1) Why to and to not use Arcum Dagsson as your General
Why
+Great General for Artifact Manipulation
+Money wise very cheap most stores sell him less the a dollar
+Cheap mana cost of 4 so he will see play quiet a few times after hes been delt with by other players
Why not
- Limited to just mono blue for spell support, unlike the esper artifact decks
- Can easily make you a target in multiplayer games
- Blue is not always a type to start with in edh as it does take time to really understand your color and the difference in environment.
Why I choose to use Arcum
I searched for a long while to make a artifact that that can quickly combo. I almost went Esper, but Arcum showed at the last minute and I had to give him a try. I am sure glad I did. His ability is Tinker with a bit of a catch, but that catch is not too heavy and with all the artifacts out there now a days it's almost a endless possibility of things to get. Arcum is a old and wise man and even though he is not Karn he knows what to do with the Artifact tools at his disposal.
1) Both Jace are extremely helpful with there abilities and/or distraction from players damage
2) Karn Liberated Great control against cards that have hit the field and are hindering my progress.
4) Card ideas that did not make it
I have changed my mind on counter spells and this section will be updated soon
Now I admit that I have not fought many deck types with this deck, but I have used it many a times now and I know this. Its main weakness is decks that have lots of artifact removal hate and speed. Elves played right can run through this deck. But the longer your matches go the more prepared you are and BOOM! its over before they realize it
7) Cards I do not own, but am considering for the deck
I am considering changing the Artifact creature base around Please offer ideas on them for me to consider
Very cool deck! I've never played Arcum myself though a good friend of mine plays him with a deck chock full of combos. I 'spose I'm leading into a point, so far as Arcum decks go you're missing one of the biggest pieces of the deck (unless my repeated combing has missed it), you don't seem to have Mycosynth Lattice. Using that card along with Darksteel Forge, and Nevinyrral's Disk you get to wrath everyone elses board every turn. I know it seems mean, but you are playing Arcum and he's the sort to draw A LOT of aggression from other players. I guess I could say you need to be able to back yourself up since everyone will be gunning for you based on your general.
I like most of the cards on your list (artifacts get a major +1 for cool with me), but you do have a few cards that confuse me (as well as the lack of a few). I guess I'll just go over them in a list...
2) March of the Machines: I dunno about you but I'm way a fan of my noncreatures swinging in for beats, also it's part of some combo's I'll mention later.
3) COUNTERSPELLS... My favorites Last Word, Forbid, Cryptic Command, Time Stop, et all: You need them. I don't mean to be crude or blunt, but you're playing a way powerful blue deck and it needs some backup. Counterspells are awesome.
4) I might be missing something but, you seem to be only running 33 land. If it works for you congrads, but that seems like an uncomfortably low number to me. I play a part green deck with loads of ramp and I still run 36 land. It's not a big deal, just a bit of a surprise I guess. If it works for you, just go with it I guess.
6) While you're at it, Basalt Monolith can be way fun for infinite mana.
Cards I'm iffy about:
1) The swords: I just don't understand their place. If you can justify them though, they're totally fine. I just don't totally understand their place there.
2) Manakin: It just seems very vulnerable, like it's very destroyable. Dunno, just a thought.
Thats about it on specific card choices. I do love combo so I'd recommend you a few (since you already have a wicked cool one for infinite wurms/mana I figured you might enjoy a few more infinites).
Well, that's about it for me. I hope I managed to help out at least a bit, since I really like where this deck is going. All very cool, and the best of luck to you.
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Hey, Call me Rex. I really need to make one of those nice banners but I'm lazy and I don't know how.
Are you trying to build a deck that is meant to win or one that is more for fun games with friends? Arcum is my main EDH general and it would be difficult to argue that he is not a top tier general when built properly.
Here are a few cards from my deck that I think should be included in any Arcum deck: Mycosynth Lattice - Reasons already stated by other people. It is a requirement for an Arcum deck. With Darksteel Forge it makes everything of yours indestructible. With Nevinyrral's Disk it wipes the entire board. With Karn, Silver Golem it gives you one costing land removal. This card is mandatory.
