This deck was originally built a couple years back for a two headed giant tournament where you were randomly assigned a partner. I made this with that in mind and had some support items for my teammate. However, after playing it, I realized Arcum does his own thing and won matches on his own. After the tournie I focused him to be a regular deck.
This is one of my favorite decks to play, especially when I just want to wreak havoc. It's quite competitive, but meant to be a casual nuisance. There are some odd choices in here that I don't see used often. Springjack Pasture is one of them. Mainly because I have so many, but it acts as a token generator, which can gain me life, mana, or can become artifact creatures to get me artifacts. Another is Last Word since sometimes you just have to make sure you can cast your Arcum. I'm happy with how the deck is working, but I'm always open to new ideas or opinions.
Possible Changes: Treasure Mage and/or Trinket Mage- I like Treasure and I'm wondering if I should add him or replace Trinket with him. They both grab decent stuff, it just depends on the early or late game. Unwinding Clock or Filigree Sages - I've wanted to add the Clock for awhile since I'm capable of making all my permanents indestructible artifacts, untapping them each turn is a bad thing. Though, the Sages are a creature to sacrifice and they are blue which can support Grand Architect. Nim Deathmantle - A fine card to rescue and reuse creatures. Worth a slot? Inkmoth Nexus - Once I obtain one, I'll swap out an Island for it since I recently found a Blinkmoth Nexus and added it in.
Nothing major, just some upgrades and new additions. Unwinding Clock turned out to be better than F. Sages and provided more fun options. Turn Aside got removed and Assert Authority returned since I noticed a difference without it. Desertion and Stolen Identity seemed like good finds for making/stealing creatures for sacking to Arcum. So far I'm happy with the changes, but I still think I need to find a way to sneak in Nim Deathmantle.
Thanks for the suggestions, Jake. Unfortunately, I have heard most of them since they are the stock choices for Arcum builds and I'm odd man that makes odd choices. The Disk is great and I've always loved the combination of indestructible and repetitive use, I just don't own one yet and I'd know my group would groan if they saw that every game (but sometimes it's just a neccessary evil). I don't run a ton of counters in this deck right now since I don't run into too many threats once I get going. Though, a Spell Crumble could make it's way in to have a reusable counter, which should pull it's weight and annoy players when trying to cast their generals. I was thinking of the Turbine, but I like playing with the Myr Matrix since I can make a ton of mana then pump up my myrs. They go great together, but then I feel I need to have more stock myrs in the deck. Spellskite I just pulled and haven't made it into the deck yet since he is a lightning rod for Arcum so I do agree with that idea. As for the other two creatures, they are sweet, I just have them in other decks. The Hall and the Elixir I tend overlook when I do the build so they are great ways to get him going when I don't have my Greaves or Boots or even my Orrery. So I might try at least the Hall in place of an island. Thanks again for the help!
