The goal of this deck is to accelerate into turn 3, turn 2, and very rare turn 1 Grand Arbiter Augustin IV. Arbiter interferes with your opponents' curves while you continue to play more tax effects, artifact ramp, and card draw until you eventually win the game with powerful spells. The primary win condition is generating infinite mana with Tidespout Tyrant and then cloning it to bounce all of your opponents' permanents and/or forcing them to draw their decks by bouncing and re-casting Jace Beleren as many times as needed.
I've been playing this deck for 6 months and believe that it is the most competitive choice for winning EDH pods and tournaments. The first reason for this is that Grand Arbiter as a card is very powerful. Compare him to Braids, Cabal Minion, another resource denial commander who is actually banned as a general. Grand Arbiter is arguably better than Braids because he gives you access to two colors and taxes your opponents while ramping you; Braids is symmetrical until you add another card like Bloodghast.
The next reason is that the deck provides you with many different lines of play to make. I have lost games due to taking the wrong line but learned a lot in the process and won't make the same mistakes in the future. To compare, a deck like Mono-Red Burn in Legacy will lose games and the pilot could not have gone back and changed anything to turn it into a win. The deck has play to it, you can make correct plays to win, and incorrect plays to lose.
The last reason is that the deck can win on any board state. When EDH games go long the board state becomes ridiculous and there is no clear winner. You can win out of nowhere on these board states by casting Cyclonic Rift and then Armageddon or going infinite with Tidespout Tyrant and bouncing all of your opponents' permanents.
The cards listed in the "Other" category in the decklist are either flexible cards that fill multiple roles or are cards that I consider win conditions. I consider them "other" because these cards don't have one clear-cut role. Card draw spells just draw cards and do nothing else, these spells do different things depending on the situation.
Enlightened Tutor, Personal Tutor, and Mystical Tutor create redundancy and find whatever you might need in the current situation. In a format where you are only allowed 1 copy of each card Tutor effects are staples.
Copy Artifact, Phyrexian Metamorph, Sakashima the Impostor, and Rite of Replication. These are all copy effects that vary widely in what they do depending on the stage of the game. Sakashima copies Grand Arbiter a large percentage of the time but is still a clone that gives options, it can even copy your own Elesh Norn. Metamorph and Copy Artifact are best served as copies of Tangle Wire but again are versatile. Rite of Rep is usually just a clone but kicking it puts the nail in the coffin or wins games that you weren't supposed to win depending on what you're targeting.
Land Tax is an interesting card. It's the "worst" card in the deck but at the same time I believe it cannot be cut. Land Tax is good because it allows you to keep hands that you otherwise would not be able to keep. It increases the number of keepable hands my a fair margin which is important in Magic and especially in this format. If Land Tax is in your opening hand you can even partial-paris mulligan away every land except for one that can cast the Tax as long you're not playing first. It is also quite strong post-Armageddon because if an opponent plays a land you get to trigger Land Tax.
Treachery is the only spot removal spell in the deck. The reason I include it is because it is also a ritual in combination with Arbiter.
Clyclonic Rift is a staple in blue decks. It's a complete blowout and especially so in combination with tax effects. Rift is at its strongest in this deck because your tax effects prevent your opponents from recovering in a timely fashion. In combination with Armageddon Rift is essentially good game.
Tezzeret the Seeker is ramp, tax, card draw, and a win condition on one card. Tezzeret does everything and is arguably the best card in the deck. +1 followed by -5 the next turn to find Memory Jar is a strong play. Immediately using -3 to find Tangle Wire is also a very good play. His third ability is not commonly used but the option is there. I have killed 2 players in one turn with his -5 during the extra turns of a game that went to time where I had no other way to win because my Tidespout Tyrant was exiled.
Armageddon, Sunder, and Catastrophe are the land wipes. There should be a Ravages of War here but I don't own one sadly. Most of the time casting one of these cards will leave you in a very good position to win. I have lost games after land-wiping due to my own play errors. I have also lost games after land-wiping in situations where doing so isn't optimal but not doing so would have been even worse, sometimes you have to go for it and see what happens. With that being said, land-wiping with Arbiter, mana rocks, and/or a planewalker in play is a game-winning line.