Thousand-Year Elixir - Great card to have in any deck whose general relies on tap abilities. Lets you use arcum twice per turn and essentially gives him haste for whenever you bring him back (and then back again...and again...and again...)
Myr Turbine - If the board looks pretty safe when Arcum is out this will typically be one of the first cards I get. Guarantees that you will always have food for Arcum. I used to run Nuisance Engine like you have but once turbine was in the deck Nuisance became obsolete.
Ward of Bones - Probably one of the least seen cards in the game. Whenever I tutor this up the table typically has to pass the card around so everyone can read what it does. This card is fantastic for stalling when you need it. Prevent your opponents from playing enchantments and lands since Arcum doesn't really need either to play effectively. I should say this card is much better in a combo deck for obvious reasons but I still think it would help you out.
March of the Machines - Fantastic card. Drop this and then tutor Mycosynth Lattice to destroy all lands (which you don't need if you have Arcum on the field). Unless you were way behind this should guarantee you a win.
Winter Orb - Another great stall card that revolves around Arcum not needing lands. Cheating this card in and out of play with Master Transmuter so that you can untap all your lands each turn is backbreaking for opponents.
Citanul Flute - Arcum's only weakness is that he can't help you find the creatures you need. This card fixes that problem. Flute will help you get the creature portions to your combos.
Dross Scorpion - This card is fantastic and part of a game-ending combo (will explain later). It also functions well without the other combo pieces when you have mana producing artifacts. An important thing to note is that the effect triggers whenever any artifact creature goes to a graveyard; this includes your opponents artifact creatures.
Blasting Station - A good sac outlet for when someone tries to steal/incapacitate Arcum. The best way for an opponent to deal with Arcum isn't by destroying him but by using a card like Lignify or any of the white enchantments that prevent creatures from tapping/attacking/blocking. It is much easier for you to just recast Arcum for 2 extra mana than to try and top deck some sort of removal in mono blue. This card is also part of a combo.
You sac a token with Blasting Station. This trigger Dross and allows you to untap Turbine. You then make another token which untaps Blasting Station. Rinse and repeat. This is probably the second most common way I win, right behind forge + lattice + disc. The great part about this combo is that no one sees it coming (unless you've done it to them before). Because it relies on much less commonly used cards (I bet you didn't know what dross scorpion did) people don't see the danger when you have two of the three pieces on the table. None of the pieces of this combo are high priority targets for removal like Darksteel Forge, Mycosynth Lattice, and Nev's Disc so unless your opponents know what you are planning it is unlikely that they'll dismantle any part of the combo while you are finding the pieces. There should also be plenty of ways for you to find the pieces of this combo in your deck without using Arcum. Tezzeret the Seeker's -X comes to mind first.
Sundering Titan - Great card for a mono colored deck plus he can swing/block when needed. Use him with Master Transmuter to destroy up to 10 lands a turn.
Blinkmoth Nexus / Inkmoth Nexus - No real reason to not have these. Can become a creature to sac with Arcum if you are desperate.
Brittle Effigy - You don't have too much access to removal in blue. This is your answer to a Blightsteel Colossus, an Ulamog, the Infinite Gyre, or just an annoying creature that needs to be taken off the field. Can be cheated into play with Arcum at any time or dropped on turn 1 if it is in your starting hand. Fantastic card.
Argivian Restoration - Your artifacts that you need will die...a lot. This lets you get them back.
Oblivion Stone - Get yourself out of a jam. Enough said.
Spellskite - This protects Arcum a lot. Change the target of a spell from Arcum to Spellskite and then sac Spellskite. The opponent's spell fizzles and you get an artifact. Win.
