I love your list and have been following it for some time now. I'm a fellow Arcum player and agree with everything that you're saying. I run a similar deck with minor changes. That Chalice for 1 though ayyy, love it.
One card I'd like to throw out there is Jeweled Amulet. It's one difference between our decks. It's another 0 cost artifact that lets us store mana for later. I know it's nothing compared to our Mox Opal, Mana Crypt, and Mox Diamond, but it's yet another Arcum accelerator if we find ourselves with leftover mana t1. What does everyone think?
Hey I know this is for Commander, but since everyone here seems in tune so much with Arcum I was wondering if anyone had an idea for how to go infinite in Modern. The only thing missing is the Basalt Monolith. I was wondering if anyone knew a way to generate infinite mana with Arcum/Paradox Engine/Flute in modern. Thanks!
So I got to play Arcum against some similarly powerful decks and am still quite pleased with the performance.
I only played it for one game (I've been trying to play different things at my card shop), but it was Arcum against Selvala, Heart of the Wilds (a fully powered high tier list, Cradle and all), Gitrog Monster (also a fully powered high tier list), and Dralnu, Lich Lord (arguably the weakest of the decks in the game).
Dralnu cast 5 counter spells on just myself, Selvala cast Beast Within on Arcum and a Bane of Progress, while Gitrog hit a Mox Opal with Abrupt Decay and Maelstrom Pulse'd my Citanul Flute (I pulled Flute with removal at Arcum on the stack, as I cast Arcum with Thousand Year Elixir on board). I still managed to pull out a late win by using Rings + Monolith to force down Arcum through Dralnu's counters, and then when Arcum resolved he tried to Murderous Cut him- which I countered and then windmill slammed Phyrexian Revoker naming Dralnu. Since he tapped out over the course of my turn, Revoker prevented him from just untapping with Dralnu and re-casting Cut to kill Arcum. I also dropped Spellskite that turn, just in case. Used Arcum to pull Staff of Domination, drew the library, played Strip Mine to destroy Gitrog's Glacial Chasm, and then won through Ballista.
I'm not actually used to seeing that much hate in a game because, usually, because Arcum typically isn't the strongest deck at the table. Exactly one counterspell was cast against another player, and it was when Gitrog tried to resolve City of Solitude or something- not a single removal spell was spent on a deck other than Arcum. Feels good, haha.
A few weeks ago I dropped Lodestone Golem, who was typically too expensive with nut-draw levels of ramp to stop the things I needed him to stop. I removed Force of Will because I needed it for another deck I was testing and... well, I just never got around to putting it back. Chrome Mox is probably going to be leaving for Jeweled Amulet and Force is probably going to come back in over Dispel or Arcane Denial. I also keep adding back in and removing Voltaic Key (because it's absurdly good with either Monolith, Mana Vault, and Metalworker), but its performance is unreliable for me, at best.
I've basically cut any of the high cost stuff that I'd only search out with Arcum- so if it's a silver bullet or something, it has to be cheap enough to cast in the earlier turns (hence cutting Lodestone Golem). If Arcum is untapped and available, I generally try for a win rather than trying to fetch a silver bullet or anything else.
Paradox Engine sure has made some waves in cEDH, and I think Arcum is the most well-positioned to take advantage of the card. It's so very reasonable to get single tap with his ability and proceed to win, despite counterspells and removal. I like the list you're running, Mr. Jumbo, and I think the OP is great too with subtle differences that reflect playstyle and meta choices.
I currently run a Teferi Stax list that has been tuned to be more controlling (eschews fast counterspells in favor of more hard counterspells/interaction), and I frequently find myself tutoring for or casting Pithing Needle or Cursed Totem. Given the viability of Arcum and other tap commanders that are extremely powerful (Derevi, Arcum, Azami, Yisan, any list relying on mana dorks or a specific tap card really) and the current lists of Arcum that I see, I feel that slots dedicated to both artifacts are extremely compelling and so I run both. My point is that it appears that Arcum is soft to this kind of hate, and while I understand that pointing out a weakness isn't especially constructive most of the time, I wanted to know if playing only two outs has been sufficient (Chain of Vapor and Cyclonic Rift from what I can see) in combating these effective pieces of hate. I have a friend who has wanted to build Arcum for a long time now and with the printing of the Engine he feels like it's time to actually try it out. My Teferi list is the one he will be most dreading, for the reasons above, and I'd like feedback as to how these relatively narrow pieces of hate can/should be answered since I already tutor or find them most games (Torpor Orb is sometimes better).
Are you talking about my list? I find that Chain, Rift, my counters, etc., to be enough to get around Null Rod when it comes up. I've... never actually had someone cast Pithing Needle naming Arcum, but Needle can be won through without Arcum if necessary while Rod stops this deck's entire plan, so I think it's a worthwhile comparison, at least.
Teferi and Arcum run basically the same tutor package, and my list runs 9 counters at current and 2 spot removal- every Teferi deck I've ever played does 10:3 in counters to removal, so I guess just make sure your friend adds Delay or Mental Misstep or something for the counter package and Into the Roil to bounce things and your lists will be pretty close in the, "Options to remove troublesome permanents" category. He should probably Mystical Tutor as well. He can (and should) Pithing Needle you back, and Thorn of Amethyst works better against Teferi than it does any other nonblack Commander deck, in my experience. A resolved Needle/Totem before Arcum even gets to tap (so if drawn in turns 1-2) means that your friend needs to go on the Staff-Rings-Monolith plan... which he'll probably have plenty of time to do since Arcum can play several stax pieces to slow you down even further, as well. Your friend also shouldn't forget to swing his mana dorks into Teferi if he needs.
He could swap Mystical Tutor, Into the Roil, and another counter spell in my list over Back to Basics (he won't be needing this if you're the biggest fish there, and it does practically nothing to Derevi or Yisan), Gitaxian Probe (kind of a wtf spot anyway. Tutor would be better; I'll make that swap myself), and one of anything else. Then your goals for each game will be to keep each other off of your Commanders, and your secondary target is to eliminate Rings of Brighthearth/Paradox Engine while his will probably be to knock out The Chain Veil/Tezzeret. Both of you go off at sorcery speed for your fastest combo, it's just that Arcum does it faster when uninterrupted. You're both pretty well hurt if Derevi resolves a Stony Silence or Kataki, etc..
@Pook and Pie
Great explanation! I think that's very useful to understand where each strategy needs to focus on for each respective deck. Perhaps it might be worthwhile to add a cEDH-specific strategy guide in the Primer? It might be too much work, and the Primer is very thorough as it stands. Between he and I, it really is like a chess-match and I think it's important for him to understand that dynamic since he is referencing this Primer as he is building his list.
Pithing Needle is more common, at least in our group. I know that the Freyalise Elfball player runs it in every deck he has. It's a decent hate card that is also relatively budget, which is why it's so common in our group.
Null Rod is an awful card. I should probably acquire one for my Tasigur list since it's so effective against a majority of the competitive decks out there.
