Grand Arbiter Augustin IV
Legendary Creature — Human Advisor
White spells you play cost less to play.
Blue spells you play cost less to play.
Spells your opponents play cost more to play.
|Want (3)||Ancit2002 , Nurarihyon , vaelroth|
Printings View all
|Modern Masters (MMA)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Grand Arbiter Augustin IV occurrence in decks from the last year
Commander / EDH:
All decks: 0.02%
WU (Azorius): 1.43%
Recommendations View more recommendations
Latest Decks as Commander
Grand Arbiter Augustin IV Discussion
1 month ago
This is a really good second extra turn spell Nexus of Fate
1 month ago
Tzefick- I agree that green should have maybe edged out red, but I disagree about UW not having as many good voltron commanders. One of my favorite decks is my Bruna, Light of Alabaster voltron deck. Geist of Saint Traft like what was mentioned in the article is also good, Brago, King Eternal also has some good synergy with permanents that buff creatures upon ETB, and even Grand Arbiter Augustin IV can be used in a voltron build that reduces the cost for UW enchantments and equipments.
3 months ago
First and foremost, everyone above me made amazing points, particullarly timmmy and glee. You have a couple options....
- Build a specific deck to counter his deck. The best way to beat stax is to either play it yourself or just have a bunch of removal to destroy his pieces. Or just kill/take his commander, but like a user above me said, the stax pieces would still be there. This would be the preffered option.
- Add more enchantment/artifact removal and interaction in general. Making your deck lower to the ground and more efficient is always a good thing. This is just a good thing to do in general.
- Convince the table to gang up on him. I was playing a 3 man pod, all mono red, but one opponent used constant MLD, which I'm ok with (even though the previous game with a different commander he did MLD) but the other opponent really hated it (obviously), so and opponent #2 ganged up on opponent #1. We still lost because was able to acrue too much value, but in a 4 man pod it's a lot easier to gang up.
- The most polite and civil thing to do is just be honest about how you feel. Tell "bob" (gonna call him bob) that you don't want to play against a non-legendary commander deck and that while some people are ok with it, that you are not (try to make sure the table is with you on this one). But honestly, after seeing some stax builds, what you described seems very easy to deal with. It can be annoying as hell for sure, but relative to having to deal with a a T2, or even worse... T1 Grand Arbiter Augustin IV , it is quite tame. Because if I were in Bob's position, that's what I would do if they didn't want me to use that commander. It's really just about communicating your needs/wants/goals/expectations of the game prior to doing so.
I have had a dude get SALTY AF whenever you would attack him or target him. He made the game horrible, so much so he would hold grudges against people and use laughter as a way to justify his beliefs (him feeling wrongfully targetted). At first I thought he was just a rude crybaby to me, but after a few discussions, I realized the entire LGS agreed with me. So much so the owner had to have a discussion with him. I would talk to other members of your LGS and get their opinion on it. If HE is toxic enough as a person to the point where people don't want to come to the store, then the owner would definitely get involved.
4 months ago
I'm curious what Commander do you think would have the easiest (and most consistent) time accomplishing that?
What Sort of build?
I'm torn between Grand Arbiter Augustin IV , Zur the Enchanter , and I've contemplated adding red but I'm not sure who to run... Narset, Enlightened Master maybe? I consider red for things like Price of Glory / Defense Grid to help protect me on my turn between between Teferi's Protections. I also like a (s)tax/pillowfort approach.