There are a lot of other cards that I would recommend but it would take you further from the creature-based theme that you seem to have and would make you almost entirely combo. My playgroup is very cutthroat (I play against almost perfect Captain Sisay and Kiki-Jiki, Mirror Breaker) and combo is the only way to be competitive. If you want to win by turn five consistently I can definitely point you in the right direction
A few things I would recommend taking out:
Myr Sire - I had him in my Arcum for a while. Its effect seems nice but is actually underwhelming.
Lux Cannon - This is a pretty high priority target for removal and is useless without the pieces necessary to combo with it.
Thoughtcast - The affinity for artifacts makes you think you need it in an Arcum deck because drawing 2 cards for U seems really good. Replace it with some instant speed card advantage like Brainstorm
Time Warp - Like Myr Sire I had this in my deck as well but it just proved underwhelming. There was no good way to search for it besides Mystical Tutor which could be used to get much more useful cards.
All the swords - Yes getting protection from certain colors is nice, but you can't equip them at instant speed which greatly limits the usefulness in responding to threats. The only creature in the deck that needs protecting is Arcum and, if you are swinging with him for the other effects of the swords, you are doing it wrong. Lighting Greaves and Swiftfoot Boots (once it comes out) should be all the protection you need. And yes, I know those two also don't equip at instant speed but they protect from spot removal of all colors. I've contemplated adding Neurok Stealthsuit to my deck but am still on the fence about it. In general, there are just more useful artifacts than the swords that you could search for with Arcum.
I'm also not a huge fan of the Arcbound creatures but if that's the theme you want then I think you should go for it. I just prefer more utility creatures and mana accel creatures so that I get Arcum out faster.
@Bulbasaurus Rex:
Manakin is one of the best creatures on that list. Any two costing form of mana accel greatly helps the deck out. I almost always get Arcum onto the field turn 3. From experience I can tell you that your chances of winning drop considerably if you have to wait until turn 4 to play the dags.
I agree with you that there should be more instants. Counters and other instants that can put generals on the bottoms of libraries (like Hinder and Spin into Myth) are very helpful in EDH.
Running with a low amount of lands can work fine with Arcum since you'll typically have lots of mana accel (my deck has about 18 non-land mana sources, most of which cost 2). It goes back to the whole "once I get Arcum out I don't really need my land-base anymore" mentality.
From playing Arcum (a lot) I have started to stray away from the infinite mana combos. The thing is, a lot of them require multiple creatures which you don't have a great way of searching for. Plus, once you get infinite mana you still need a way to use it all to win the game. Instead of infinite mana go for game-ending combos. Those all have 3 pieces, only one of which might be a creature. They are much easier to assemble with Arcum.
wow that was some great advice guys :). I really appreciate it and I have already token some and put them into the deck, and others I am still playtesting some before I go get copies to come into the deck.
Both of you questioned the swords, well I started, and will end this deck, as my sort of equipment deck. I didn't want to run "o might kaldra" or white, but wanted something artifact fun and this came about.
Again thank you for the idea. Please feel free to come back with more as that was some very interesting reads and I really enjoyed the ideas :).
Dagson seens to me as one of the best generals, with all that "megalomaniac" stuff that he could produce. Very good things are pointed on this topic and sure ill be soon making my own deck and back here to discuss some techs and cards.
First time i make an EDH Dagson, about 10 days after Staff and Academy gets bann... omg i sell most cards of it lol...
Actually thinkin, Dagson deck base can be used in Teferi or Karn EDH/Commandeer decks too, and its actually my line of play, so i will focus on get some cards by now..
This is true I am planning to use Teferi in my local league since Arcum is already taken. I am glad that I can help people with ideas for there own decks
I hate Arcum so much - mostly because he's degenerate, and partially because people who play him tend to burn a lot of time searching. So I've picked up a couple of copies of Magus of the Unseen, aka "Why yes, I would like to search my library for a Mindlock Orb, thank you for asking and donating your mana myr to the cause!"
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I hate Arcum so much - mostly because he's degenerate, and partially because people who play him tend to burn a lot of time searching. So I've picked up a couple of copies of Magus of the Unseen, aka "Why yes, I would like to search my library for a Mindlock Orb, thank you for asking and donating your mana myr to the cause!"
