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Dragon's Labyrinth - Arcades the Strategist

Commander / EDH Battlecruiser GWU (Bant) Tribal

KoiBoy


The Labyrinth

Defender tribal, but Arcades is Not a defensive deck. In addition to putting the E and D in EDH, this general is a resilience and aggression engine. Low CMC creatures come with off the charts power thanks to him, often with additional bonuses. The creatures replenish themselves when committed, so if you get board wiped starting over is easy.

This deck also carries a small Maze/Labyrinth/Wall subtheme, represented in art and card names.

The Path

This is not a terribly complex deck to play. Fat Walls on the field, enable them, swing for damage. Get it? Got it. Good. This is not a cEDH deck, but it can be imposing at Battlecruiser tables that are familiar with its ability to constantly threaten with big creatures. The finesse comes with your interactions at the table. There's broad spectrum spot removal and numerous ways to clear the field, many of which you can duck under yourself. There is a fistfull of counterspells, because some things just shouldn't resolve. Force of Will is your classic Gotcha out of Nowhere. Voidslime and Disallow are cures for whatever ails you. Soulsworn Jury is blatant, but makes the board awkward to play into. Ojutai's command is technically there too, but if you're like me it will mostly be used in Revival/Cantrip modes. Because the CMC is rather low and we have lots of draw power, I kept my ramp at a minimum. Cultivate/Kodama's Reach/Farseek/Circutous Route are more to fix colors than for ramp.

Dead Ends

This is a general focused deck. This is an easily exploitable weakness, so the deck has some backups. Mizzium Skin not only no-sells targeted removal, its a minor offensive buff. High Alert and Assault Formation are surrogate enablers. Feed the Pack changes your strategy from Tall to Wide, but does a very fine job of it. Eerie Interlude blanks board wipes and is a hand infusion to boot. And of course there's Teferi's Protection and Lightning Greaves.

Guides

Three planeswalkers have recently been added. Most obviously is Teyo the Shieldmage, who essentially is 6 power and 2 cards for a very efficient 3 mana. This makes him better than most of our walls, and then we get Hexproof to boot. I eagerly look forward to what future, higher rarity iterations of this walker will bring. In this deck Venser the Sojurner is a +1 draw engine and easy alpha strike, with the chance to get real nasty with the emblem. Ajani the Greathearted is a test. He replaces Oathsworn Giant in this build at a lower CMC for the same vigilance, similar power boost, but also a way to reload Teyo and speed along Venser. He does not play well with Tetsuko, however.

The Exit

Three is a very important CMC in this deck. Bar the Door to pump a board for a kill, High Alert/Mentor of the Meek to imitate the big man, Aura Shards to cut through the red tape, Pemmin's Aura + Axebane Guardian to combo out, half our counterspells, our strongest creatures (Wall of Denial), our blanket protections (Teferi's Protection, Eerie Interlude). Because of its wide use, Drift of Phantasms tutors up whatever you need right now to win.

I hope you enjoy my deck. Please leave any thoughts or suggestions belowit is always a work in progress.

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Date added 5 years
Last updated 5 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

6 - 0 Mythic Rares

29 - 0 Rares

32 - 0 Uncommons

19 - 0 Commons

Cards 100
Avg. CMC 2.97
Tokens Beast 3/3 G, Copy Clone, Emblem Venser, the Sojourner, Wall 0/3 W, Wolf 2/2 G
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