Sun Titan is a ramp spell on a stick but also does other things. Recurring Strip Mine effects and Aura of Silence is a pseudo-tax effect that attacks a single player or a different player each turn. It can bring back Tangle Wire. Having Sun Titan in play post-'Geddon is very good.
Shapeshifter most of the time names "Djinn" to put Tyrant into play but there are plenty of situations where naming Praetor for Elesh or Sphinx for Consecrated are great plays. You can even name Wizard to get Snapcaster. It's a creature tutor in blue, what more could you want?
Tyrant is just dumb. It wins the game in combination with two mana-producing artifacts that produce more mana than they cost to cast. For example cast Mana Crypt bounce Sol Ring, cast Ring bounce Crypt, repeat to float infinite colorless mana. If you add an untapped colored mana rock to the mix you have infinite colored mana too. After that you can clone the Tyrant and repeat the process except each time bounce a permanent you don't control to win the game. Even if you aren't comboing out with Tyrant, it controls the board.
A staple. It's whatever you spell you need at the moment. It's notable drawback is that if you don't have a spell in your graveyard it's a dead card. This drawback has come up but the upside on the card is too high to cut it.
Norn is extremely powerful and wins games. There are decks that don't care about her effect but that isn't a reason to not run her. There are many tier 1 strategies that have a very difficult time winning through a resolved Elesh Norn, Grand Cenobite, notably Azami and Edric. Glass-cannon decks like Animar just scoop to her. She deals with things you otherwise can't deal with, and does so permanently. For example I played against a Merieke Ri Berit deck and couldn't play any creatures b/c he would take it and untap his general, Elesh dealt with it.
A staple. Paying 5 mana to get whatever you need out of your opponents deck is absurd. Target the green player and get Vorinclex Voice of Hunger. Target the blue player and get Consecrated Sphinx.
Bribery can even be a one-card combo if your opponents have the right cards. To pull this off target the green player and get Eternal Witness, then target the red player and get Kiki-Jiki Mirror Breaker. Kiki + Witness means Bribery every turn or if the red player has Zealous Conscripts you win right away.
Ravages of War. I would love a 4th Armageddon effect, but I don't own a Ravages of War. Eventually I will get one and update the list but that will not be anytime soon.
Phantasmal Image was in the list since the beginning and was only recently removed for Swan Song. Image was the worst of the clone effects because it can't clone Arbiter (Sakashima the Impostor), can't clone artifacts (Copy Artifact and Phyrexian Metamorph), and can't win games out of nowhere (Rite of Replication). It costs less to cast than the other clones but is overall weaker in my opinion. Swan Song is less situational and I've liked the replacement.
Flagstones of Trokair With only 5 plains in the deck I haven't bothered to try it but it is obviously very powerful. It could be correct to cut a couple Islands for this and 1-3 more Plains. Something I am meaning to try.
Counterspell I don't run Counterspell because it costs 2 blue to cast. Mana Drain also costs 2 blue to cast but can be used as a ramp spell aggressively in the early game and is powerful enough to warrant leaving UU available to cast it. This deck often wants to use all of its mana on its own turn so leaving up UU is real cost. I would play Negate before Counterspell because Arbiter makes it cost just U. I like Swan Song because it always costs U but Negate could be better.
A lot of other cards can go here but I think these are the ones people will ask about the most. I will add more cards to this section as people ask about them.
The optimal hand has ramp and card draw. I partial-paris away redundant pieces of artifact ramp unless in combination they cast Arbiter turn 1 or 2 and I also have card draw. I put away any non-ramp spells that aren't card draw with very few exceptions. I will not put away Sakashima the Impostor because he comes down the turn after Arbiter and is insane. Depending on the decks I usually like to keep Aura of Silence.
Don't go crazy with explosive hands. I have kept hands that play Arbiter on turn 1 but have no card draw follow-up and then I lose the game because I have no gas. If your hand has turn 1 Arbiter and then card draw go crazy. If your hand has turn 1 Arbiter but no card draw it is correct to mulligan away redundant artifacts to find gas even if it means giving up the turn 1 Arbiter.