Actually, it'd be pretty sweet if the OP could write up his thoughts on various matchups, strengths, weaknesses, etc.. I've been shown the weaknesses Arcum has over the course of 3 years (weak to spot removal, in particular, very similar to Food Chain's weakness except we lack green to compensate for it), and while Arcum's weakness hasn't really been removed, the timetable for people being required to answer him has certainly sped the hell up. Due to powerful, competitive decks running fewer creature-centric spot removal, which is one of the reasons why Yisan thrives the more powerful a meta game is, it's not uncommon to see more powerful decks tutoring to find their Anguished Unmaking or Vandalblast rather than spending that time finding their Ad Nauseam, Doomsday, Food Chain, or Aetherflux Reservoir, among other things.
Hell, I probably am able to get away with a *lot* of plays due to the people around me running crazily tuned decks that only have room for 2-4 removal spells (and if GB each one runs Abrupt Decay even though it hardly hurts Arcum in the broad scheme of things, so Tazri, Prossh, Leovold, Yidris, etc., all run it, for example. It's a lot harder to keep Arcum off of mana dorks now that the deck can easily squeeze in 23-25 of them between creatures that replace themselves like Myr Sire/Hangarback Walker and man lands).
A strategy section for how to combat certain deck archetypes might be a great idea. I can give my experience with Doomsday decks: "Always counter Ad Nauseam, Doomsday, Food Chain, etc.. If you don't have a counter, mulligan to one because you *will* need one and you will need one early if their deck is optimized." Trying to stop ADN/Doomsday with artifacts is a losing battle as they can combo over top of them if their hand is good enough (no matter if it's Possessed Portal or Thorn of Amethyst). No permanent-based hate seems to work against Doomsday decks because a protected pile with Chain in it will eliminate the hate card- immediately, even, if they have a cantrip in hand. That applies to Teferi and Arcum both lol.
And yeah, Null Rod is crazy good. Definitely keep one around when not using Teferi/Arcum as its miserable to deal with for the other player, especially if they didn't mulligan well. So many decks rely on mana rocks its crazy.
My solution to Null Rod is always to bring out a good ole fashioned Mycosynth Lattice. Yes people, this prevents the nice tapping of lands for mana... People really only have 2 choices at that point... Destroy one of the two, or get beaten down slowly by my Memnite! Things get really funny at that point. Normally I tend to have more of my low cost creatures out, so really, whoever has more creatures on the field at that point will slowly win.
On a side note, anyone try Scorched Ruins in their setup yet? I've been eyeing that card for some time now, but unsure if I should pick one up... I know that it will suck with all of the Strip Mine's and Wasteland's there are, but if you're going for the combo t3, then this'll technically net you 2 mana from 1 land drop t3. With only 1 blue mana dork or artifact, you can then cast Arcum and have 1 left over. I most likely won't buy one simply because one of the previously mentioned land destroyers will completely end my tactic...
I've been able to do the Null Rod play exactly one time since I've built this deck and it was right back before the Paradox changes. It was glorious though: I had first turn Arcum and played first, on my second turn I just played a mana dork and passed. Brago player Enlightened Tutor on another player's end step for Null Rod, and then untapped for his turn to cast it. I simply tapped Arcum for Lattice with Null Rod on the stack and everyone was like, "Wtf."
I had a 2/2 legendary, Brago had no creatures, and the other player had some green 1/1. I swung at Brago a couple times and he quit lol.
But I've never been able to do that more than once. Null Rod costs 2 and even with tutors it still can only cost 3- I find it difficult to justify getting out a 4 mana card with summoning sickness or a 6 mana card to beat a 2 mana card that sometimes costs 3 or 4 mana. Though, I have been thinking about Spine of Ish Sah again to get around Null Rods, since people are beginning to run them here and abstaining from copious amounts of degenerate mana rocks. I could justify an Arcum tap to get Spine when Null Rod stops my combo entirely. I'll at least test Spine again since that seems reasonable.
As for Scorched Ruins, I have them but I've never tried them. They seem a bit too all-in for my tastes. Strips and Wastes are a problem, but I prefer to have as few as possible variables arise from my mana base choices. For example: If you already have a blue mana dork or an artifact plus 3 lands, you already have t3 Arcum (albeit without protection). Having a leftover colorless mana on turns you cast Arcum without haste isn't really all that valuable, but maybe I'm missing some of its value or something.
If our biggest problem is other combo decks and we can't out pace them why would we want to add cards that try too? Our greatest weapon is to get Possessed Portal out with Arcum and we want to be as far ahead on card advantage as we can when this happens. Ccucible of Worlds would help us stay one card ahead too. Cards like Mox Diamond accelerate us faster, but we just need to be fast enough to get Arcum out and Possessed Portal in play and playing cards like Mox Diamond or Gemstone Caverns and even Lotus Petal makes one less turn for that lock to stand.
I don't see the benefit of Meekstone? That's a card that prevents creature decks from swinging more than once, sure, but it doesn't do a thing to most every combo deck that's hard to deal with in Commander, such as Zur, Jeleva, Yidris, Karador, Tazri, Thrasios, Breya, Prossh, etc.. It might mess with Yisan a bit, but if Yisan swings once with Craterhoof the game is over anyway, so it's not exactly helpful there. It also doesn't help that creature decks are basically the least of Arcum's problems anymore lol.
It's been roughly two months of me playing this deck and I still don't see how our greatest weapon is Possessed Portal. Against the combo decks I have to play against much of the time, Portal doesn't do anything because it's not feasible to tutor it out with Arcum as it needs to be *in play* by turn 3, which means I need a nuts draw to get Arcum down a turn earlier than they can cast their win condition, which typically isn't feasible. In almost all cases of me trying it out again, Portal doesn't do anything but clog up my hand when you need a cheaper spell to cast in order to win via Engine. Even when I've put the card back into the deck, I've not needed it (or, I should say: I had moments in which it would have been helpful, but I was literally unable to get it to the board because I didn't have the aforementioned nuts draw).
As for Crucible, it is too slow nowadays, in my opinion. If it needs to be out for Possessed Portal, that's two cards we need to tutor and put to board, which begs the question of why you haven't just won already instead of trying to lock the game, since one Arcum tap and two creatures is all it takes to win with Paradox Engine (so in one scenario, you use two creatures and Arcum to put out Crucible and Portal, and in another you win the game with Ballista or Hangarback. The second one is a lot more efficient, in my opinion, and the Portal lock is very easily fought out of by decks that run every tutor in black, Doomsday, etc., to find Chain of Vapor and leave you with an 8 cost artifact that you can't immediately put back out). In any event, mana denial locks (like Strip + Crucible) against Arcum no longer works very well, because our deck only needs 4-6 mana and one turn in order to win and that's very easy to accrue when your deck runs all the mana dorks and rocks we do (admitting, you may not even need the one turn), so I don't see the need to pack a card that is typically going to be blank.
