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Arixmethes, Slumbering Isle - EDH/Commander

Commander / EDH* GU (Simic)

aznkether


First Time New EDH Commander Blue Green Arixmethes, Slumbering Isle Super Casual

My first Timmy moment was when I first saw The Dark print of Leviathan.

In memory of that, I decided to make a Sea Monsters deck. I've tried to make all creatures some variation or have the appearance of a Sea Monster. Average of 4.02 CMC for the deck, on the high end.

It is absolutely unnecessary to transform Arixmethes, Slumbering Isle into a creature; it's better to keep it as a land in some scenarios.

Heavy focus on mana ramp and card draw. Eight mana rocks and five 2-CMC land tutors, in order to play Arixmethes, Slumbering Isle by Turn 3, at the latest, and have access to at least seven mana by Turn 4, most of your spells and creatures can be played comfortably afterwards. Two card-drawing X-spells (and Sea Gate Restoration  ), and several other draw spells that payoff on big creatures like Return of the Wildspeaker and Rishkar's Expertise.

A lot of powerful X-Spells to take advantage of all of the mana ramp. Win condition is to play big Sea Monsters for haymakers. Most of the Sea Monsters have additional disruption effects. A few strong Counterspell variants to protect your plays.

In the event that the game has stalled and needs to be closed out, there is one possible combo with Arixmethes, Slumbering Isle + Pemmin's Aura to generate infinite green mana. This mana can be used to pump your creatures with Nylea, God of the Hunt or to funnel into Blue Sun's Zenith against your opponent to force-draw their entire deck.

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99% Casual

Competitive

Revision 13 See all

(3 years ago)

+1 Coiling Oracle main
-1 Finale of Devastation main
+1 Mana Drain main
-1 Simic Signet main