I feel like I've seen and played against this exact Arbiter list before. Particularly with the inclusion of Riptide Shapeshifter. It's not a card you see frequently...
I feel like I've seen and played against this exact Arbiter list before. Particularly with the inclusion of Riptide Shapeshifter. It's not a card you see frequently...
So you did end up taking Jin out. Let me know how that works out. I love how consistent this deck is.
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Currently playing:
Modern: WUBRG Tribal Zoo WUBRG
Legacy: UG Post UG
Commander: RUG Maelstrom Wanderer (competitive) RUG WUBRG Progenitus 67-land control WUBRG WUBRG Horde of Notions (competitive French) WUBRG
So you did end up taking Jin out. Let me know how that works out. I love how consistent this deck is.
Jin-Gitaxias, Core Augur is good but I think 8UU is ultimately too expensive, it's super close though. Riptide Shapeshifter always getting Elesh when you call Praetor is relevant too.
I'm thinking Pact of Negation might be better than Swan Song. Pact allows me to tap out, it also lets me counter any spell which I think is the deal breaker. It's not like I'm casting Swan Song before I have 5 mana sources in play anyway. I don't think I'd ever run more than 3 counterspells, 4 is definitely the maximum.
Tidal Force has yet to thrill me but I haven't drawn it enough to make a final decision. It untaps Mana Vault and Grim Monolith which is relevant. The fact that it's a tax effect is very relevant because scaling tax effects is devastating.
Realized Sphinx's Revelation wasn't showing up because I had an x next to it instead of a number. I put 7 next to it but it obviously costs as much as you need it to.
Realized earlier that there are 19 ramp spells and 14 draw spells. I thought "wait a minute, wouldn't it make more sense for these numbers to be closer to equal?" Then I realized that the three tutors, Tezzeret (finds Jar), and Riptide Shapeshifter (naming Sphinx) makes the draw spells add up to 19. Still, an interesting idea to think about. Bribery is kind of a 20th draw spell b/c sometimes you need it to be a Consecrated but they might not have one for you, which sucks but you can improvise with a card like Bribery.
Something I was thinking of trying was getting Thought Reflection into the deck, it seems extremely powerful. I would then also consider Academy Rector. Rector seems like it would be good because Austere Command choosing Artifacts + Creatures 4 or greater is quite annoying, Rector is a nod to it b/c it lets me recover immediately.
I plan on cutting Swan Song for Pact of Negation. I plan on cutting a few Islands for plains + Flagstones of Trokair. I want to try at least Thought Reflection and probably Academy Rector but I have no idea what I'd cut right now.
Academy Rector seems a lot weaker now that you don't run Omniscience anymore. You really only have four targets for it to grab, and two of them (Copy Artifact, Treachery are probably useless in the scenario where you want to use it (board wipe)). Further, land tax, while great, isn't going to be worth it late game, since you're drawing so many cards you'll pretty much always have land advantage. So really you just want Future Sight... which is great after a board wipe! But one target probably isn't worth it since you already run E-tutor. Besides, if you want to stabalize after a board wipe, why not run academy ruins?
I am however a pretty big fan of Pact of Negation Free counterspells are one of the most annoying things to face in EDH.
Further in that vein, Trickbind and Stifle should at least be considered.
Academy Rector seems a lot weaker now that you don't run Omniscience anymore. You really only have four targets for it to grab, and two of them (Copy Artifact, Treachery are probably useless in the scenario where you want to use it (board wipe)). Further, land tax, while great, isn't going to be worth it late game, since you're drawing so many cards you'll pretty much always have land advantage. So really you just want Future Sight... which is great after a board wipe! But one target probably isn't worth it since you already run E-tutor. Besides, if you want to stabalize after a board wipe, why not run academy ruins?
I am however a pretty big fan of Pact of Negation Free counterspells are one of the most annoying things to face in EDH.