This. This is how people react to seeing Arcum. Honestly, he never works in multiplayer for me. It's hard enough getting him to stick in 1v1, but when there's 3 dudes who don't want you to go off... well, it's not going to be pretty. Arcum is my cut-throat 1v1 deck.
Emmara is like the worst parts of Legends and Homelands got pregnant, aborted the fetus, tossed it in the trashcan, set it on fire and wrapped the corpse in a Dragon's Maze pack wrapper.
Why
+Great General for Artifact Manipulation
+Money wise very cheap most stores sell him less the a dollar
+Cheap mana cost of 4 so he will see play quiet a few times after hes been delt with by other players
Why not
- Limited to just mono blue for spell support, unlike the esper artifact decks
- Can easily make you a target in multiplayer games
- Blue is not always a type to start with in edh as it does take time to really understand your color and the difference in environment.
Why I choose to use Arcum
I searched for a long while to make a artifact that that can quickly combo. I almost went Esper, but Arcum showed at the last minute and I had to give him a try. I am sure glad I did. His ability is Tinker with a bit of a catch, but that catch is not too heavy and with all the artifacts out there now a days it's almost a endless possibility of things to get. Arcum is a old and wise man and even though he is not Karn he knows what to do with the Artifact tools at his disposal.
2) The Grandfather's Deck
1x Arcum Dagsson
1x Arcanis the Omnipotent
1x Arcbound Reclaimer
1x Blightsteel Colossus
1x Consecrated Sphinx
1x Dross Scorpion
1x Jace's Archivist
1x Junk Diver
1x Karn, Silver Golem
1x Manakin
1x Master Transmuter
1x Myr Retriever
1x Phyrexian Metamorph
1x Phyrexian Revoker
1x Plague Myr
1x Scarecrone
1x Silver Myr
1x Solemn Simulacrum
1x Spellskite
1x Steel Hellkite
1x Sundering Titan
1x Teferi, Mage of Zhalfir
1x Thopter Assembly
1x Venser, Shaper Savant
1x Voltaic Construct
1x Wurmcoil Engine
1x Tezzeret the Seeker
1x Blasting Station
1x Brittle Effigy
1x Darksteel Forge
1x Gilded Lotus
1x Knowledge Pool
1x Lightning Greaves
1x Mana Vault
1x Mimic Vat
1x Mycosynth Lattice
1x Myr Turbine
1x Nevinyrral's Disk
1x Planar Portal
1x Sculpting Steel
1x Sensei's Divining Top
1x Sol Ring
1x Swiftfoot Boots
1x Thran Dynamo
1x Voltaic Key
1x Ward of Bones
1x Winter Orb
1x All Is Dust
1x Argivian Restoration
1x Bribery
1x Fabricate
1x Time Reversal
1x Ancient Tomb
1x Blinkmoth Nexus
1x Buried Ruin
1x Darksteel Citadel
1x Eye of Ugin
1x Halimar Depths
1x Inkmoth Nexus
21x Island
1x Minamo, School at Water's Edge
1x Mishra's Factory
1x Reliquary Tower
1x Seat of the Synod
1x Cryptic Command
1x Desertion
1x Evacuation
1x Fact or Fiction
1x Forbid
1x Hinder
1x Mystical Tutor
1x Spell Crumple
1x Sunder
1x Time Stop
1x Copy Artifact
1x Future Sight
1x Mind Over Matter
1x Mind Unbound
2.A) Mana Breakdown
6
9
10
12
11
12
2
1
1
1
3) How and why some of these cards are here
1) Both Jace are extremely helpful with there abilities and/or distraction from players damage
2) Karn Liberated Great control against cards that have hit the field and are hindering my progress.