4 months ago
4 months ago
What other creatures are worth of including? Ones I thought about using was Grand Arbiter Augustin IV but didn't fit the theme, and Dockside Extortionist but didn't make into the cut. I don't like the Proteus Staff build, but rather I like to have more control and versatile line of plays. Mycosynth Lattice really isn't a good card in cEDH but this deck can afford to run it, which I felt was interesting enough to include
4 months ago
Drop phyrexian arena, it's too slow. What's your budget like, and how competitive are you looking to make the deck? Demonic Tutor instead of diabolic if you've the funds, maybe keep both. Diabolic Revelation is a really nice search card too. How fast you want the deck, some proliferation cards to get that Sorin up quickly, Contentious Plan , Tezzeret's Gambit ... Some of the Ajanis have nice Ults too, with lower costs to hit the board. Looks a little to me like you're trying to do too many different things with the deck at once, Stax, life gain, control, tokens, draws etc. If you want to combo out, switch a bunch of those creatures for more control/search cards. Soul warden/soul attendant is alright, not a real good fit for the deck, since you already gain 2 life per turn off of oloro, being like 16 if you have three of your double life gains.. you could fit something better. Get rid of that blood baron, you definitely need more artifact/enchantment control... Not sure what your play group is like but there are some nice ones that gain you 4 life to trigger your angelic accord... I would maybe think of more Stax style cards, Propaganda perhaps, Grand Arbiter Augustin IV thinking of Teysa, Envoy of Ghosts and Karlov of the Ghost Council will be more useful than a lot of those creatures and also allow you to have fewer while keeping control on board, maybe add a Dovin's Veto Time Wipe Supreme Verdict if you rather only hit opponents creatures, In Garruk's Wake perhaps Mass Calcify I could go on and on, but yeah kind of depends on how competitive you want to be I suppose..
5 months ago
Ok, so this thread kinda blew up more than I expected, so forgive me for the monster text.
To avoid a massive wall of text, I will divide my responses in spoiler blocks to ease the view.
TypicalTimmy and life-variant card draw power Show
TypicalTimmy The cards certainly needs to go through a power check, so most of these are just placeholder ideas for a type of mechanic to go forward with.
That being said, I don't think the life-variant card draw is over the top. It's still a 3 CMC do nothing enchantment that requires assistance to function. If you do happen to hit with 21 power life link and it can net you 7 cards, I would say that's rather acceptable.
Blue has a somewhat similar type of enchantment , but I would say that evasive hits are more easy to attain than an equivalent amount of life gain through lifelink. You can obviously get your life through creature combat with lifelink (be it offensive or defensive), so in a way it can be easier to trigger than Coastal Piracy once you have lifelink creatures. However lifelink is a lot more scarce than you might think. There's only 109 cards in White's color identity (includes colorless) that has lifelink in their rulebox. A few of them can grant it across the board , but they have something in common; they are expensive in cost and generally not that good - with one glaring exception on the latter.
If your opponents are looking at you with True Conviction down on the board, they are shaking their pants regardless - which is just a testimony to the potential power of True Conviction.
Let's say you have 20 power on the board and True Conviction . Would you rather have the enchantment that grants 1 card per 3 life gained or would you rather have Aetherflux Reservoir ? Just because the life-variant has good potential to scale, doesn't mean it actually will be allowed to. And if it does, then I think it would be okay to reap some benefits for the setup.
There is one exception which I have failed to consider and address; Trostani, Selesnya's Voice - and to a certain degree Oloro, Ageless Ascetic . Most Trostani decks are all based around gaining life in large quantities and utilizing that to fuel win conditions like Aetherflux Reservoir , Felidar Sovereign , Test of Endurance or Phyrexian Processor . A possible solution could be that you choose whether to put counters on the life-variant OR gain the life (it's not a payment of life, so it's not black's territory). That would secure that Trostani decks or decks based around gaining massive quantities of life have to choose between fuel in cards or life for their win conditions.
Berryjon, considering other format Show
The solutions I proposed are aimed at helping white in Commander and multiplayer formats. As such I'd expect such solutions to be printed in products aimed for these formats. That way I can avoid entirely looking at Standard and perhaps even Modern. I mentioned Modern in relation to the last card draw suggestion because that one could possibly be made in a Modern legal set.
And I seriously doubt Vintage and Legacy will be impacted negatively by the suggestions I posted, as they are too conditional and too slow for those formats - at least on the competitive level. The only odd-job would be the restoration cards, which I haven't got enough experience with Vintage or Legacy formats to know if a 2 CMC return low CMC permanent from graveyard to battlefield, would allow some busted interactions which are currently unavailable.