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1x Arcum Dagsson
Creatures - 3
1x Grand Architect
1x Trinket Mage
1x Vedalken Engineer
Artifact Creatures - 23
1x Arcbound Crusher
1x Epochrasite
1x Etherium Sculptor
1x Faerie Mechanist
1x Karn, Silver Golem
1x Lodestone Myr
1x Master of Etherium
1x Master Transmuter
1x Memnarch
1x Memnite
1x Myr Retriever
1x Ornithopter
1x Palladium Myr
1x Pentavus
1x Phyrexian Metamorph
1x Scarecrone
1x Sharding Sphinx
1x Shimmer Myr
1x Silver Myr
1x Solemn Simulacrum
1x Steel Hellkite
1x Steel Overseer
1x Wurmcoil Engine
1x Assert Authority
1x Counterspell
1x Cryptic Command
1x Desertion
1x Hurkyl's Recall
1x Stoic Rebuttal
1x Thirst for Knowledge
Sorceries -3
1x Argivian Restoration
1x Fabricate
1x Stolen Identity
Artifacts - 24
1x Bonehoard
1x Cauldron of Souls
1x Darksteel Forge
1x Dreamstone Hedron
1x Elixir of Immortality
1x Gilded Lotus
1x Lightning Greaves
1x Mimic Vat
1x Mind Stone
1x Mindslaver
1x Mirrorworks
1x Mycosynth Lattice
1x Myr Matrix
1x Prototype Portal
1x Rings of Brighthearth
1x Sculpting Steel
1x Sol Ring
1x Spine of Ish Sah
1x Summoning Station
1x Swiftfoot Boots
1x Temple Bell
1x Thran Dynamo
1x Unwinding Clock
1x Vedalken Orrery
1x Jace Beleren
1x Tezzeret the Seeker
Lands - 37
1x Academy Ruins
1x Blinkmoth Nexus
1x Buried Ruin
1x Darksteel Citadel
1x Halimar Depths
1x Inkmoth Nexus
1x Minamo, School at Water's Edge
1x Mishra's Factory
1x Phyrexia's Core
1x Reliquary Tower
1x Seat of the Synod
1x Springjack Pasture
1x Thespian's Stage
1x Tolaria West
1x Urza's Factory
1x Urza's Mine
1x Urza's Power Plant
1x Urza's Tower
19x Island
This is one of my favorite decks to play, especially when I just want to wreak havoc. It's quite competitive, but meant to be a casual nuisance. There are some odd choices in here that I don't see used often. Springjack Pasture is one of them. Mainly because I have so many, but it acts as a token generator, which can gain me life, mana, or can become artifact creatures to get me artifacts. Another is Last Word since sometimes you just have to make sure you can cast your Arcum. I'm happy with how the deck is working, but I'm always open to new ideas or opinions.
Most of these changes came to be once I changed the focus and I obtained nicer new artifacts. Thanks Scars block!
Removed/ Added:
Gemini Engine < Wurmcoil Engine
Assert Authority < Spine of Ish Sah
Call to Mind < Hurkyl’s Call
Reshape < Bonehoard
Shape Anew < Phyrexian Metamorph
Blasting Station < Karn, Silver Golem
Blinkmoth Urn < Mirrorworks
Guardian Idol < Sol Ring
Soul Foundry < Mimic Vat
Whispersilk Cloak < Swiftfoot Boots
Possible Changes:
Treasure Mage and/or Trinket Mage- I like Treasure and I'm wondering if I should add him or replace Trinket with him. They both grab decent stuff, it just depends on the early or late game.
Unwinding Clock or Filigree Sages - I've wanted to add the Clock for awhile since I'm capable of making all my permanents indestructible artifacts, untapping them each turn is a bad thing. Though, the Sages are a creature to sacrifice and they are blue which can support Grand Architect.
Nim Deathmantle - A fine card to rescue and reuse creatures. Worth a slot?
Inkmoth Nexus - Once I obtain one, I'll swap out an Island for it since I recently found a Blinkmoth Nexus and added it in.
Filigree Sages < Unwinding Clock
Last Word < Desertion
Machinate < Stolen Identity
Override < Assert Authority
Turn Aside < Steel Hellkite
Thoughtcast < Temple Bell
Island < Thespian's Stage & Inkmoth Nexus
Nothing major, just some upgrades and new additions. Unwinding Clock turned out to be better than F. Sages and provided more fun options. Turn Aside got removed and Assert Authority returned since I noticed a difference without it. Desertion and Stolen Identity seemed like good finds for making/stealing creatures for sacking to Arcum. So far I'm happy with the changes, but I still think I need to find a way to sneak in Nim Deathmantle.
Myr Turbine can create a steady supply of artifact creatures for Arcum without spending mana on them.
Hall of the Bandit Lord provides a hasty Arcum.
Thousand-Year Elixir can also provide a hasty Arcum and is a fetchable card that can untap him.
Spellskite is handy to have for protecting Arcum and other things from removal.
Junk Diver is Myr Retriever #2
Arcbound Reclaimer can bring back artifacts.
Spell Crumple and Hinder tuck the cards that they counter. Useful against Commanders.