Further in that vein, Trickbind and Stifle should at least be considered.
I was considering Rector as an addition if I decided to include Thought Reflection. Still, Rector is narrow even then for the reasons you stated. I do want to try Reflection though, it seems ridiculous.
Academy Ruins is way too slow to recover me from a board wipe fast enough to matter. However, recurring Memory Jar seems utterly bonkers and I can't believe I didn't notice that interaction before. It can also get back Tangle Wire and Metamorph. Encroaching Wastes costs so much mana to use that it's really a liability but I like having the option. I will try cutting an Island for Ruins, cutting colored mana sources isn't free in this deck though. If I ever get color screwed due to ruins I'll cut Wastes instead.
Stifle and Ttrickbind are too narrow to warrant leaving up mana to cast them.
Do I know you personally? I haven't run Omniscience since this deck was Rasputin Dreamweaver.
Also just realized that Mind Spring draws the same amount of cards that Opportunity does for the same amount of mana but can potentially draw more than 4. It's a sorcery but this deck taps out anyway. Mind Spring is definitely a strict upgrade.
I'm glad nobody has asked about extra turn effects as they are clearly unnecessary. Armageddon is essentially a 4 drop Time Stretch and then some.
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Currently playing:
Modern: WUBRG Tribal Zoo WUBRG
Legacy: UG Post UG
Commander: RUG Maelstrom Wanderer (competitive) RUG WUBRG Progenitus 67-land control WUBRG WUBRG Horde of Notions (competitive French) WUBRG
I'm glad nobody has asked about extra turn effects as they are clearly unnecessary. Armageddon is essentially a 4 drop Time Stretch and then some.
A good thing to point out. Extra turn effects aren't needed when my opponents can't play the game anyway. Azami and Edric decks combo off with extra turn effects because they keep their opponents from untapping and having outs. Aribter doesn't need this kind of effect for two reasons. One is that my opponents critical spells cost too much to cast in the face of tax effects. Two is that the deck is resilient enough that it cares about less things from the opponent. For example an Azami deck folds to a random Pithing Needle or Linvala Keeper of Silence, our deck doesn't.
On that note there are certainly cards that we do care about. Null Rod and Stony Silence are icky. Austere Command is generally awful for us. Terminus or anything that tucks Arbiter makes us sweat but winning is still very possible.
EDIT: It's probably an egregious error that I'm not running Frozen Aether. Tidal Force is getting cut for that immediately.
Kismet and Frozen Aether have the same oracle text. Just pointing it out since Kismet isn't on the list.
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Currently playing:
Modern: WUBRG Tribal Zoo WUBRG
Legacy: UG Post UG
Commander: RUG Maelstrom Wanderer (competitive) RUG WUBRG Progenitus 67-land control WUBRG WUBRG Horde of Notions (competitive French) WUBRG
Kismet and Frozen Aether have the same oracle text. Just pointing it out since Kismet isn't on the list.
Frozen Aether is better than Kismet because Sapphire Medallion and Sunscape Familiar make it cost less, and it pitches to Force of Will. Loxodon Gatekeeper is also a thing, but I think it's worse because it's a creature. I wouldn't want to run multiple Kismet effects because redundant copies don't do anything.
I've been happy with Pact of Negation. I want to tap out every turn, so having the ability to counter a relevant spell for 0 is nice. Haven't gotten to try Flagstones yet but I'm sure it will be good.
I've been playing this deck for 6 months and believe that it is the most competitive choice for winning EDH pods and tournaments. The first reason for this is that Grand Arbiter as a card is very powerful. Compare him to Braids, Cabal Minion, another resource denial commander who is actually banned as a general. Grand Arbiter is arguably better than Braids because he gives you access to two colors and taxes your opponents while ramping you; Braids is symmetrical until you add another card like Bloodghast.
The next reason is that the deck provides you with many different lines of play to make. I have lost games due to taking the wrong line but learned a lot in the process and won't make the same mistakes in the future. To compare, a deck like Mono-Red Burn in Legacy will lose games and the pilot could not have gone back and changed anything to turn it into a win. The deck has play to it, you can make correct plays to win, and incorrect plays to lose.
