Arcbond

Arcbond

Instant

Choose target creature. Whenever that creature is dealt damage this turn, it deals that much damage to each other creature and each player.

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Arcbond Discussion

freezerboy on Does and indestructible card:palisade giant …

1 day ago

I'm playtesting a redirect damage jank deck and I came across this instance where I had Lightmine Field in play, and Palisade Giant equipped with a Darksteel Plate. If the giant attacked, taking the 1 damage, and I cast Arcbond on it, then would everyone at the table die other than me?

plakjekaas on Technically not infinite combos

1 week ago

aholder7 it's plakje (= slice in Dutch) kaas (= cheese in Dutch), don't try to make me look like a jackass over here :P

The whole "doesn't feel fair" but unable to actually explain why is an excellent point. Because your point 1) and point 3) contradict each other. Let's see what happens when you cast Gideon's Sacrifice and Arcbond on the same, Indestructible creature (it's usually Brash Taunter in my deck) and then any 1 damage is dealt to a permanent its controller controls:

1] Gideon's Sacrifice redirects the 1 damage to Brash Taunter.

2] The damage triggers Arcbond, which makes Brash Taunter deal 1 damage to each other creature and each player, including yourself. It also deals 1 damage to target opponent from its own ability.

3] The 1 damage at yourself is prevented by Gideon's Sacrifice, and dealt to Brash Taunter instead. Oh look, we're already back at step 1].

And I can't stop it. The loop keeps itself going, and it's truly infinite. I got foiled once, by one of my opponents having Selfless Squire, which meant the game ended in a draw, because when I killed all other creatures and players, there was no way for me to stop, I had no answer for my own creature. The loop wasn't progressing the boardstate anymore, but the stack was never empty, so I couldn't pass my turn.

As said in my previous post, I've never had negative responses at going off with this. It's a great introduction to infinity, because it doesn't feel never-ending, your life total dwindles with every iteration of the loop. Yet it is a feedback loop that feeds into itself, keeps itself going but doesn't spiral out of control, yet it blows up the entire world. It's completely stopped by Swords to Plowshares on the Brash Taunter. But the damage Brash Taunter needs to start the loop, is usually combat damage... which makes it ok due to rule 2)? I do agree with rule 4) though, if I would use Sunforger repeatedly to find Arcbond, Gideon's Sacrifice and a Lightning Bolt to start the loop, that feels a lot less earned.

People usually don't know what they're afraid of, and protest against what they don't want to learn to understand. And when you see someone try for 20 minutes to piece something convoluted together the way TypicalTimmy describes, only to end up botching the win, in an ungodly amount of different steps that you can't be bothered to keep track of, yet you're hogging all of the gametime with your game of solitaire, that's how you alienate less experienced players and bully them into big creatures - combat only battlecruiser magic, making them feel too dumb for the intricacies that actually make the game more interesting and enjoyable if you take your time mastering them. Being able to explain how your cards win the game is vital, if your argument is: "I saw someone else play these cards, they win the game, trust me", showing you yourself don't even care how the game works, then why should your opponents be ok with that? They're not having fun, they're not even seeing you have fun, they just feel robbed of the game they thought was going well until someone threw a wrench in everything.

Yet when you enthusiastically explain how you found the perfect, underplayed cards in the bowels of your binder that synergize very well together, even though the EDHREC page for your commander doesn't mention any of these cards, that end the game in two or three simple steps that keep repeating themselves, you're showing that you actually used creativity and effort, way before you even sat down to play this specific game. That is something people will respect, especially if they can see you're excited to pull it off this time, because it doesn't happen every game.

As I said before, I believe the line is defined by effort spent, playtime hogged, and opportunity to interact. Yet the ultimate goal of EDH is having fun, and when you're seen to have fun playing your combos, that will get you a lot more leeway about how you're actually winning the game. There's no general solution, no hard definition, of what's ok and what isn't, because there's as many ways to have fun as there's magic players, and there's cards to satisfy all of them. Communication and compromise are key, not everyone can have fun all the time every game. I try to optimize for the most amounts of fun had by the most players when building my deck, because I want to keep playing with these people, more than I'm trying to pubstomp and be the very best, like no-one ever was.

Your mileage, of course, may vary.

plakjekaas on Technically not infinite combos

1 week ago

Thassa's Oracle + forbidden tutor is annoying to casual play because there's no common answer to it except for counterspells. I know Torpor Orb-like effects can stop it, and the incidental "shuffle back your graveyard with the trigger on the stack", but those are not effects you're playing in your deck if you're not built to take advantage of them. If your casual deck has to account for that and play enough answers, for both that combo, and for people who try to win with their boardstate of creatures, it takes up such an amount of deck slots that you have no room for your casual gameplan. That will leave you to run efficient combos as well, just to fit a wincon in your deck, and at that point, you're aspiring cEDH and leaving casual behind.

It's a mindset of wanting to win over wanting to play. When I play infinite combos in casual decks, they need 4-5 pieces to go off, all susceptible to different kinds of removal, very interruptible, and worth the effort when they come to fruition. I haven't seen people getting mad about my Arcbond/Pariah/Blazing Sunsteel/indestructible creature combo, only gotten compliments because it's a fun way to win the game and I did the work and earn the win. I have been yelled at, though, for including Thassa's Oracle/Demonic Consultation in a 5c deck that already had a singleton mana base just in case the game goes long.

I think the line is defined by opportunity to interact, and effort spent to win.

KBK7101 on Toralf, God of Fury - Crack the Sky (v1.1)

1 month ago

^Arcbond and Angrath's Marauders are both perfect! Impact Resonance seems like it could be a game-ender, too!

I realize the synergy between Toralf and deathtouch, as if he has deathtouch then all he needs for lethal damage is 1 which means the rest is all excess damage, but if I was going to add it in, I think I'd add Basilisk Collar before Gorgon's Head and Gorgon Flail. I'll add them to the maybeboard for anyone else interested, though.

Thanks!

BigBoyBeau on Sorrow's Path

2 months ago

Arcbond can be a fun card for damaging your own creatures and everything else. It can be used with lifelink creatures or another modifier that gives the spell lifelink. You can also create infinite damage if you have creatures such as Spitemare while making them indestructible. Cool deck, good luck!

IHATENAMES on Ill-Tempered Loner = Mass Evasion …

2 months ago

Arcbond + Zada, Hedron Grinder + any damage +(if you want to win not tie) lifelink

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