Silent Arbiter

Silent Arbiter

Artifact Creature — Construct

No more than one creature can attack each combat.

No more than one creature can block each combat.

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Legality

Format Legality
Legacy Legal
1v1 Commander Legal
Commander / EDH Legal
Duel Commander Legal
Highlander Legal
Casual Legal
Limited Legal
Leviathan Legal
Vintage Legal
Modern Legal
Custom Legal
Canadian Highlander Legal
Block Constructed Legal
Tiny Leaders Legal
Unformat Legal
2019-10-04 Legal
Oathbreaker Legal

Silent Arbiter occurrence in decks from the last year

Latest Decks as Commander

Silent Arbiter Discussion

Paramourcat on Xantcha Unbirthday

23 hours ago

Silent Arbiter is good to force people to only attack with Xantcha!

bushido_man96 on I got 99 swords but feast and famine aint one

1 month ago

If you want to curtail some combat, Crawlspace and Silent Arbiter might be up your alley.

TheVectornaut on Menacing Detainment

1 month ago

As far as menace creatures go, I like Dreamstealer or Kheru Mind-Eater to deny the opponent of additional creatures. Red is also well known for menace since you gain access to Labyrinth Raptor, Sonorous Howlbonder, and the odd Sin Prodder. It also has a bomb in Master of Cruelties that benefits from a lack of blockers. Silent Arbiter can accomplish a similar goal to your auras when attacking if you don't mind embracing an exalted style, possibly via Sublime Archangel.

Another option could be to embrace the large number of auras with synergetic cards like Eidolon of Countless Battles, Kor Spiritdancer, and Sage's Reverie. Some other Arrest options I like are Pillory of the Sleepless, Prison Term, or the cheap Demotion.

TotesMcGoats on Wizzardrix (Kwain, Itinerant Meddler)

2 months ago

Massacar

Gonna have to say 'nope' to all three of those, and I'll explain why! :)

Defense Grid works equally for everyone, and this deck plays a LOT of instants and instant speed effects. I even had Leyline of Anticipation and Tidal Barracuda in it at one point, but they ended up getting cut cuz they weren't that necessary. This deck tends to play like a spectator for the most part, occasionally playing some more card draw or defensive pieces, but mostly its reactionary to anyone getting up to trouble in a way that we don't like, and Defense Grid actually makes it harder for US to do that. We don't have much of a gameplan for other people to try to stop, so this card would actually be way better for everyone else at the table, and way worse for us.

Same goes for Bottled Cloister. We have a LOOOOOOT of card draw, including in our command zone, so we don't really need 1 more. We also play primarily at instant speed, so exiling our hand when its not our turn takes away our ability to cast spells in response to whatever our opponents are doing, which is VERY counterproductive.

Our hand is going to be bursting with cards most of the time, so Ensnaring Bridge is also going to be REALLY really bad unless we also had the Cloister out, which is still not good for us. The big upside to Cloister+Bridge is that you get to have a hand on your turn so that YOU can attack with your creatures, but then on opponents' turns, your hand is gone, so they can't attack back. But, we don't really have a lot of creatures or ever plan on attacking, so its not very helpful.

Lastly, we have plenty of pillowfort cards already, and 3 more cards that can copy them. Specifically I try to focus on cards that make it inconvenient to attack us, rather than strictly stopping attacks altogether. Cards like Solitary Confinement or Island Sanctuary were considerations I had, but they're a bit too aggressive for me. People read them and think "Oh no, I CAN'T attack him." rather than, "Oh, I have to pay 2 mana to attack him? That's kinda annoying, I guess I'll attack someone else."

The exceptions I made to this are for Crawlspace and Silent Arbiter. Both still allow opponents to attack me, but only 1 or 2 creatures at a time, which keeps it manageable and makes it not worth the effort. Silent Arbiter in particular I enjoy because he works for everyone and can be a great political play if one player has built up a huge board and is about to start going to war and taking people out. Arbiter can slow combat down significantly, and most people are generally pretty happy for the sense of security it offers.

Mammet on Thicc Boi Mill

2 months ago

Painful Quandary, Silent Arbiter, Jace, Memory Adept, and Geth, Lord of the Vault are definitely on my list of cards to acquire now. I had a Propaganda in my collection already so I replaced Breaking Wave with it. Crawlspace will be nice too, but with the price of it and Painful Quandary, I'll be prioritizing the latter.