I don't dismiss that making these type of solutions requires the derivative effects on other formats to be considered, for which those cards could be legal in, but I don't reckon there is a problem as long as the suggested cards are printed for the eternal formats only. However there are way more qualified people to consider those things, I'm just interested in opening up a discussion about something I perceive is a problem for white in multiplayer formats, especially Commander. The suggestions are also just placeholders for mechanics that could be designed to address these perceived issues.
Gavin Verhey was recently on the Command Zone's podcast on Youtube announcing a drafting set for Commander, which could be the precedent for more cards being printed specifically to address issues and devise new or improved strategies, specifically for Commander. Although Eternal formats will always have to be considered, no denying that.
White's resource denial Show
I recognize the issues that Tyrant and JayMC conveys with White playing resource denying cards: They become a focus of hostility.
If all other colors focuses on bettering their board state and improve their chances, all trying to outdo one another, then it's a competitive race: Who does it best, at the right time, can it be stopped, etc? If white suddenly comes in and links a ball-and-chain to every racer (including or excluding themselves), then most racers would be annoyed with that participant. My experience is indeed that if you try to drag people down to your level, you become the problem. And unless there's some politics going around that the white player disables someone from going off that was seen coming, basically be the lesser of two evils, then people will default to get rid of that ball-and-chain - aka the white player.
If the only way white can compete with the other colors is to "drag them down to their level", they'll most likely get flak for it, and then white is politically doomed to be an underdog. That's why I reckon that the way to make white more powerful while being subtle about it, is to imitate what every other color has been able to do but with a twist that befits white and their strategies.
I have seen multiple times when one of my friends whips out his Grand Arbiter Augustin IV that has a lot of tax and stax-esque cards - he doesn't have all of them - that he becomes a focus of attention whenever he puts out one of his taxes or hindrances. He has toned the deck down to a point where his stax cards are not as numerous and he focuses on other things that white and blue does well - and luckily blue covers his need for card draw. As a result he doesn't get default targeted as much.
When it comes to multiplayer, people can more easily allow an opponent to do stuff that benefit himself. It gets much worse when that opponent puts you at a disadvantage - especially in terms of resources.
You may say all you want that people should just get over themselves or whatever, but the matter of the fact is that many people don't find hindrances in Magic fun and therefore there exists this stigma for players playing Stax-heavy decks.
Red has not had card advantage in almost 2 decades of Magic's history. Yet they've begun to receive cards that address this with flavor that fits red's color pie. The color pie is not entirely set in stone, and while I agree that certain elements needs to be kept to keep the colors separate and distinguishable, card draw and mana are two elements that seems so basic that I cannot agree that white's lot is to not take part in it, at least for multiplayer formats.
Another thing is blue getting hard removal. Blue had Polymorph at first, but that still brings a new creature on the board which could be better or worse. Then came Pongify and Rapid Hybridization that resulted in a specific outcome and a token at that, which could be bounced to effectively kill the creature - ergo Blue had hard removal, which was the color's main weakness. These days Blue has some pretty powerful spot removal, considering the color, with Curse of the Swine and Reality Shift and for commander Leadership Vacuum .
Other remarks Show
Blue doesn't have straight mana ramp, red doesn't have straight mana ramp.
They are all conditional on having something else that those colors can manipulate or have to wait for, to gain card draw or mana ramp or some other ways to circumvent the need for either.
White's gain of Smothering Tithe was a much appreciated support card for the color. Land Tax definitely still has a spot but the card don't provide direct mana advantage as much as it provides pseudo card advantage, dependent on your opponents' actions.
One of my suggestions for card advantage was also based on opponents dropping lands after a certain point (otherwise it could very well become too powerful). The opponent can disallow it by paying the tax, effectively costing your opponents for playing ramp/lands or giving you the card advantage. As the game goes on, the value of the card decreases as more people will be willing to pay the tax.
It's a combination of white's resource denial that gives the opponent the option for the outcome, whereas the most likely course is to allow you some cards from time to time. When a tax has an exemption clause that benefits the controller, it is much more acceptable to allow than a static tax or outright denial.
I think I've made this post long enough, so I'll stop here.