I've been having some fun with this deck in my local meta though. The few guys we have with legit competitive decks are getting tired of seeing it, and several of them have begun running more removal so I've transitioned to my Zur deck a bit more the last month or so, but Arcum still chalks up wins a solid percentage of the time. I had a great game against a Zur, Gitrog, green Selvala, and Prossh deck a few weeks ago, though. The details are fuzzy but I ran Arcum straight out to get killed (I had a counter but more than one opponent had removal mana up), so I wound up with a 3/3 beast instead of my Commander. I topdecked Greaves my next turn which made me pure sodium at that moment, but I had an idea and played and Artificer's Intuition to toss a couple of my non-mana artifacts to grab Mana Crypt and Vault at the end of an opponent's turn (I also countered one of Zur's mana rocks because it would have given him 6 mana and I feared Angel's Grace + Ad Nauseam because he tutored twice already). I cast Crypt and Vault, then Greaves, then Arcum, and I sacrificed the mana dork I played earlier to get Engine. I think this was the game in which I played was a Chain of Vapor I cast on my own Crypt to untap via Engine, I then replayed the Crypt to give me enough mana to activate Mishra's Factory and then sacrificed that for Flute and won from there.
Zur spent the majority of his disruption on Prossh and Gitrog from what I remember. I don't recall Selvala doing anything but killing my Commander with Beast Within lol. Some of the details are probably a little off because it was a few weeks back but that's thereabout where I am with the deck. I can post my current list if anyone cares or if anyone else has anything to add or suggest.
Nice!! Artificer's Intuition was nice in that situation :)) I'd love to see your list as well Please and Thank You. Yeah so I guess Arcum has changed a lot since I've last played him the point is to go for Paradox Engine everytime no matter what from what I'm understanding. Totally makes sense. Makes me wonder if Possessed Portal is just a high converted mana cast draw for us now like Darksteel Forge was. Now I'm on boat with all the mana rocks and I know FoW was mentioned before and yeah I guess we would have to find room for it while adding more blue spells. I have no idea how we're going to accomplish this though haha it's not like we have some dead draw cards. I have a feeling tho if our plan doesn't work for the Paradox Engine we lost the game. All other back up plans are too slow and we're going to get outpaced, but I still like the Possessed Portal bc it does help us get that time back as well as the other locking spells we have so much of in the deck list
My configuration between sideboard and mainboard changes a *lot* as of late, as cards like Tangle Wire/Static Orb/Sphere of Resistance/Grafdigger's Cage/Torpor Orb/Defense Grid are slightly better against slightly different decks, so I wind up putting them into the mainboard interchangeably. Lodestone Golem comes in pretty often too over Windfall/Back to Basics. Crypt is there as a just in case because Cage doesn't stop every popular graveyard combo. Jester's Cap comes in sometimes (I've made Zur scoop by exiling his Lab Man off of a t2 Arcum play), but I've barely, if ever, used Crucible, Stealthsuit, or Bridge lately.
Outside of swapping things around in the board all the time depending on what I'm playing, I'm pretty happy with the mainboard. I still need a Mana Drain, Flusterstorm, and a Mishra's Workshop, but only two of those are really obtainable for me at the moment and proxies aren't allowed. Artificer's Intuition is pretty excellent even in the Engine build because you can turn non-creature artifacts into an artifact creature, or turn non-mana producing cards into mana producing ones. I basically slow myself down a turn to ensure that I have enough mana/disruption to get through my combo turn, which works well against everything non-Doomsday in my experience.
Arcbound Ravager has an interesting quirk of usefulness in the event Paradox + Flute gets assembled but Arcum is lost (you can use Ravager to loop Retriever/Diver for infinite mana, and can all be found via Flute). So, that's nice I guess. It's not incredibly useful but he's a decent creature so having him in as a just in case is fine, probably.
As for backup plans, I still use Rings + Monolith + Staff for a method of generating infinite mana to win via Ballista or Hangarback. It was the best combo line to establish a lock before Ballista/Engine came out, and I think it probably is the second best one available to the deck since Power Artifact can't be reliably tutored in blue. I've won numerous games by grabbing a Monolith off of Arcum instead of Engine/Flute when removal comes at him and I don't have much else to do. It still only takes two turns to win via Rings and Monolith, and all of the things that prevent the Paradox Engine combo from working also prevent the Possessed Portal lock from working (which is basically removal or the inability to utilize Arcum for whatever reason. Portal is practically impossible to use without Arcum out, which is similar to Engine, and has the issue of not being able to grab all of its combo pieces in the same turn, which is unlike Engine). The exception to this is probably graveyard hate like Rest in Peace, which is why I utilize Rings and Monolith for infinite mana (decks without Rings grind to a halt against a random t2 Rest in Peace because they rely on looping Retriever/Diver). Any deck in white around here, save Karador, seems to run RiP so I found it to be a necessary thing to keep. Mileage may vary on that choice though.
Notwithstanding, decks that win faster than turn 4 (which is now Arcum's consistent kill turn via Engine) tend to be Doomsday decks, which can win over top of a Possessed Portal with relative ease because they can insert Chain of Vapor into their pile and cantrip to it, and leave us with an 8 mana blank in hand. Doing a pass pile isn't so rough for them when they've practically Time Walked you twice because you're stuck with an 8 mana card in hand and something like Crucible on the field that won't do much now that Portal is gone. I've been in that boat and didn't like it much, lol.
I've been playing Post-Engine Arcum as literally just: "Can I tap Arcum this turn? If yes, and I have a card I can cast in my hand, then I can win the game this turn. Otherwise, I play like I used to and grab Rings so I can pull Monolith/Staff next and draw my library, then win via Ballista" Due to all of the untaps and tutors, I can draw into or grab any/every card I want once the ball gets rolling- I keep Staff around largely because it lets me draw until I hit Chain of Vapor, which can bounce anything that prevents me from targeting my opponents with Walking Ballista (Spine of Ish Sah would do the same thing for those that still run it). There's a couple decks that mainboard Glacial Chasm (Gitrog comes to mind) which requires with Strip Mine or Chain to beat in my current list, though its trivial to eliminate those once you've gotten that far because you have access to all of the cards in your library basically.
Anyway, I'm always long in the tooth when it comes to talking about this deck. Can you tell its my favorite Commander deck? lol. Anyway, if anyone has any suggestions, I'd be happy to listen to them. The Ravager tech was suggested to me a month or two ago and it's been reasonably helpful (I got to use it once to win because Arcum cost 8 and Rings got exiled, so that was nice. Obviously not sure if it's super worth it, but the only competitors with that slot are Palladium Myr and Myr Moonvessel, sooo....).
It does not, because Arcum's ability doesn't cast anything. Casting a spell is a specific game action: You put the card onto the stack, announce the spell and targets if applicable, pay its costs, etc.. Arcum's ability allows you to search your library for a noncreature artifact card and put it directly onto the battlefield, and while the ability does go onto the stack, it can't be countered with a standard counter spell (like Counterspell or Cancel) because it is an ability, not a spell, so we never cast a card from a library at any point.