The last reason is that the deck can win on any board state. When EDH games go long the board state becomes ridiculous and there is no clear winner. You can win out of nowhere on these board states by casting Cyclonic Rift and then Armageddon or going infinite with Tidespout Tyrant and bouncing all of your opponents' permanents.
0 Chrome Mox
0 Mana Crypt
0 Mox Diamond
1 Mana Vault
1 Sol Ring
2 Azorius Signet
2 Coldsteel Heart
2 Everflowing Chalice
2 Fellwar Stone
2 Grim Monolith
2 Marble Diamond
2 Prismatic Lens
2 Sapphire Medallion
2 Sky Diamond
2 Sphere of the Suns
2 Sunscape Familiar
2 Talisman of Progress
3 Coalition Relic
3 Trinket Mage
Tax Effects (6)
3 Aura of Silence
3 Tangle Wire
4 Frozen Æther
5 Spelltithe Enforcer
7 Blatant Thievery
7 Chancellor of the Annex
Card Draw (14)
3 Compulsive Research
3 Jace Beleren
3 Rhystic Study
3 Thirst for Knowledge
4 Jace, the Mind Sculptor
5 Future Sight
5 Jace, Memory Adept
5 Memory Jar
5 Rush of Knowledge
5 Tidings
6 Consecrated Sphinx
6 Mind Spring
6 Recurring Insight
7 Sphinx's Revelation
0 Pact of Negation
2 Mana Drain
5 Force of Will
Other (20)
1 Enlightened Tutor
1 Land Tax
1 Mystical Tutor
1 Personal Tutor
2 Copy Artifact
2 Snapcaster Mage
3 Phyrexian Metamorph
4 Armageddon
4 Rite of Replication
4 Sakashima the Impostor
5 Bribery
5 Riptide Shapeshifter
5 Sunder
5 Tezzeret the Seeker
5 Treachery
6 Catastrophe
6 Sun Titan
7 Cyclonic Rift
7 Elesh Norn, Grand Cenobite
8 Tidespout Tyrant
Lands (37)
10 Island
4 Plains
0 Arid Mesa
0 Flooded Strand
0 Marsh Flats
0 Misty Rainforest
0 Polluted Delta
0 Scalding Tarn
0 Windswept Heath
0 Adarkar Wastes
0 Command Tower
0 Glacial Fortress
0 Hallowed Fountain
0 Mystic Gate
0 Nimbus Maze
0 Tundra
0 Academy Ruins
0 Dust Bowl
0 Enchroaching Wastes
0 Flagstones of Trokair
0 Gemstone Caverns
0 Oboro, Palace in the Clouds
0 Strip Mine
0 Tectonic Edge
0 Wasteland
Tyrant is just dumb. It wins the game in combination with two mana-producing artifacts that produce more mana than they cost to cast. For example cast Mana Crypt bounce Sol Ring, cast Ring bounce Crypt, repeat to float infinite colorless mana. If you add an untapped colored mana rock to the mix you have infinite colored mana too. After that you can clone the Tyrant and repeat the process except each time bounce a permanent you don't control to win the game. Even if you aren't comboing out with Tyrant, it controls the board.
Bribery can even be a one-card combo if your opponents have the right cards. To pull this off target the green player and get Eternal Witness, then target the red player and get Kiki-Jiki Mirror Breaker. Kiki + Witness means Bribery every turn or if the red player has Zealous Conscripts you win right away.
Phantasmal Image was in the list since the beginning and was only recently removed for Swan Song. Image was the worst of the clone effects because it can't clone Arbiter (Sakashima the Impostor), can't clone artifacts (Copy Artifact and Phyrexian Metamorph), and can't win games out of nowhere (Rite of Replication). It costs less to cast than the other clones but is overall weaker in my opinion. Swan Song is less situational and I've liked the replacement.
Flagstones of Trokair With only 5 plains in the deck I haven't bothered to try it but it is obviously very powerful. It could be correct to cut a couple Islands for this and 1-3 more Plains. Something I am meaning to try.
