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Welcome to my Arcades deck! This is my first commander deck that I've built, so feel free to suggest anything that I might need to fix, or ask questions about why I did a dumb thing that everyone knows not to do. Now go check out the sections below. (:

Arcades is a simple man: He likes building up walls for a strong early defense, and then giving them arms, legs, and sometimes even really nice looking hats. There are plenty of cards that make your stuff unblockable or just destroy your opponent's field so you can leave them exposed to your ravenous walls.
This is all probably pretty self explanatory, especially if you've played against Arcades or just Bant in general before, but here we go anyway!

Step one is using Arcades, Mentor of the Meek, and Rigo (along with all of the walls that let you draw on their own), you can make a massive army of walls before swinging for the kill.

Step two is using one of my wincon cards to finish the job.

  • Odric, Lunarch Marshal. He can instantly give everything flying and vigilance, maybe more, turning your once-blockable walls into flying monstrosities.

  • Sidar Kondo of Jamuraa & Tetsuko Umezawa, Fugitive Gives everything unblockable. Basically a better Odric here.

  • Towering Titan also lets you sneak damage through because it can give everything trample while also being a major threat by itself.

  • Lagrella, the Magpie is normally used for spot removal of certain creatures, but if you wipe out the opponent whose board would get the counters, then there's no chance of removal mattering. Then again, you might just kill all of your creatures if they manage to kill Lagrella at instant speed...

  • Dusk / Dawn, Fell the Mighty, and Slaughter the Strong. Easy to figure out. Wreck their boardstate, swing without fear. Like Lagrella, but simpler.

  • Bar the Door, Stoneskin, and Tower Defense can each pull 10+ damage from thin air.

  • High Alert. What's that? Arcades is exiled/his ability is null? Don't have enough mana to play him from the command zone after he was repeatedly sent back there? High Alert is Arcades for 3 mana, take your tapped out opponents by surprise.

Step three? Profit.

There are actually 40 creatures in the deck total, if you bend the rules on what a creature technically is. All of the ones in the Defender and Important Boys categories together, plus the miscellaneous ones in Ramp and Protection makes 36. Adding Arcades (37), Teyo, the Shieldmage (38, he makes two wall tokens), The Fall of Lord Konda   (39, it becomes a defender after it flips), and The Birth of Meletis (40, makes a wall token).

This is a budget deck, meant to be played against other budget decks. As much as I'd like to have Retribution of the Meek just because it fits so well, I can't because I'm broke.

What is that sideboard for? Overgrown Arch. Is it necessary to have all four lessons? Absolutely not. Why do I have them all, then? I felt like it.

I also haven't tested or bought this deck (I'm waiting for a group to consistently play commander with before I drop money on this), so keep that in mind if you see something that you don't think works.

Counting High Alert as protection for my commander. Why kill Arcades when High Alert is going to be on the field doing the exact same thing?

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29% Casual

71% Competitive

Top Ranked
Date added 2 weeks
Last updated 2 days
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

3 - 0 Mythic Rares

12 - 1 Rares

40 - 2 Uncommons

26 - 1 Commons

Cards 100
Avg. CMC 2.51
Tokens Beast 3/3 G, Bird 1/1 W, Elephant 3/3 G, Pest 1/1 BG, Saproling 1/1 G, Spirit 3/2 RW, Wall 0/3 W, Wall 0/4 C
Folders MTG Aids, Decks To Build, Mexico will build it for us, Uncategorized, Park the Bus
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4 days ago)