Cage does prevent us from casting Whir of Invention or Transmute Artifact to put an artifact creature onto the battlefield, but that's never been relevant, whereas Cage basically wins a game against Karador, Meren, Mimeoplasm, etc., by itself if protected.
That's.... actually a very good point. I haven't picked up anything from the last couple Magic sets and it appears I just forgot about Trophy Mage. It can grab the entire Monolith/Rings/Staff combo, a mana dork, etc., so that seems very good. Out goes Windfall, in goes Trophy Mage.
Unfortunately, many times I drew Windfall, if I were to cast it I would have wound up filling up my opponent's hands more than my own (decks with Rituals are no joke when it comes to emptying fast) which seemed less than stellar. It's kind of why I had been in a love-hate relationship with that card as it'd have been a lot better if it were Timetwister, but Mana Drain comes long before that does.
I'm late to this thread, and I haven't read all 22 previous pages, but I haven't seen anybody running Laboratory Maniac, which seems like a natural wincon with the Staff/Rings/Monolith combo. Once it goes off I don't really see how anyone could stop it (since you'll have countermagic in your hand along with everything else, which means you shouldn't have any problem getting Laboratory Maniac out) save for some split-second luckiness or I guess maybe Boseju to prevent you from countering their counter.
I'm late to this thread, and I haven't read all 22 previous pages, but I haven't seen anybody running Laboratory Maniac, which seems like a natural wincon with the Staff/Rings/Monolith combo. Once it goes off I don't really see how anyone could stop it (since you'll have countermagic in your hand along with everything else, which means you shouldn't have any problem getting Laboratory Maniac out) save for some split-second luckiness or I guess maybe Boseju to prevent you from countering their counter.
What does everybody think?
Lab Maniac is dead outside of the combo. You generally want less of that in your deck. Further, once you draw you're deck, what's stopping you from just playing Ballista and killing everybody, at least Ballista has use outside of the combo (as utility ping-man or fodder).
Private Mod Note
():
Rollback Post to RevisionRollBack
Vintage Workshops
Legacy:
Death and Taxes
EDH: Arcum DagssonMake Paradox Engine Great Again!
Urza, Lord High Artificer
Good point about it being dead outside the combo, and you're right about Ballista as well. My thought was just as a secondary wincon, in case Ballista is gone due to mill/Thoughtsieze/needed as a blocker earlier for some reason, etc.
Even in the event of Ballista getting exiled (it being milled isn't an issue because of Junk Diver, Myr Retriever, Scrap Trawler, etc.), there's always Hangarback Walker and an arbitrarily large number of tokens, which is essentially the same gameplan that Arcum has utilized before Paradox Engine (except then it was done by the more clunky Myr Turbine + Rings + Clock and infinite mana).
Generally speaking, Ballista won't be the problem card to resolve. By the time you get infinite mana + Ballista, you've already resolved a *bunch* of spells and abilities that had no business resolving if someone had discard/removal/counters, and quite frankly, the odds of someone exiling Ballista over Paradox Engine, Rings, or Arcum himself, are quite slim.
Decided to build this deck after much consideration as one of my two decks to build and tune. I do not have all the cards listed in the primer yet, but I do have most and enough to complete most of the combos. This seemed like one of the more resilient decks to have as far as winning tournaments is concerned. I hope to post a list shortly after a little testing.
Just finished ordering the cards for the rest of the deck, spent the last last few days trading around like crazy to get the rest of the cards I needed save a few. I will not be running the Power Artifact, Transmute Artifact, Copy Artifact, Mox Opal, Pact of Negation, City of Traitors,Mishra's Workshop or Mana Drain in an effort to keep the cost relatively low but still very competitive. Does anyone have any recommendations? I was going to place more of the "Silver" bullets in their place to keep.
Run more cheap counter spells than silver bullets, is my advice.
You win via 1 Arcum tap now, so you will find that you won't spend much of your time tapping Arcum to grab things that slow your opponents down or prevent them from winning when you could win yourself (which has the side benefit of preventing your opponents from winning lol). I find that Back to Basics, Static Orb/Tangle Wire, Thorn of Amethyst, Torpor Orb, Grafdigger's Cage/Tormod's Crypt, Pithing Needle, Phyrexian Revoker, and counterspells to be enough hate cards so that I can tutor them if I need them before Arcum. Going without Transmute Artifact hurts, as your hate cards can only hate when they're on board and, again, you probably won't find yourself wanting to tap Arcum to get them if you have a 0-2 cost card in hand you can cast to start your Engine and win the game. Make sure to run Reshape, Fabricate, and Whir of Invention.
I wouldn't think it terrible if you ran Artificer's Intuition or Mystical Tutor to find one of the artifact tutors, honestly, because if you're against something with Pattern of Rebirth/Natural Order/Flash into Protean Hulk, you will *need* some form of graveyard hate so your opponents can't loop it and win on the spot (Hulk basically forced me to change Cage to Crypt, as Karmic Guide + Caustic Caterpillar would interfere with my Cage off of one Hulk sacrifice unless it was like turn 2 or 3 and they spent all their mana just to get Hulk on board).
You can get away with Phyrexian Metamorph over Copy Artifact, though I still run Copy because it's extremely useful and efficient, since the deck runs so many rocks. Running Dispel, Spell Pierce, or Turn Aside may be beneficial for you if you can't do Copy Artifact, you could just run more counters or even Artificer's Intuition in its place. Artificer's Intuition is pretty decent since it lets you find mana rocks or mana dorks when you need them, with very little fuss.
I guess you could try Jeweled Amulet over Mox Opal, though there's really nothing that replaces Opal. I don't think the Primer list has enough colored spells to warrant Chrome Mox, so Amulet is probably the closest you're going to get there.
Run more cheap counter spells than silver bullets, is my advice.
You win via 1 Arcum tap now, so you will find that you won't spend much of your time tapping Arcum to grab things that slow your opponents down or prevent them from winning when you could win yourself (which has the side benefit of preventing your opponents from winning lol). I find that Back to Basics, Static Orb/Tangle Wire, Thorn of Amethyst, Torpor Orb, Grafdigger's Cage/Tormod's Crypt, Pithing Needle, Phyrexian Revoker, and counterspells to be enough hate cards so that I can tutor them if I need them before Arcum. Going without Transmute Artifact hurts, as your hate cards can only hate when they're on board and, again, you probably won't find yourself wanting to tap Arcum to get them if you have a 0-2 cost card in hand you can cast to start your Engine and win the game. Make sure to run Reshape, Fabricate, and Whir of Invention.
