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.
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|Commander / EDH||Legal|
Grand Arbiter Augustin IV occurrence in decks from the last year
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Grand Arbiter Augustin IV Discussion
1 week ago
Thanks for the suggestions! I could probably cut Grand Abolisher and Grand Arbiter Augustin IV to make room for Mana Drain and Flusterstorm, but I don't have the budget to throw in Sensei's Divining Top as well (just yet). We do actually have a stax player in our playgroup, and having more counters will likely be more helpful than simply taxing him back. I'll go ahead and make the adjustments now!
2 months ago
I just want to say that I do not believe the above statement is true.
Even if 3, even 5, heck, 10 casual players focus all their attention on one person with a cEDH deck from the very beginning, assuming some ground rules, the cEDH player, assuming they know what they are doing, will win, and here's why.
The major distinction between a casual deck and a cEDH deck that I've noticed over time is this: They are adapted to be optimized to different scenarios.
Casual decks are designed to be able to compete in an environment where some big creatures or a small army is present that may or may not be directed towards them, as that is what is commonly seen in those games.
cEDH decks are designed to be able to survive turn 2 or 3 infinite combos as well as heavy stax.
This means that casual decks do not run much of any, especially not instant speed, removal/disruption, because where they exist, they don't need it. It's evolution.
If someone produces infinite mana with Kinnan, Bonder Prodigy and no one else has a counterspell (or even if they do, the Kinnan player likely has one too to stop that), the game is over then and there in the Kinnan player's favor.
If someone plays Grand Arbiter Augustin IV, the opponents will not be able to escape the stax. The decks are designed to be able to stop any and everything any casual deck(s) could throw at them, that's what MAKES them cEDH.
Lots of creatures? Wrath of God. Guy tries to make more creatures? Sorry, do you not see my God-Pharaoh's Statue, or am I imagining it? Oh, you gave your creatures haste? Oh my! Overloaded Cyclonic Rift.
2 months ago
As you seem to have no qualms about ruining everyone's fun, might I suggest Grand Arbiter Augustin IV as an addition? Aven Mindcensor is another vicious EDH card, and Nevermore exists if you want to double down on the Drannith Magistrate effect.
3 months ago
I have been working crazy long hours recently so my play time at my LGS has taken a hit! However, the only 'main' problem I can see so far is that this deck is pretty mana hungry for making cheeky plays. As far as leaving up mana for Consumptive Goo or Rod of Ruin plays in tandem with Puppet Strings, Jandor's Saddlebags and Vhati, it can get costly. It is obvious that, with this being inspired by the B/G/x rock decks of old, we are very comfortable in the mid- late game. That is of course not to suggest we are bad in the early game either, we just do more as the games go on. Playing a criminally underrated Commander helps us as we are certainly NEVER the main focus at any table.
Notably (to probably, literally nobodies surprise) Seedborn Muse is the best play for this deck as fast as possible and is quite literally napalm stapled to a 2/4 body! Centaur Glade with Seedborn Muse and Kamahl, Fist of Krosa was pretty degenerate. Most of the decks I end up running into have a Taxes or Control type shell. Elesh Norn, Grand Cenobite does not hurt this deck as bad as you'd think and access to green lets us power thru most Thalia, Guardian of Thraben or Grand Arbiter Augustin IV effects.
As for an upcoming 'Pre-Modern" styled deck, I am really intrigued by playing a 'Bleed Out' style deck with Ankh of Mishra, Manabarbs, Spellshock, Citadel of Pain and Sulfuric Vortex style jund deck. Commanders in the running's are Xira Arien or Adun Oakenshield to lead this idea! It's in the works :)
3 months ago
It's definitely an interesting cards, but I must say that the most recent iteration's second ability still seems too powerful for just 2 mana, even if it grants the opponent a card draw.
It's a legendary creature at 3 CMC that is Esper colors. Most people dislike the additional costs that Grand Arbiter Augustin IV entails. Granted that is to all players and is passive and not active. However it being an active may actually be an upside because then it can be manipulated to basically lock out a player. What's the risk in giving them card draw, if they cannot cast anything?
Althought most single-target kill spells are instant speed, so you're still just making that player increase their chances to find one to kill the Advisor... There's a bit give-and-take / risk-vs-reward.
For 5 mana and giving that opponent 2 card draws and gaining yourself a bunch of life, you make everything they cast cost more... That's pretty brutal in terms of taxing. And it can be your Commander. Factor in that the opponent wont play many cards - at least at sorcery speed - and you will be gaining increasingly more life for each activation, in Esper colors that could easily turn that life gain into kill pressure through Sanguine Bond, Vizkopa Guildmage, or Aetherflux Reservoir.