4) Card ideas that did not make it
5) Little Neat Tricks
Karn, Silver Golem + Voltaic Construct + any artifact = that ability as many times as you want (Examples are Gilded Lotus and Lux Cannon also dont forget about Magistrate's Scepter
-Once you can Karn, Silver Golem combos going with Planar Portal, cards like Spell Crumple are your best friends
Mirrorworks and arcum are best friends in this deck as well
6) Matchups
7) Cards I do not own, but am considering for the deck
I am considering changing the Artifact creature base around Please offer ideas on them for me to consider
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RNorin the WaryR <-Link! (Primer - Mono Red Control)
GUEdric, Spymaster of TrestUG <- Link! (Mini-Primer - Dredge)
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WUGeist of Saint TraftUW <- Link! (Aggro-Control)
BGSkullbriar, the Walking GraveGB <- Link! (Aggro)
BUGDamia, Sage of StoneGUB <- Link! (Extinction Control)
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I like most of the cards on your list (artifacts get a major +1 for cool with me), but you do have a few cards that confuse me (as well as the lack of a few). I guess I'll just go over them in a list...
I would recommend that you run:
1) Mycosynth Lattice: is already explained
2) March of the Machines: I dunno about you but I'm way a fan of my noncreatures swinging in for beats, also it's part of some combo's I'll mention later.
3) COUNTERSPELLS... My favorites Last Word, Forbid, Cryptic Command, Time Stop, et all: You need them. I don't mean to be crude or blunt, but you're playing a way powerful blue deck and it needs some backup. Counterspells are awesome.
4) I might be missing something but, you seem to be only running 33 land. If it works for you congrads, but that seems like an uncomfortably low number to me. I play a part green deck with loads of ramp and I still run 36 land. It's not a big deal, just a bit of a surprise I guess. If it works for you, just go with it I guess.
5) Please do add Rings of Brighthearth: You'd be able to basically activate Arcum twice per turn... also infinite mana with Basalt Monolith
6) While you're at it, Basalt Monolith can be way fun for infinite mana.
Cards I'm iffy about:
1) The swords: I just don't understand their place. If you can justify them though, they're totally fine. I just don't totally understand their place there.
2) Manakin: It just seems very vulnerable, like it's very destroyable. Dunno, just a thought.
Thats about it on specific card choices. I do love combo so I'd recommend you a few (since you already have a wicked cool one for infinite wurms/mana I figured you might enjoy a few more infinites).
Darksteel Forge + Mycosynth Lattice + Nevyrrenials Disk = Wrath everyone elses EVERYTHING every turn.
Karn, Silver Golem or March of the Machines + Voltaic Contruct + any 3 mana artifact = infinite mana (optional, add Lux Cannon after infinite mana to kill anything you want all the time)
Basalt Monolith or Grim Monolith + Rings of Brighthearth = Infinite mana
Also this primer here, http://forums.mtgsalvation.com/showthread.php?t=229205 , is great just for info on artifacts for edh in general. Just a bit of recomended reading there.
Well, that's about it for me. I hope I managed to help out at least a bit, since I really like where this deck is going. All very cool, and the best of luck to you.
Check out my EDH/Commander primer for Vorosh, the Hunter
http://forums.mtgsalvation.com/showt...10#post6907410
The primer is currently very far out of date and needs re-writing. If you're interested in any info or actually seeing it redone please pm me.
Here are a few cards from my deck that I think should be included in any Arcum deck:
Mycosynth Lattice - Reasons already stated by other people. It is a requirement for an Arcum deck. With Darksteel Forge it makes everything of yours indestructible. With Nevinyrral's Disk it wipes the entire board. With Karn, Silver Golem it gives you one costing land removal. This card is mandatory.
Thousand-Year Elixir - Great card to have in any deck whose general relies on tap abilities. Lets you use arcum twice per turn and essentially gives him haste for whenever you bring him back (and then back again...and again...and again...)
Myr Turbine - If the board looks pretty safe when Arcum is out this will typically be one of the first cards I get. Guarantees that you will always have food for Arcum. I used to run Nuisance Engine like you have but once turbine was in the deck Nuisance became obsolete.