I wouldn't think it terrible if you ran Artificer's Intuition or Mystical Tutor to find one of the artifact tutors, honestly, because if you're against something with Pattern of Rebirth/Natural Order/Flash into Protean Hulk, you will *need* some form of graveyard hate so your opponents can't loop it and win on the spot (Hulk basically forced me to change Cage to Crypt, as Karmic Guide + Caustic Caterpillar would interfere with my Cage off of one Hulk sacrifice unless it was like turn 2 or 3 and they spent all their mana just to get Hulk on board).
You can get away with Phyrexian Metamorph over Copy Artifact, though I still run Copy because it's extremely useful and efficient, since the deck runs so many rocks. Running Dispel, Spell Pierce, or Turn Aside may be beneficial for you if you can't do Copy Artifact, you could just run more counters or even Artificer's Intuition in its place. Artificer's Intuition is pretty decent since it lets you find mana rocks or mana dorks when you need them, with very little fuss.
I guess you could try Jeweled Amulet over Mox Opal, though there's really nothing that replaces Opal. I don't think the Primer list has enough colored spells to warrant Chrome Mox, so Amulet is probably the closest you're going to get there.
Thanks for the suggestions, I will be picking up a Flusterstrom tomorrow through a trade and that should help for a cheap counterspells. I do run mystical tutor and reshape as well as turn aside and whir of invention. I have about 12 cards coming into the mail and will be printing proxies to play test with. I can try and pick up a Mox Opal, but I did not really have the budget for it at the moment....I essentially combined this primer and the other primer into one decklist and kind of went from there.
I will try and get a decklist posted up tomorrow for review.
Private Mod Note
():
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
I love your list and have been following it for some time now. I'm a fellow Arcum player and agree with everything that you're saying. I run a similar deck with minor changes. That Chalice for 1 though ayyy, love it.
One card I'd like to throw out there is Jeweled Amulet. It's one difference between our decks. It's another 0 cost artifact that lets us store mana for later. I know it's nothing compared to our Mox Opal, Mana Crypt, and Mox Diamond, but it's yet another Arcum accelerator if we find ourselves with leftover mana t1. What does everyone think?
I only played it for one game (I've been trying to play different things at my card shop), but it was Arcum against Selvala, Heart of the Wilds (a fully powered high tier list, Cradle and all), Gitrog Monster (also a fully powered high tier list), and Dralnu, Lich Lord (arguably the weakest of the decks in the game).
Dralnu cast 5 counter spells on just myself, Selvala cast Beast Within on Arcum and a Bane of Progress, while Gitrog hit a Mox Opal with Abrupt Decay and Maelstrom Pulse'd my Citanul Flute (I pulled Flute with removal at Arcum on the stack, as I cast Arcum with Thousand Year Elixir on board). I still managed to pull out a late win by using Rings + Monolith to force down Arcum through Dralnu's counters, and then when Arcum resolved he tried to Murderous Cut him- which I countered and then windmill slammed Phyrexian Revoker naming Dralnu. Since he tapped out over the course of my turn, Revoker prevented him from just untapping with Dralnu and re-casting Cut to kill Arcum. I also dropped Spellskite that turn, just in case. Used Arcum to pull Staff of Domination, drew the library, played Strip Mine to destroy Gitrog's Glacial Chasm, and then won through Ballista.
I'm not actually used to seeing that much hate in a game because, usually, because Arcum typically isn't the strongest deck at the table. Exactly one counterspell was cast against another player, and it was when Gitrog tried to resolve City of Solitude or something- not a single removal spell was spent on a deck other than Arcum. Feels good, haha.
This is my list, as it stands:
1x Basalt Monolith
1x Chrome Mox
1x Citanul Flute
1x Defense Grid
1x Grafdigger's Cage
1x Grim Monolith
1x Lightning Greaves
1x Lotus Petal
1x Mana Crypt
1x Mana Vault
1x Mox Diamond
1x Mox Opal
1x Paradox Engine
1x Pithing Needle
1x Rings of Brighthearth
1x Sensei's Divining Top
1x Sol Ring
1x Staff of Domination
1x Static Orb
1x Swiftfoot Boots
1x Thorn of Amethyst
1x Thousand-Year Elixir
1x Torpor Orb
1x Tangle Wire
Creature (20)
1x Etherium Sculptor
1x Hangarback Walker
1x Hedron Crawler
1x Hope of Ghirapur
1x Junk Diver
1x Manakin
1x Memnite
1x Metalworker
1x Millikin
1x Myr Retriever
1x Myr Sire
1x Ornithopter
1x Palladium Myr
1x Phyrexian Revoker
1x Plague Myr
1x Scrap Trawler
1x Silver Myr
1x Spellskite
1x Trinket Mage
1x Walking Ballista
1x Arcane Denial
1x Brainstorm
1x Chain of Vapor
1x Counterspell
1x Cyclonic Rift
1x Dispel
1x Muddle the Mixture
1x Negate
1x Pact of Negation
1x Spell Pierce
1x Swan Song
1x Turn Aside
1x Whir of Invention
Sorcery (5)
1x Fabricate
1x Gitaxian Probe
1x Reshape
1x Transmute Artifact
1x Windfall
Enchantment (4)
1x Back to Basics
1x Copy Artifact
1x Mystic Remora
1x Power Artifact
Planeswalker (1)
1x Tezzeret the Seeker
Land (32)
1x Academy Ruins
1x Ancient Tomb
1x Blinkmoth Nexus
1x Cavern of Souls
1x Crystal Vein
1x Hall of the Bandit Lord
1x Inkmoth Nexus
1x Inventors' Fair
19x Island
1x Minamo, School at Water's Edge
1x Mishra's Factory
1x Saprazzan Skerry
1x Seat of the Synod
1x Strip Mine
A few weeks ago I dropped Lodestone Golem, who was typically too expensive with nut-draw levels of ramp to stop the things I needed him to stop. I removed Force of Will because I needed it for another deck I was testing and... well, I just never got around to putting it back. Chrome Mox is probably going to be leaving for Jeweled Amulet and Force is probably going to come back in over Dispel or Arcane Denial. I also keep adding back in and removing Voltaic Key (because it's absurdly good with either Monolith, Mana Vault, and Metalworker), but its performance is unreliable for me, at best.
I've basically cut any of the high cost stuff that I'd only search out with Arcum- so if it's a silver bullet or something, it has to be cheap enough to cast in the earlier turns (hence cutting Lodestone Golem). If Arcum is untapped and available, I generally try for a win rather than trying to fetch a silver bullet or anything else.
Sig and Avatar drawn by me.
I currently run a Teferi Stax list that has been tuned to be more controlling (eschews fast counterspells in favor of more hard counterspells/interaction), and I frequently find myself tutoring for or casting Pithing Needle or Cursed Totem. Given the viability of Arcum and other tap commanders that are extremely powerful (Derevi, Arcum, Azami, Yisan, any list relying on mana dorks or a specific tap card really) and the current lists of Arcum that I see, I feel that slots dedicated to both artifacts are extremely compelling and so I run both. My point is that it appears that Arcum is soft to this kind of hate, and while I understand that pointing out a weakness isn't especially constructive most of the time, I wanted to know if playing only two outs has been sufficient (Chain of Vapor and Cyclonic Rift from what I can see) in combating these effective pieces of hate. I have a friend who has wanted to build Arcum for a long time now and with the printing of the Engine he feels like it's time to actually try it out. My Teferi list is the one he will be most dreading, for the reasons above, and I'd like feedback as to how these relatively narrow pieces of hate can/should be answered since I already tutor or find them most games (Torpor Orb is sometimes better).