Counterspell I don't run Counterspell because it costs 2 blue to cast. Mana Drain also costs 2 blue to cast but can be used as a ramp spell aggressively in the early game and is powerful enough to warrant leaving UU available to cast it. This deck often wants to use all of its mana on its own turn so leaving up UU is real cost. I would play Negate before Counterspell because Arbiter makes it cost just U. I like Swan Song because it always costs U but Negate could be better.
A lot of other cards can go here but I think these are the ones people will ask about the most. I will add more cards to this section as people ask about them.
Don't go crazy with explosive hands. I have kept hands that play Arbiter on turn 1 but have no card draw follow-up and then I lose the game because I have no gas. If your hand has turn 1 Arbiter and then card draw go crazy. If your hand has turn 1 Arbiter but no card draw it is correct to mulligan away redundant artifacts to find gas even if it means giving up the turn 1 Arbiter.
-3 Island, -1 Opportunity -1 Tidal Force
+1 Plains, +1 Flagstones of Trokair, +1 Academy Ruins, +1 Mind Spring, +1 Frozen Aether
UW Grand Arbiter UW
B Geth B
French EDH:
BR Grenzo BR
U Azami U
UW Arbiter UW
Legacy:
GW Enchantress GW
Pauper:
WUBRG 5-Color Mono-Green WUBRG
Modern:
UW Tron UW
Also, you mistyped the mana costs on Trinket Mage and Coalition Relic.
Thanks for pointing that out, fixed!
What area do you play in? It could have been me you played against.
UW Grand Arbiter UW
B Geth B
French EDH:
BR Grenzo BR
U Azami U
UW Arbiter UW
Legacy:
GW Enchantress GW
Pauper:
WUBRG 5-Color Mono-Green WUBRG
Modern:
UW Tron UW
Modern:
WUBRG Tribal Zoo WUBRG
Legacy:
UG Post UG
Commander:
RUG Maelstrom Wanderer (competitive) RUG
WUBRG Progenitus 67-land control WUBRG
WUBRG Horde of Notions (competitive French) WUBRG
Jin-Gitaxias, Core Augur is good but I think 8UU is ultimately too expensive, it's super close though. Riptide Shapeshifter always getting Elesh when you call Praetor is relevant too.
I'm thinking Pact of Negation might be better than Swan Song. Pact allows me to tap out, it also lets me counter any spell which I think is the deal breaker. It's not like I'm casting Swan Song before I have 5 mana sources in play anyway. I don't think I'd ever run more than 3 counterspells, 4 is definitely the maximum.
Tidal Force has yet to thrill me but I haven't drawn it enough to make a final decision. It untaps Mana Vault and Grim Monolith which is relevant. The fact that it's a tax effect is very relevant because scaling tax effects is devastating.
Realized Sphinx's Revelation wasn't showing up because I had an x next to it instead of a number. I put 7 next to it but it obviously costs as much as you need it to.
Realized earlier that there are 19 ramp spells and 14 draw spells. I thought "wait a minute, wouldn't it make more sense for these numbers to be closer to equal?" Then I realized that the three tutors, Tezzeret (finds Jar), and Riptide Shapeshifter (naming Sphinx) makes the draw spells add up to 19. Still, an interesting idea to think about. Bribery is kind of a 20th draw spell b/c sometimes you need it to be a Consecrated but they might not have one for you, which sucks but you can improvise with a card like Bribery.
Something I was thinking of trying was getting Thought Reflection into the deck, it seems extremely powerful. I would then also consider Academy Rector. Rector seems like it would be good because Austere Command choosing Artifacts + Creatures 4 or greater is quite annoying, Rector is a nod to it b/c it lets me recover immediately.
I plan on cutting Swan Song for Pact of Negation. I plan on cutting a few Islands for plains + Flagstones of Trokair. I want to try at least Thought Reflection and probably Academy Rector but I have no idea what I'd cut right now.
