I've had an Arcades EDH deck laying around for a bit now, and while I have some of the battle-oriented support cards (such as Assault Formation and Meekstone), I've been a bit weak on the defensive/technique support aspect. Do you guys have any recommendations for what to add?
(Also, a friend shared with me this cycle of enchantment cards that work great with Walls, but I can't remember what they're named for the life of me. If you guys know which ones I'm talking about, I'd greatly appreciate it if you linked them.)
Here are the walls I'm currently running. Most of them draw a card (two with arcades). Some interesting interactions I've found is Assault Formation + Aetherling. The deck runs a ton of ramp and I've come in for 20+ unblockable because of formation. Other than that it is just a bant pod deck that generates value over time.
Every time i see an EDH Arcades deck NOT running Shield Sphere, I suggest it. It is 0 for a 6/6 (Essentially) Even if you cannot get arcades out early, and you end up blocking a few times with sphere, that is still a good blocker. And There are ways to blink things.
I cut Shield Sphere, because while it looks good on paper, it under performed. I found that a 0cmc 6/6 on turn 4 that draws a card is not as good as a 2cmc 4/4 that draws 2 cards on turn 5 Wall of Omens. If it included an evasive ability like flying it would be much more attractive.
Here are the walls I'm currently running. Most of them draw a card (two with arcades). Some interesting interactions I've found is Assault Formation + Aetherling. The deck runs a ton of ramp and I've come in for 20+ unblockable because of formation. Other than that it is just a bant pod deck that generates value over time.
Speaking of cantrip walls, I can't help but notice most pass the Sun Titan test and virtually all walls pass the Reveillark test.
Meekstone would also be useful, I think. Possibly Crackdown as Meekstone #2?
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Card advantage is not the same thing as card draw. Something for 2B cannot be strictly worse than something for BBB or 3BB. If you're taking out Swords to Plowshares for Plummet, you're a fool. Stop doing these things!
I cut Shield Sphere, because while it looks good on paper, it under performed. I found that a 0cmc 6/6 on turn 4 that draws a card is not as good as a 2cmc 4/4 that draws 2 cards on turn 5 Wall of Omens. If it included an evasive ability like flying it would be much more attractive.
You see, there's your problem, you're comparing it to a better wall that absolutely should be in the deck, when instead you should be comparing it to sad robot, which should prompt you to cut sad robot for the sphere. Because a 0 cost 6/6 that you can cast the turn you drop arcades on curve to draw a card is better than a 4 drop 2/2 that rampant growths then maybe draws a card later. It's not like you don't already have plenty of basic land ramp.
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The Meaning of Life: "M-hmm. Well, it's nothing very special. Uh, try and be nice to people, avoid eating fat, read a good book every now and then, get some walking in, and try and live together in peace and harmony with people of all creeds and nations"
Onering's 4 simple steps that let you solve any problem with Magic's gameplay
Whether its blue players countering your spells, red players burning you out, or combo, if you have a problem with an aspect of Magic's gameplay, you can fix it!
Step 1: Identify the problem. What aspect of Magic don't you like? Step 2: Find out how others deal with the problem. How do players deal with this aspect of the game when they run into it? Step 3: Do what those players do. Step 4: No more problem. Bonus: You are now better at Magic. Enjoy those extra wins!
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(Also, a friend shared with me this cycle of enchantment cards that work great with Walls, but I can't remember what they're named for the life of me. If you guys know which ones I'm talking about, I'd greatly appreciate it if you linked them.)
8.RG Green Devotion Ramp/Combo 9.UR Draw Triggers 10.WUR Group stalling 11.WUR Voltron Spellslinger 12.WB Sacrificial Shenanigans
13.BR Creatureless Panharmonicon 14.BR Pingers and Eldrazi 15.URG Untapped Cascading
16.Reyhan, last of the Abzan's WUBG +1/+1 Counter Craziness 17.WUBRG Dragons aka Why did I make this?
