Quote from darrenhabib »I've been playing a a similar deck, but I also run Aluren and Intruder Alarm.
Aluren and Cloudstone Curio is an auto win, and Aluren is just a great way to navigate mana for your walls by itself.
I think its a mistake not to run Eerie Interlude and Ghostway. They have been my best draws most games. They give you a confidence that you can get value out of your walls early game, as you need to potentially still cast your walls, without Arcades in play. Then later in the game you can navigate around board wipes AND get lots of card draw.
Quote from umtiger »Another card to protect Arcades could be Shalai, Voice of Plenty.
Quote from benjameenbear »
In regards to the Flicker effects, I'm having trouble finding room for all the cards and strategies I think should be in the deck. I agree that Flicker effects are particularly strong with Arcades, I just don't know what to cut at this point.
Quote from darrenhabib »Quote from benjameenbear »
In regards to the Flicker effects, I'm having trouble finding room for all the cards and strategies I think should be in the deck. I agree that Flicker effects are particularly strong with Arcades, I just don't know what to cut at this point.All thye combos lead to you drawing as much of the deck as you want, so it's actually win conditions that you can cut. Just pick one, or even none. What?
Remember infinite is infinite.
The thing is that once you draw your deck, your hand looks like this Cyclonic Rift, Arcane Denial, Mana Leak, Mana Drain, Counterspell, Negate, ...
With Mnemonic Wall and Beast Within you can turn all opponents lands into creatures, then the Cyclonic Rift will leave opponents with no mana.
Aura Shards will remove all the artifact and enchantments to speed up the process of zero permanents in play for opponents..although you don't need this either as Mnemonic Wall and Beast Within can do the same thing with any permanent.
Because attacking with defenders will be lethal damage to ALL opponents, you can actually just pass the turn and kill people on the attack.
So there is actually no need for "win conditions", I don't run any and crush opponents the above methods.
Quote from benjameenbear »I still like Jungle Barrier because it draws cards without Arcades in play and becomes a Mulldrifter with Arcades in play. I also like Tree of Redemption for the chance to one-shot a player potentially, as long as they have less life than you. Junktroller is pretty decent graveyard hate, but Eternal Witness is more useful to the deck overall.
Quote from SmauG »As a player who might be interested in putting a commander deck together, would this be a good place to start?
From the looks of it i own most modern legal cards and can probably replace the legacy staples that are in this deck for the time being.
Also could someone give an estimation on the completed cost of the deck?
Quote from benjameenbear »@untiger
At the last count, I see that there are 30 creatures with Defender and the Wall of Kelp to make more. I think that's pretty sufficient to be able to consistently draw off of Arcades' trigger. Generally, you want at least a quarter of your deck to have the Defender key word so that you can benefit from running Arcades as your Commander. So, in my opinion, I think that there are enough creatures with Defender currently in the deck that the Aggro plan is viable.
Quote from benjameenbear »
Tree of Redemption can easily become a 0/32, depending on your life total. And between fetches, pain-lands, and some preliminary Aggro that we can employ, it becomes really easy to tap him on the End Step before your turn, make him a one-shot kill for an opponent, and then turn him sideways on your turn. The ability actually exchanges your life total with the Tree's toughness. I don't think I'll be cutting this Tree for that reason, in addition to being a 0/13 beater for the Aggro plan.
Whir of Invention is a card I go back and forth on in my head. Its sole purpose usually is to find Cloudstone Curio, which is one of the linchpins of this deck, or Paradox Engine. Both artifacts are massively useful and are integral to several combo lines. The other tutors in the deck are more creature-centric, and I think that the instant speed abiity to Chord in the combo piece you need during an opponent's end step is too powerful to pass up. I'll keep it in the decklist for a little while longer and see how it performs.
Great point about Fell the Mighty. I like that it's a one-sided Wrath effect for us, because we will nearly always be targeting a 0 power wall with it. Slaughter the Strong is... gah, I have mixed feelings about it. You'll probably be able to leave each opponent with most of their mana dorks, which is NOT good for slowing down their tempo. And right now many of the cEDH decks I see (and personally play against) use low-power creatures to generate value or execute their combos. This slot is definitely up in the air, in my opinion. It could easily become a different removal piece or Rest in Peace/[CARAD]Stony Silence[/CARD]. I'll go back and forth on that.