infinite mana or find Hangarback Walker and get infinite tutors to the battlefield.

Anyways, I figured I'd mention that just in case you hadn't figured it out yet. It's not really relevant unless you want to screw with your friends :) Thanks for the help with the deck!

August 19, 2016 10:55 a.m.