UB Dralnu, Lich Lord
RBW [Primer]-Kaalia of the Vast
BUG [Primer]-Tasigur, the Golden Fang
GWU [Primer]-Arcades, the Strategist
WUB Primer-Aminatou, the Fateshifter
UBR Nicol Bolas, the Ravager
Teferi and Arcum run basically the same tutor package, and my list runs 9 counters at current and 2 spot removal- every Teferi deck I've ever played does 10:3 in counters to removal, so I guess just make sure your friend adds Delay or Mental Misstep or something for the counter package and Into the Roil to bounce things and your lists will be pretty close in the, "Options to remove troublesome permanents" category. He should probably Mystical Tutor as well. He can (and should) Pithing Needle you back, and Thorn of Amethyst works better against Teferi than it does any other nonblack Commander deck, in my experience. A resolved Needle/Totem before Arcum even gets to tap (so if drawn in turns 1-2) means that your friend needs to go on the Staff-Rings-Monolith plan... which he'll probably have plenty of time to do since Arcum can play several stax pieces to slow you down even further, as well. Your friend also shouldn't forget to swing his mana dorks into Teferi if he needs.
He could swap Mystical Tutor, Into the Roil, and another counter spell in my list over Back to Basics (he won't be needing this if you're the biggest fish there, and it does practically nothing to Derevi or Yisan), Gitaxian Probe (kind of a wtf spot anyway. Tutor would be better; I'll make that swap myself), and one of anything else. Then your goals for each game will be to keep each other off of your Commanders, and your secondary target is to eliminate Rings of Brighthearth/Paradox Engine while his will probably be to knock out The Chain Veil/Tezzeret. Both of you go off at sorcery speed for your fastest combo, it's just that Arcum does it faster when uninterrupted. You're both pretty well hurt if Derevi resolves a Stony Silence or Kataki, etc..
Sig and Avatar drawn by me.
Great explanation! I think that's very useful to understand where each strategy needs to focus on for each respective deck. Perhaps it might be worthwhile to add a cEDH-specific strategy guide in the Primer? It might be too much work, and the Primer is very thorough as it stands. Between he and I, it really is like a chess-match and I think it's important for him to understand that dynamic since he is referencing this Primer as he is building his list.
Pithing Needle is more common, at least in our group. I know that the Freyalise Elfball player runs it in every deck he has. It's a decent hate card that is also relatively budget, which is why it's so common in our group.
Null Rod is an awful card. I should probably acquire one for my Tasigur list since it's so effective against a majority of the competitive decks out there.
UB Dralnu, Lich Lord
RBW [Primer]-Kaalia of the Vast
BUG [Primer]-Tasigur, the Golden Fang
GWU [Primer]-Arcades, the Strategist
WUB Primer-Aminatou, the Fateshifter
UBR Nicol Bolas, the Ravager
Hell, I probably am able to get away with a *lot* of plays due to the people around me running crazily tuned decks that only have room for 2-4 removal spells (and if GB each one runs Abrupt Decay even though it hardly hurts Arcum in the broad scheme of things, so Tazri, Prossh, Leovold, Yidris, etc., all run it, for example. It's a lot harder to keep Arcum off of mana dorks now that the deck can easily squeeze in 23-25 of them between creatures that replace themselves like Myr Sire/Hangarback Walker and man lands).
A strategy section for how to combat certain deck archetypes might be a great idea. I can give my experience with Doomsday decks: "Always counter Ad Nauseam, Doomsday, Food Chain, etc.. If you don't have a counter, mulligan to one because you *will* need one and you will need one early if their deck is optimized." Trying to stop ADN/Doomsday with artifacts is a losing battle as they can combo over top of them if their hand is good enough (no matter if it's Possessed Portal or Thorn of Amethyst). No permanent-based hate seems to work against Doomsday decks because a protected pile with Chain in it will eliminate the hate card- immediately, even, if they have a cantrip in hand. That applies to Teferi and Arcum both lol.
And yeah, Null Rod is crazy good. Definitely keep one around when not using Teferi/Arcum as its miserable to deal with for the other player, especially if they didn't mulligan well. So many decks rely on mana rocks its crazy.
Sig and Avatar drawn by me.
My solution to Null Rod is always to bring out a good ole fashioned Mycosynth Lattice. Yes people, this prevents the nice tapping of lands for mana... People really only have 2 choices at that point... Destroy one of the two, or get beaten down slowly by my Memnite! Things get really funny at that point. Normally I tend to have more of my low cost creatures out, so really, whoever has more creatures on the field at that point will slowly win.
On a side note, anyone try Scorched Ruins in their setup yet? I've been eyeing that card for some time now, but unsure if I should pick one up... I know that it will suck with all of the Strip Mine's and Wasteland's there are, but if you're going for the combo t3, then this'll technically net you 2 mana from 1 land drop t3. With only 1 blue mana dork or artifact, you can then cast Arcum and have 1 left over. I most likely won't buy one simply because one of the previously mentioned land destroyers will completely end my tactic...
I had a 2/2 legendary, Brago had no creatures, and the other player had some green 1/1. I swung at Brago a couple times and he quit lol.
But I've never been able to do that more than once. Null Rod costs 2 and even with tutors it still can only cost 3- I find it difficult to justify getting out a 4 mana card with summoning sickness or a 6 mana card to beat a 2 mana card that sometimes costs 3 or 4 mana. Though, I have been thinking about Spine of Ish Sah again to get around Null Rods, since people are beginning to run them here and abstaining from copious amounts of degenerate mana rocks. I could justify an Arcum tap to get Spine when Null Rod stops my combo entirely. I'll at least test Spine again since that seems reasonable.
As for Scorched Ruins, I have them but I've never tried them. They seem a bit too all-in for my tastes. Strips and Wastes are a problem, but I prefer to have as few as possible variables arise from my mana base choices. For example: If you already have a blue mana dork or an artifact plus 3 lands, you already have t3 Arcum (albeit without protection). Having a leftover colorless mana on turns you cast Arcum without haste isn't really all that valuable, but maybe I'm missing some of its value or something.
Sig and Avatar drawn by me.
If our biggest problem is other combo decks and we can't out pace them why would we want to add cards that try too? Our greatest weapon is to get Possessed Portal out with Arcum and we want to be as far ahead on card advantage as we can when this happens. Ccucible of Worlds would help us stay one card ahead too. Cards like Mox Diamond accelerate us faster, but we just need to be fast enough to get Arcum out and Possessed Portal in play and playing cards like Mox Diamond or Gemstone Caverns and even Lotus Petal makes one less turn for that lock to stand.