Ward of Bones - Probably one of the least seen cards in the game. Whenever I tutor this up the table typically has to pass the card around so everyone can read what it does. This card is fantastic for stalling when you need it. Prevent your opponents from playing enchantments and lands since Arcum doesn't really need either to play effectively. I should say this card is much better in a combo deck for obvious reasons but I still think it would help you out.
March of the Machines - Fantastic card. Drop this and then tutor Mycosynth Lattice to destroy all lands (which you don't need if you have Arcum on the field). Unless you were way behind this should guarantee you a win.
Winter Orb - Another great stall card that revolves around Arcum not needing lands. Cheating this card in and out of play with Master Transmuter so that you can untap all your lands each turn is backbreaking for opponents.
Citanul Flute - Arcum's only weakness is that he can't help you find the creatures you need. This card fixes that problem. Flute will help you get the creature portions to your combos.
Dross Scorpion - This card is fantastic and part of a game-ending combo (will explain later). It also functions well without the other combo pieces when you have mana producing artifacts. An important thing to note is that the effect triggers whenever any artifact creature goes to a graveyard; this includes your opponents artifact creatures.
Blasting Station - A good sac outlet for when someone tries to steal/incapacitate Arcum. The best way for an opponent to deal with Arcum isn't by destroying him but by using a card like Lignify or any of the white enchantments that prevent creatures from tapping/attacking/blocking. It is much easier for you to just recast Arcum for 2 extra mana than to try and top deck some sort of removal in mono blue. This card is also part of a combo.
You sac a token with Blasting Station. This trigger Dross and allows you to untap Turbine. You then make another token which untaps Blasting Station. Rinse and repeat. This is probably the second most common way I win, right behind forge + lattice + disc. The great part about this combo is that no one sees it coming (unless you've done it to them before). Because it relies on much less commonly used cards (I bet you didn't know what dross scorpion did) people don't see the danger when you have two of the three pieces on the table. None of the pieces of this combo are high priority targets for removal like Darksteel Forge, Mycosynth Lattice, and Nev's Disc so unless your opponents know what you are planning it is unlikely that they'll dismantle any part of the combo while you are finding the pieces. There should also be plenty of ways for you to find the pieces of this combo in your deck without using Arcum. Tezzeret the Seeker's -X comes to mind first.
Sundering Titan - Great card for a mono colored deck plus he can swing/block when needed. Use him with Master Transmuter to destroy up to 10 lands a turn.
Blinkmoth Nexus / Inkmoth Nexus - No real reason to not have these. Can become a creature to sac with Arcum if you are desperate.
Brittle Effigy - You don't have too much access to removal in blue. This is your answer to a Blightsteel Colossus, an Ulamog, the Infinite Gyre, or just an annoying creature that needs to be taken off the field. Can be cheated into play with Arcum at any time or dropped on turn 1 if it is in your starting hand. Fantastic card.
Argivian Restoration - Your artifacts that you need will die...a lot. This lets you get them back.
Oblivion Stone - Get yourself out of a jam. Enough said.
Spellskite - This protects Arcum a lot. Change the target of a spell from Arcum to Spellskite and then sac Spellskite. The opponent's spell fizzles and you get an artifact. Win.
There are a lot of other cards that I would recommend but it would take you further from the creature-based theme that you seem to have and would make you almost entirely combo. My playgroup is very cutthroat (I play against almost perfect Captain Sisay and Kiki-Jiki, Mirror Breaker) and combo is the only way to be competitive. If you want to win by turn five consistently I can definitely point you in the right direction
A few things I would recommend taking out:
Myr Sire - I had him in my Arcum for a while. Its effect seems nice but is actually underwhelming.
Lux Cannon - This is a pretty high priority target for removal and is useless without the pieces necessary to combo with it.
Thoughtcast - The affinity for artifacts makes you think you need it in an Arcum deck because drawing 2 cards for U seems really good. Replace it with some instant speed card advantage like Brainstorm
Time Warp - Like Myr Sire I had this in my deck as well but it just proved underwhelming. There was no good way to search for it besides Mystical Tutor which could be used to get much more useful cards.