CypherusX on Thicc Boi Mill

2 months ago

Pretty good deck you have here. I feel like Painful Quandary and Propaganda are some pretty good deterrents to go with your walls. Silent Arbiter and Crawlspace aren't too bad either. Since your using mill you could get away with Scheming Symmetry since you can mill whatever your opponent chooses. In terms of more mill focused creatures there are Gyruda, Doom of Depths, Mindwrack Harpy and Geth, Lord of the Vault. If you want Planeswalkers you could go with Jace, Memory Adept, Ashiok, Sculptor of Fears and Liliana, Death Mage for her last ability.

I feel like you could replace a few of your defenders with some of my recommended creatures and/or Planeswalkers and you probably don't need that many tap spells. However since it is a casual deck you'll know your playgroups meta better than me so only you can really judge if my recommendations work for you and which of your cards perform better than others.

Apollo_Paladin on Colorless Conquest (Eldrazi Artifacts)

3 months ago

Hey neat deck! +1

I have a couple of similar decks, my Annihilator build is a speed dredge variety, but I've found Not of This World to be quite useful protection for key big creatures.

Also, I use Crawlspace to devastating effect for early control in my Black/White Exile build (mid-range). It's less casting cost than Silent Arbiter, and even though it allows for 1 additional attacker over his ability, it also doesn't restrict your blocking.

I think this is an interesting deck to attempt as a Colorless build. My infinite blocker combo deck is mono-white (so that I can use Pariah with either Flickering Ward and/or Spirit Mantle depending) so I find your take on it rather interesting to read over.

Here's the decks I referenced in case you want to peek at any of them for more suggestions. I think the colorless direction you're going means most of them won't help a ton; but you never know.

Annihilator Speed Dredge:

Ultra-Budget Speed Dredge (2x 5-Card "Gold Hands")

Black/White Exile (Mid-Range Control):

Exile Everything! (Triple Teysas)

Mono-White Infinite Blocker Combo(s):

Intense Aura Beatdown (Fun to Play!)

Peoni on windmill

4 months ago

Some cards that you might like: Brallin, Skyshark Rider  Flip, Shabraz, the Skyshark, Rielle, the Everwise, The Locust God, Psychosis Crawler, Burning Inquiry, Molten Psyche, Narset, Parter of Veils, Alms Collector, a Niv-Mizzet of your choice perhaps, Fevered Visions, Magus of the Jar, Wheel of Fate, Teferi's Puzzle Box, Winds of Change and I'll stop myself there lol.

Something you could do that might be cool would be to run a lot of cards like Dictate of Kruphix, Kami of the Crescent Moon, and Howling Mine to boost everybody's draw (might make them consider not killing you lol). That would rip the rug out from under everybody and make your wheels that much more impactful. Make them discard 12 cards instead of 6 or 7! Plus you're getting them closer to drawing on an empty deck.

To add to your fort cards I would recommend perhaps Silent Arbiter since you aren't trying to swing out anyway and it fits your Pariah combo quite well, and Crawlspace.

As far as card draw goes, my favorites are targeted X spells like Blue Sun's Zenith and Stroke of Genius as they could always be upgraded to kill tools with an infinite source of mana i.e. Dramatic Reversal + Isochron Scepter and I just like them a lot. If you decided to pursue group draw you could also experiment with stuff like Prosperity, Minds Aglow, and Fascination (you said you like options right?). Along with this I would add to your ability to win off of self mill with Thassa's Oracle and Jace, Wielder of Mysteries so that Lab Man has some friends.

I know you're running some recursion yourself but this deck has the potential to seriously fuel opposing decks with heavy graveyard interaction as their motif, for obvious reasons lol. Since you have have access to white you could always try Rest in Peace for the complete shutdown, and then maybe a Grafdigger's Cage just as another piece of graveyard hate. Alternatively, you might prefer cards with one time effects like Relic of Progenitus and Scavenger Grounds.. or you could mix and match! Up to you.

FINALLY, (yes I know, we're finally at the end) I would honestly just replace many of the dual lands you have that come in tapped with basics. I just personally don't enjoy having my lands come in tapped while everyone else gets ahead, and I really feel like basics are actually better than tapped lands even if they don't have the versatility or effects. Of course shocks and duals and fetches would always be nice, but we're trying to stay in budget so I'd just stick to the basics.

I know it's long but I just really enjoy researching cards and learning about different strats so I usually get carried away. I tried to stick with recommendations that stay under $10 but a few over the limit might've slipped through. I like your deck, hope this helped! :^)

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