It's been roughly two months of me playing this deck and I still don't see how our greatest weapon is Possessed Portal. Against the combo decks I have to play against much of the time, Portal doesn't do anything because it's not feasible to tutor it out with Arcum as it needs to be *in play* by turn 3, which means I need a nuts draw to get Arcum down a turn earlier than they can cast their win condition, which typically isn't feasible. In almost all cases of me trying it out again, Portal doesn't do anything but clog up my hand when you need a cheaper spell to cast in order to win via Engine. Even when I've put the card back into the deck, I've not needed it (or, I should say: I had moments in which it would have been helpful, but I was literally unable to get it to the board because I didn't have the aforementioned nuts draw).
As for Crucible, it is too slow nowadays, in my opinion. If it needs to be out for Possessed Portal, that's two cards we need to tutor and put to board, which begs the question of why you haven't just won already instead of trying to lock the game, since one Arcum tap and two creatures is all it takes to win with Paradox Engine (so in one scenario, you use two creatures and Arcum to put out Crucible and Portal, and in another you win the game with Ballista or Hangarback. The second one is a lot more efficient, in my opinion, and the Portal lock is very easily fought out of by decks that run every tutor in black, Doomsday, etc., to find Chain of Vapor and leave you with an 8 cost artifact that you can't immediately put back out). In any event, mana denial locks (like Strip + Crucible) against Arcum no longer works very well, because our deck only needs 4-6 mana and one turn in order to win and that's very easy to accrue when your deck runs all the mana dorks and rocks we do (admitting, you may not even need the one turn), so I don't see the need to pack a card that is typically going to be blank.
I've been having some fun with this deck in my local meta though. The few guys we have with legit competitive decks are getting tired of seeing it, and several of them have begun running more removal so I've transitioned to my Zur deck a bit more the last month or so, but Arcum still chalks up wins a solid percentage of the time. I had a great game against a Zur, Gitrog, green Selvala, and Prossh deck a few weeks ago, though. The details are fuzzy but I ran Arcum straight out to get killed (I had a counter but more than one opponent had removal mana up), so I wound up with a 3/3 beast instead of my Commander. I topdecked Greaves my next turn which made me pure sodium at that moment, but I had an idea and played and Artificer's Intuition to toss a couple of my non-mana artifacts to grab Mana Crypt and Vault at the end of an opponent's turn (I also countered one of Zur's mana rocks because it would have given him 6 mana and I feared Angel's Grace + Ad Nauseam because he tutored twice already). I cast Crypt and Vault, then Greaves, then Arcum, and I sacrificed the mana dork I played earlier to get Engine. I think this was the game in which I played was a Chain of Vapor I cast on my own Crypt to untap via Engine, I then replayed the Crypt to give me enough mana to activate Mishra's Factory and then sacrificed that for Flute and won from there.
Zur spent the majority of his disruption on Prossh and Gitrog from what I remember. I don't recall Selvala doing anything but killing my Commander with Beast Within lol. Some of the details are probably a little off because it was a few weeks back but that's thereabout where I am with the deck. I can post my current list if anyone cares or if anyone else has anything to add or suggest.
Sig and Avatar drawn by me.
1x Arcbound Ravager
1x Etherium Sculptor
1x Hangarback Walker
1x Hedron Crawler
1x Hope of Ghirapur
1x Junk Diver
1x Manakin
1x Memnite
1x Metalworker
1x Millikin
1x Myr Retriever
1x Myr Sire
1x Ornithopter
1x Phyrexian Revoker
1x Plague Myr
1x Scrap Trawler
1x Silver Myr
1x Spellskite
1x Trinket Mage
1x Walking Ballista
Artifact (24)
1x Basalt Monolith
1x Chrome Mox
1x Citanul Flute
1x Grafdigger's Cage
1x Grim Monolith
1x Jeweled Amulet
1x Lightning Greaves
1x Lotus Petal
1x Mana Crypt
1x Mana Vault
1x Mox Diamond
1x Mox Opal
1x Paradox Engine
1x Pithing Needle
1x Rings of Brighthearth
1x Sensei's Divining Top
1x Sol Ring
1x Staff of Domination
1x Static Orb
1x Swiftfoot Boots
1x Tangle Wire
1x Thorn of Amethyst
1x Thousand-Year Elixir
1x Torpor Orb
1x Artificer's Intuition
1x Back to Basics
1x Copy Artifact
1x Mystic Remora
1x Power Artifact
Instant (13)
1x Arcane Denial
1x Chain of Vapor
1x Counterspell
1x Cyclonic Rift
1x Dispel
1x Muddle the Mixture
1x Mystical Tutor
1x Negate
1x Pact of Negation
1x Spell Pierce
1x Swan Song
1x Turn Aside
1x Whir of Invention
Sorcery (4)
1x Fabricate
1x Reshape
1x Transmute Artifact
1x Windfall
Planeswalker (1)
1x Tezzeret the Seeker
Land (32)
1x Academy Ruins
1x Ancient Tomb
1x Blinkmoth Nexus
1x Cavern of Souls
1x Crystal Vein
1x Hall of the Bandit Lord
1x Inkmoth Nexus
1x Inventors' Fair
19x Island
1x Minamo, School at Water's Edge
1x Mishra's Factory
1x Saprazzan Skerry
1x Seat of the Synod
1x Strip Mine
1x Chalice of the Void
1x Crucible of Worlds
1x Defense Grid
1x Ensnaring Bridge
1x Jester's Cap
1x Lodestone Golem
1x Master Transmuter
1x Neurok Stealthsuit
1x Sphere of Resistance
1x Tormod's Crypt
My configuration between sideboard and mainboard changes a *lot* as of late, as cards like Tangle Wire/Static Orb/Sphere of Resistance/Grafdigger's Cage/Torpor Orb/Defense Grid are slightly better against slightly different decks, so I wind up putting them into the mainboard interchangeably. Lodestone Golem comes in pretty often too over Windfall/Back to Basics. Crypt is there as a just in case because Cage doesn't stop every popular graveyard combo. Jester's Cap comes in sometimes (I've made Zur scoop by exiling his Lab Man off of a t2 Arcum play), but I've barely, if ever, used Crucible, Stealthsuit, or Bridge lately.
Outside of swapping things around in the board all the time depending on what I'm playing, I'm pretty happy with the mainboard. I still need a Mana Drain, Flusterstorm, and a Mishra's Workshop, but only two of those are really obtainable for me at the moment and proxies aren't allowed. Artificer's Intuition is pretty excellent even in the Engine build because you can turn non-creature artifacts into an artifact creature, or turn non-mana producing cards into mana producing ones. I basically slow myself down a turn to ensure that I have enough mana/disruption to get through my combo turn, which works well against everything non-Doomsday in my experience.