All the swords - Yes getting protection from certain colors is nice, but you can't equip them at instant speed which greatly limits the usefulness in responding to threats. The only creature in the deck that needs protecting is Arcum and, if you are swinging with him for the other effects of the swords, you are doing it wrong. Lighting Greaves and Swiftfoot Boots (once it comes out) should be all the protection you need. And yes, I know those two also don't equip at instant speed but they protect from spot removal of all colors. I've contemplated adding Neurok Stealthsuit to my deck but am still on the fence about it. In general, there are just more useful artifacts than the swords that you could search for with Arcum.
I'm also not a huge fan of the Arcbound creatures but if that's the theme you want then I think you should go for it. I just prefer more utility creatures and mana accel creatures so that I get Arcum out faster.
@Bulbasaurus Rex:
Manakin is one of the best creatures on that list. Any two costing form of mana accel greatly helps the deck out. I almost always get Arcum onto the field turn 3. From experience I can tell you that your chances of winning drop considerably if you have to wait until turn 4 to play the dags.
I agree with you that there should be more instants. Counters and other instants that can put generals on the bottoms of libraries (like Hinder and Spin into Myth) are very helpful in EDH.
Running with a low amount of lands can work fine with Arcum since you'll typically have lots of mana accel (my deck has about 18 non-land mana sources, most of which cost 2). It goes back to the whole "once I get Arcum out I don't really need my land-base anymore" mentality.
From playing Arcum (a lot) I have started to stray away from the infinite mana combos. The thing is, a lot of them require multiple creatures which you don't have a great way of searching for. Plus, once you get infinite mana you still need a way to use it all to win the game. Instead of infinite mana go for game-ending combos. Those all have 3 pieces, only one of which might be a creature. They are much easier to assemble with Arcum.
Hope this helps you out at least a little bit.
Both of you questioned the swords, well I started, and will end this deck, as my sort of equipment deck. I didn't want to run "o might kaldra" or white, but wanted something artifact fun and this came about.
Again thank you for the idea. Please feel free to come back with more as that was some very interesting reads and I really enjoyed the ideas :).
EDH Deck
URGThe Group HugsWUG
First time i make an EDH Dagson, about 10 days after Staff and Academy gets bann... omg i sell most cards of it lol...
Actually thinkin, Dagson deck base can be used in Teferi or Karn EDH/Commandeer decks too, and its actually my line of play, so i will focus on get some cards by now..
Sure will come back 4 more.
C ya Dagson folks
:: COMMANDER ::
DAGSSON
:: LEGACY ::
MERFOLK
BURN
AFFINITY
MONO BLACK AGGRO
10land STOMPER
:: STARDARD ::
BURN!!!
AND A LOT OF PAUPER..
Black Magic, beating ya face since ´95, man!!! - Take it Legacy!!!
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This. This is how people react to seeing Arcum. Honestly, he never works in multiplayer for me. It's hard enough getting him to stick in 1v1, but when there's 3 dudes who don't want you to go off... well, it's not going to be pretty. Arcum is my cut-throat 1v1 deck.
EDH Deck
URGThe Group HugsWUG
EDH Deck
URGThe Group HugsWUG
Winz.
:: COMMANDER ::
DAGSSON
:: LEGACY ::
MERFOLK
BURN
AFFINITY
MONO BLACK AGGRO
10land STOMPER
:: STARDARD ::
BURN!!!
AND A LOT OF PAUPER..
Black Magic, beating ya face since ´95, man!!! - Take it Legacy!!!
My Electronic Music!!!
http://www.mp3.com/preg and
http://myspace.com/sensorialdinamicz
:):jug::lock::chillpill::weird::rofl::no::hifive::jam::crazy::banana::dance::bunny::spamlock::cheers::nike:
http://forums.mtgsalvation.com/showthread.php?t=346594