UW Grand Arbiter UW
B Geth B
French EDH:
BR Grenzo BR
U Azami U
UW Arbiter UW
Legacy:
GW Enchantress GW
Pauper:
WUBRG 5-Color Mono-Green WUBRG
Modern:
UW Tron UW
I am however a pretty big fan of Pact of Negation Free counterspells are one of the most annoying things to face in EDH.
Further in that vein, Trickbind and Stifle should at least be considered.
I was considering Rector as an addition if I decided to include Thought Reflection. Still, Rector is narrow even then for the reasons you stated. I do want to try Reflection though, it seems ridiculous.
Academy Ruins is way too slow to recover me from a board wipe fast enough to matter. However, recurring Memory Jar seems utterly bonkers and I can't believe I didn't notice that interaction before. It can also get back Tangle Wire and Metamorph. Encroaching Wastes costs so much mana to use that it's really a liability but I like having the option. I will try cutting an Island for Ruins, cutting colored mana sources isn't free in this deck though. If I ever get color screwed due to ruins I'll cut Wastes instead.
Stifle and Ttrickbind are too narrow to warrant leaving up mana to cast them.
Do I know you personally? I haven't run Omniscience since this deck was Rasputin Dreamweaver.
Also just realized that Mind Spring draws the same amount of cards that Opportunity does for the same amount of mana but can potentially draw more than 4. It's a sorcery but this deck taps out anyway. Mind Spring is definitely a strict upgrade.
UW Grand Arbiter UW
B Geth B
French EDH:
BR Grenzo BR
U Azami U
UW Arbiter UW
Legacy:
GW Enchantress GW
Pauper:
WUBRG 5-Color Mono-Green WUBRG
Modern:
UW Tron UW
Modern:
WUBRG Tribal Zoo WUBRG
Legacy:
UG Post UG
Commander:
RUG Maelstrom Wanderer (competitive) RUG
WUBRG Progenitus 67-land control WUBRG
WUBRG Horde of Notions (competitive French) WUBRG
A good thing to point out. Extra turn effects aren't needed when my opponents can't play the game anyway. Azami and Edric decks combo off with extra turn effects because they keep their opponents from untapping and having outs. Aribter doesn't need this kind of effect for two reasons. One is that my opponents critical spells cost too much to cast in the face of tax effects. Two is that the deck is resilient enough that it cares about less things from the opponent. For example an Azami deck folds to a random Pithing Needle or Linvala Keeper of Silence, our deck doesn't.
On that note there are certainly cards that we do care about. Null Rod and Stony Silence are icky. Austere Command is generally awful for us. Terminus or anything that tucks Arbiter makes us sweat but winning is still very possible.
EDIT: It's probably an egregious error that I'm not running Frozen Aether. Tidal Force is getting cut for that immediately.
UW Grand Arbiter UW
B Geth B
French EDH:
BR Grenzo BR
U Azami U
UW Arbiter UW
Legacy:
GW Enchantress GW
Pauper:
WUBRG 5-Color Mono-Green WUBRG
Modern:
UW Tron UW
Modern:
WUBRG Tribal Zoo WUBRG
Legacy:
UG Post UG
Commander:
RUG Maelstrom Wanderer (competitive) RUG
WUBRG Progenitus 67-land control WUBRG
WUBRG Horde of Notions (competitive French) WUBRG
Frozen Aether is better than Kismet because Sapphire Medallion and Sunscape Familiar make it cost less, and it pitches to Force of Will. Loxodon Gatekeeper is also a thing, but I think it's worse because it's a creature. I wouldn't want to run multiple Kismet effects because redundant copies don't do anything.
UW Grand Arbiter UW
B Geth B
French EDH:
BR Grenzo BR
U Azami U
UW Arbiter UW
Legacy:
GW Enchantress GW
Pauper:
WUBRG 5-Color Mono-Green WUBRG
Modern:
UW Tron UW
UW Grand Arbiter UW
B Geth B
French EDH:
BR Grenzo BR
U Azami U
UW Arbiter UW
Legacy:
GW Enchantress GW
Pauper:
WUBRG 5-Color Mono-Green WUBRG
Modern:
UW Tron UW