Arcbound Ravager has an interesting quirk of usefulness in the event Paradox + Flute gets assembled but Arcum is lost (you can use Ravager to loop Retriever/Diver for infinite mana, and can all be found via Flute). So, that's nice I guess. It's not incredibly useful but he's a decent creature so having him in as a just in case is fine, probably.
As for backup plans, I still use Rings + Monolith + Staff for a method of generating infinite mana to win via Ballista or Hangarback. It was the best combo line to establish a lock before Ballista/Engine came out, and I think it probably is the second best one available to the deck since Power Artifact can't be reliably tutored in blue. I've won numerous games by grabbing a Monolith off of Arcum instead of Engine/Flute when removal comes at him and I don't have much else to do. It still only takes two turns to win via Rings and Monolith, and all of the things that prevent the Paradox Engine combo from working also prevent the Possessed Portal lock from working (which is basically removal or the inability to utilize Arcum for whatever reason. Portal is practically impossible to use without Arcum out, which is similar to Engine, and has the issue of not being able to grab all of its combo pieces in the same turn, which is unlike Engine). The exception to this is probably graveyard hate like Rest in Peace, which is why I utilize Rings and Monolith for infinite mana (decks without Rings grind to a halt against a random t2 Rest in Peace because they rely on looping Retriever/Diver). Any deck in white around here, save Karador, seems to run RiP so I found it to be a necessary thing to keep. Mileage may vary on that choice though.
Notwithstanding, decks that win faster than turn 4 (which is now Arcum's consistent kill turn via Engine) tend to be Doomsday decks, which can win over top of a Possessed Portal with relative ease because they can insert Chain of Vapor into their pile and cantrip to it, and leave us with an 8 mana blank in hand. Doing a pass pile isn't so rough for them when they've practically Time Walked you twice because you're stuck with an 8 mana card in hand and something like Crucible on the field that won't do much now that Portal is gone. I've been in that boat and didn't like it much, lol.
I've been playing Post-Engine Arcum as literally just: "Can I tap Arcum this turn? If yes, and I have a card I can cast in my hand, then I can win the game this turn. Otherwise, I play like I used to and grab Rings so I can pull Monolith/Staff next and draw my library, then win via Ballista" Due to all of the untaps and tutors, I can draw into or grab any/every card I want once the ball gets rolling- I keep Staff around largely because it lets me draw until I hit Chain of Vapor, which can bounce anything that prevents me from targeting my opponents with Walking Ballista (Spine of Ish Sah would do the same thing for those that still run it). There's a couple decks that mainboard Glacial Chasm (Gitrog comes to mind) which requires with Strip Mine or Chain to beat in my current list, though its trivial to eliminate those once you've gotten that far because you have access to all of the cards in your library basically.
Anyway, I'm always long in the tooth when it comes to talking about this deck. Can you tell its my favorite Commander deck? lol. Anyway, if anyone has any suggestions, I'd be happy to listen to them. The Ravager tech was suggested to me a month or two ago and it's been reasonably helpful (I got to use it once to win because Arcum cost 8 and Rings got exiled, so that was nice. Obviously not sure if it's super worth it, but the only competitors with that slot are Palladium Myr and Myr Moonvessel, sooo....).
Sig and Avatar drawn by me.
Cage does prevent us from casting Whir of Invention or Transmute Artifact to put an artifact creature onto the battlefield, but that's never been relevant, whereas Cage basically wins a game against Karador, Meren, Mimeoplasm, etc., by itself if protected.
Sig and Avatar drawn by me.
Unfortunately, many times I drew Windfall, if I were to cast it I would have wound up filling up my opponent's hands more than my own (decks with Rituals are no joke when it comes to emptying fast) which seemed less than stellar. It's kind of why I had been in a love-hate relationship with that card as it'd have been a lot better if it were Timetwister, but Mana Drain comes long before that does.
Sig and Avatar drawn by me.
What does everybody think?
Lab Maniac is dead outside of the combo. You generally want less of that in your deck. Further, once you draw you're deck, what's stopping you from just playing Ballista and killing everybody, at least Ballista has use outside of the combo (as utility ping-man or fodder).
WorkshopsLegacy:
Death and Taxes
EDH:
Arcum DagssonMake Paradox Engine Great Again!Urza, Lord High Artificer
Generally speaking, Ballista won't be the problem card to resolve. By the time you get infinite mana + Ballista, you've already resolved a *bunch* of spells and abilities that had no business resolving if someone had discard/removal/counters, and quite frankly, the odds of someone exiling Ballista over Paradox Engine, Rings, or Arcum himself, are quite slim.
Sig and Avatar drawn by me.
You win via 1 Arcum tap now, so you will find that you won't spend much of your time tapping Arcum to grab things that slow your opponents down or prevent them from winning when you could win yourself (which has the side benefit of preventing your opponents from winning lol). I find that Back to Basics, Static Orb/Tangle Wire, Thorn of Amethyst, Torpor Orb, Grafdigger's Cage/Tormod's Crypt, Pithing Needle, Phyrexian Revoker, and counterspells to be enough hate cards so that I can tutor them if I need them before Arcum. Going without Transmute Artifact hurts, as your hate cards can only hate when they're on board and, again, you probably won't find yourself wanting to tap Arcum to get them if you have a 0-2 cost card in hand you can cast to start your Engine and win the game. Make sure to run Reshape, Fabricate, and Whir of Invention.
I wouldn't think it terrible if you ran Artificer's Intuition or Mystical Tutor to find one of the artifact tutors, honestly, because if you're against something with Pattern of Rebirth/Natural Order/Flash into Protean Hulk, you will *need* some form of graveyard hate so your opponents can't loop it and win on the spot (Hulk basically forced me to change Cage to Crypt, as Karmic Guide + Caustic Caterpillar would interfere with my Cage off of one Hulk sacrifice unless it was like turn 2 or 3 and they spent all their mana just to get Hulk on board).
You can get away with Phyrexian Metamorph over Copy Artifact, though I still run Copy because it's extremely useful and efficient, since the deck runs so many rocks. Running Dispel, Spell Pierce, or Turn Aside may be beneficial for you if you can't do Copy Artifact, you could just run more counters or even Artificer's Intuition in its place. Artificer's Intuition is pretty decent since it lets you find mana rocks or mana dorks when you need them, with very little fuss.
I guess you could try Jeweled Amulet over Mox Opal, though there's really nothing that replaces Opal. I don't think the Primer list has enough colored spells to warrant Chrome Mox, so Amulet is probably the closest you're going to get there.
Sig and Avatar drawn by me.
Thanks for the suggestions, I will be picking up a Flusterstrom tomorrow through a trade and that should help for a cheap counterspells. I do run mystical tutor and reshape as well as turn aside and whir of invention. I have about 12 cards coming into the mail and will be printing proxies to play test with. I can try and pick up a Mox Opal, but I did not really have the budget for it at the moment....I essentially combined this primer and the other primer into one decklist and kind of went from there.
I will try and get a decklist posted up tomorrow for review.