Thinking about it, it's not actually all that powerful (compared to many other things in Magic), but it REALLY would suck to be on the receiving end, especially in a color that either has very few instant speed cards or nothing effective to use it on. Being locked out of the game is an even worse gameplay experience than being killed - at least IMO.
May I suggest an alternative that is more flexible?
Ellen, the Generous
Legendary Creature - Human Advisor
, : Target opponent chooses clue, food or treasure, then creates a token of the chosen kind. Until your next turn, creatures that player controls cannot attack you or planeswalkers you control.
, : Target opponent draws a card, then you gain life equal to the number of cards in that player's hand. Until your next turn, spells that player casts costs an additional to cast. That player may pay 2 life to pay for each of this cost.
This way you still get to tax them, but they can opt out by paying life. So you cannot lock people down, you can just make it very costly to cast spells - 4 life per spell is still quite a ratio for 2 mana and tapping a creature. Additionally in formats like Commander you cannot hinder players that early in the game, as most people are willing to pay the life to continue playing magic. I got rid of the timing perspective by simply stipulating a "Until your next turn." to increase the power of the ability - or rather decrease the power of instant speed versus this effect.
Overall I think this makes the card less problematic. It also more easily doubles as a way to drop people in life - rather efficiently might I add - than keeping people from playing.
It could be considered to make it a group hug effect that affects all players - including you. So you choose what hinders the table from round to round and what compensation you give. Since you control the activation, you can choose when to apply it so you are the least hindered by its effects. You can also delay the activation so other players might not be hindered and thus use it politically.
Anyway, food for thought.
4 months ago
Also while you're kind of on to it already, more cards which discourages your opponents from casting their stuff so that you have more to work with: AEther Barrier, Aura of Silence, Aven Mindcensor, Frozen Aether, Grand Arbiter Augustin IV, Kambal, Consul of Allocation, Land Equilibrium, Linvala, Keeper of Silence, Loxodon Gatekeeper, Mana Breach, Overburden, Suture Priest
4 months ago
I can see what you want to do but you are going about the wrong way doing it, I understand you want to be able to answer just about any given situation using the cards you have available to counter very specific strategies but your deck will need to be tuned to handle just that. Your deck lacks focus, albeit you have tons of tutors and situational cards I can see you identifying as being usable in a specific scenario but outside of those scenarios the cards fall flat. I'll give an example using cards from your deck.
Derevi, Empyrial Tactician is a fantastic card for untapping your mana dorks and other creatures, but folds in your deck because you don't have a way to capitalize on his ability. You have very few creatures to swing with and the ones you could be swinging with, unfortunately you'll find yourself not wanting to because their effects are better with them alive on the field.
Brago, King Eternal is an excellent card but you lack a large pool of enter the battlefield effects that is necessary to make him useful if drawn at any given moment.
Currently your deck has a very low CMC this will translate into you dumping your hand quickly in games, normally to facilitate the loss of the hand advantage players supplement various ways to draw cards to refill their options for the coming turns. Within your deck there are two true cards that do that with 6 cards that I would consider as card draw all together. Jhoira, Weatherlight Captain and Reki, the History of Kamigawa fall under the "true" category, the other 4 are planeswalkers with a notable 5th which I exclude Aminatou, the Fateshifter due to the low CMC of the deck you will tend to find yourself with perhaps no cards in hand at all. At that point Aminatou doesn't draw you a card or net you anything.
Another flaw I found is you have big stompy creatures for perhaps just the sake of having them. Which if you want to do so go ahead but it will reduce the decks overall functionality by replacing a space that could be used more efficiently.
All-in-all I don't think Sisay is a great start for your deck or the end-goal I feel you are looking to achieve. You want to be able to control the game before it's over which is a solid strategy. I would recommend a couple of other commanders to look into which can perhaps refine your strategy further. With thyese your toolbox can be both spells and creatures to restrict your opponents plays and movements.
4 months ago
I know you're leaning towards GU/RG but maybe consider a commander who also includes white. Along with hatepieces already listed, things like Spirit of the Labyrinth Rule of Law, Deafening Silence and Eidolon of Rhetoric will prevent players from comboing off if they need to cast an additional spell per turn. Maybe think about Grand Arbiter Augustin IV or Derevi, Empyrial Tactician