Building: The Gitrog Monster lands, Glissa the Traitor stax, Muldrotha, the Gravetide Planeswalker Combo, Kydele, Chosen of Kruphix + Sidar Kondo of Jamuraa Clues, and Tribal Scarecrow Planeswalkers
1 Arcades, the Strategist
//Artifact (9)
1 Avarice Totem
1 Birthing Pod
1 Conjurer's Closet
1 Crystal Shard
1 Expedition Map
1 Oblivion Stone
1 Skullclamp
1 Sol Ring
1 Tormod's Crypt
//Artifact Creature (3)
1 Duplicant
1 Phyrexian Metamorph
1 Solemn Simulacrum
//Creature (25)
1 Angel of Serenity
1 Body Double
1 Carven Caryatid
1 Consecrated Sphinx
1 Deadeye Navigator
1 Elesh Norn, Grand Cenobite
1 Eternal Witness
1 Aetherling
1 Fierce Empath
1 Glen Elendra Archmage
1 Harmonic Sliver
1 Hover Barrier
1 Ixidron
1 Karmic Guide
1 Mnemonic Wall
1 Oracle of Mul Daya
1 Progenitor Mimic
1 Reveillark
1 Sunscape Familiar
1 Trinket Mage
1 Wall of Blossoms
1 Wall of Denial
1 Wall of Mulch
1 Wall of Omens
1 Wood Elves
1 Jungle Barrier
//Enchantment (1)
1 Assault Formation
//Instant (10)
1 Bant Charm
1 Brainstorm
1 Eladamri's Call
1 Mystical Tutor
1 Pact of Negation
1 Plasm Capture
1 Return to Dust
1 Sphinx's Revelation
1 Swords to Plowshares
1 Tower Defense
//Planeswalker (2)
1 Tamiyo, the Moon Sage
1 Venser, the Sojourner
//Sorcery (9)
1 Bribery
1 Cultivate
1 Kodama's Reach
1 Rite of Replication
1 Skyshroud Claim
1 Supreme Verdict
1 Time Warp
1 Wargate
1 Wave of Reckoning
//Sorcery // Sorcery (1)
1 Dusk // Dawn
//Land (38)
1 Academy Ruins
1 Adarkar Wastes
1 Alchemist's Refuge
1 Breeding Pool
1 Brushland
1 Flooded Grove
6 Forest
1 Glacial Fortress
1 Hallowed Fountain
1 Hinterland Harbor
7 Island
1 Marsh Flats
1 Mystic Gate
1 Mystifying Maze
6 Plains
1 Reflecting Pool
1 Strip Mine
1 Sunpetal Grove
1 Temple Garden
1 Terramorphic Expanse
1 Wanderwine Hub
1 Yavimaya Coast
UB Vela the Night-Clad BUDecklist
WBG Ghave, Guru of Spores GBW
WUBRGThe Ur-DragonWUBRGDecklist
Speaking of cantrip walls, I can't help but notice most pass the Sun Titan test and virtually all walls pass the Reveillark test.
Meekstone would also be useful, I think. Possibly Crackdown as Meekstone #2?
On phasing:
You see, there's your problem, you're comparing it to a better wall that absolutely should be in the deck, when instead you should be comparing it to sad robot, which should prompt you to cut sad robot for the sphere. Because a 0 cost 6/6 that you can cast the turn you drop arcades on curve to draw a card is better than a 4 drop 2/2 that rampant growths then maybe draws a card later. It's not like you don't already have plenty of basic land ramp.
Onering's 4 simple steps that let you solve any problem with Magic's gameplay
Step 1: Identify the problem. What aspect of Magic don't you like? Step 2: Find out how others deal with the problem. How do players deal with this aspect of the game when they run into it? Step 3: Do what those players do. Step 4: No more problem. Bonus: You are now better at Magic. Enjoy those extra wins!