Arc-Slogger

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Planechase Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Arc-Slogger

Creature — Beast

, Exile the top ten cards of your library: Arc-Slogger deals 2 damage to target creature, player or planeswalker.

SaberTech on Pattern Recognition #91 - Mana …

5 years ago

I think that the last land-destruction decks that I remember being viable in Standard were the U/R Wildfire decks of Kamigawa standard. Cards like Boomerang, Eye of Nowhere, Stone Rain, Annex, and of course Wildfire made it an extremely punishing deck to play against. I also think that deck is why Wizards seems to have restricted bounce spells from being able to target lands. Playing first and being able to bounce an opponent's first land on your second turn with Boomerang is a ridiculous tempo advantage.

The original Mirrodin standard did have the mono-red Arc-Slogger decks too, which used artifact mana ramp to cast turn 2 Stone Rain and Molten Rain to stall for time until they could drop Arc-Slogger.

captainamerica on Izzet Control

5 years ago

Funkydiscogod Thank you for the input. I could cut jace. The only problem with running more Rals is that it takes me over my budget. If I cut a Ral Zarek and a Jace, Architect of Thought I could afford to play a single Ral, Izzet Viceroy and another Crackling Drake. Is there a cheaper option? Arc-Slogger is interesting, but I don't think it fits as well in control as it does in Izzet aggro.

Rhadamanthus on Mairsil + izzet chemister

6 years ago

You can use double square brackets around a card's name to create a pop-up. It's the easiest way to make sure everyone understands what's going on with your question: Mairsil, the Pretender, Izzet Chemister, Oona, Queen of the Fae, Arc-Slogger

No, you'd only be able to use the 2nd ability from Izzet Chemister to cast cards exiled by the 1st ability from Izzet Chemister. If an object gains a set of linked abilities from another object they're still linked and will still only refer to each other for things like "cards exiled with (this)", etc.

deadcolossus on Mishra's coliseum (not complete, help wanted)

7 years ago

I've made a couple interesting discoveries. Arc-Slogger could be fun. Mirror of Fate, Thought Lash, and Paradigm Shift are on that list too. This deck has natty combos for 1vs1 games. Going in the maybeboard.

SaberTech on Pattern Recognition #5 - The …

7 years ago

@ Winterblast

You have a point about land destruction, but you also have to remember that cards like Sinkhole and Armageddon were printed before each color's boundaries in the color pie were were really ironed out.

It's true that in the early days of the game the most prominent decks that destroyed lands were Balance decks, and today you see Sinkhole played alongside Smallpox in Legacy. But there was a point were the standard cost of a red land destruction spell was 3 mana instead of the the average 4 mana that gets printed today. 2 red decks from semi-recent history that made heavy use of red land destruction were the UR Wildfire decks in Kamigawa standard and the red Arc-Slogger decks that saw some play during the original Mirrodin standard, so it's not like red has never seen any tournament representation in regards to land destruction

I think it was the Wildfire deck that resulted in land destruction spells being shifted from 3 mana to 4. It is also probably at least partially responsible for modern Boomerang type spells no longer being able to target lands. The deck basically played by stalling the opponent's mana base with Boomerang, Eye of Nowhere, and Stone Rain while ramping with Annex. It would then blast what lands and creatures the opponent had left with Wildfire and win with big flying creatures. After that deck had its run through standard you start to see WotC shift away from cheap ways to interact with the opponent's lands, since those types of spells were counter-productive to the more interactive games that WotC wanted to foster.

So Red did have its day as the prominent provider of land destruction, but that aspect of the colour was eventually neutered by the rising mana cost of those spells making them inefficient in the current tournament environment. The result: one more aspect of Red's flavor being nearly stripped away from it, leaving it to fall back on its old stand-by of burning people's faces.

This topic has reminded me that my EDH group has been pretty Blue heavy the past little while. Maybe my red decks should run Boil for a bit.

EXTRATONE on Crazy Mill

8 years ago

If you want to accomplish Laboratory Maniac's condition, I'd recommend looking at Leveler, Arc-Slogger, and Mirror of Fate. All three will instantly or near-instantly empty your library, making Maniac's victory much quicker. Switching the mill for draw acceleration also means you can cast an instant-speed draw spell in response to something that would kill Maniac and end your game. Plus, Leveler and Mirror are easily searchable in blue as artifacts, and Slogger enables Red, which gives some creature removal and alternate win possibilities in the form of burn. Also, Mind Sculpt only works on opponents, as does Archive Trap.

Sphinx's Tutelage will help a lot if you want to mill your opponents, as will Sanity Grinding. If you splash black for access to Breaking / Entering or any of the other nice Dimir mill options, you can add Crypt Incursion for lifegain and anti-reanimation. Also, Incursion can respond to creatures' effects to shuffle themselves or the graveyard back. Mindseeker is too high on the curve to be effective in mill, and works better in more control-based decks, as a sideboard against other control decks.

Hedron Crab is one of my favorite cards in the game. It baits early removal/burn, and if they don't stop it, it can add a solid amount of mill to your deck with no real combos needed. Chronic Flooding works similarly to Crab, but later game, they'll be less likely to need to tap that particular land (or lands). Keening Stone can make a nice end-game push, but it's pretty high manawise. If you feel you can play it, though, it can end games very quickly.

If you still want to go both routes, however, Psychic Spiral can turn games around very quickly. Finally, Whetwheel can give a mana dump at the end of each turn.

I've always been a huge fan of mill, and I hope this helped.

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