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My take on how best to run Arahbo, Roar of the World (I still have some changes to make and I'm on somewhat of a budget).

In my opinion this commander is the best pump card in the entire game, as long as you're attacking. I've seen many other decks running pump with Arahbo and I don't understand why. He gives you a free Giants Growth on one of your cats every single time you attack, and that's without even casting him! I see people running pump like Revenge of the Hunted, Enlarge, Become Immense or Phytoburst and I sit there wondering why they are wasting card slots on something they already got for free. I kind of understand when they are running a cards with hexproof like Vines of Vastwood, Ranger's Guile or Blossoming Defense but why wouldn't you just get Heroic Intervention instead (mine is still coming in the mail so you won't see it on my list just yet)?

This same thought goes with the equipment I'm running in this deck. Not a single one that I have is there for the stats, if it has strong stats it's because the triggered ability that it also has. For instance, Deathrender gives a solid +2/+2 to the equipped creature but the reason I'm running it is for if my creature ever dies, I immediately get to replace it (assuming I have a creature in my hand) and reequipped it. I've kept Heirloom Blade in the deck for that same reason, to replenish my creatures as they get removed (by the way if both are on a creature, you get to choose which affect triggers first, thus making it so you can have no cards in hand and still be able to put a creature on the battlefield).

I think ramp is one of the most important features in this deck and I almost feel like I'm running too little at 9 cards. The reason ramp is so important, even with how low some of my creature costs are, is because of Arahbo, Roar of the World's activated ability. If you can play your spells and still activate that thing 2 to 3 times every combat, your opponents aren't going to last too long with how big your cats get!

Board wipes are something I'm low on and for sure need to fix it. I feel like I'm doing pretty solid in the single target removal department (although I'm still waiting to fork over the money for the higher $ cards like Path to Exile. Exiling a creature is 10x better in commander than destroying it is. Too many decks have ways of getting their creatures back and exile prevents that.

Let me know what you think.

On a side note. I have 9 cat creatures not listed with my attackers because they perform another function when my attackers are literally just there to get big and swing. The only non cat attacker I have is Armory Automaton because he just combos way to well to pass him up. I have 2 non cat creatures not listed with my Attackers who I will probably never attack with since they would be little profit to swing with.

I have this same pattern with some of my equipment as well if it fits in another category.

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Comments

99% Casual

Competitive

Date added 7 years
Last updated 4 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

10 - 0 Mythic Rares

42 - 1 Rares

23 - 0 Uncommons

8 - 0 Commons

Cards 100
Avg. CMC 3.26
Tokens Adorned Pouncer 4/4 B, Beast 3/3 G, Cat 1/1 W w/ Lifelink, Cat 2/2 W, Cat Soldier 1/1 W, Copy Clone, Elephant 3-3 G, Emblem Elspeth, Knight-Errant, Emblem Garruk, Unleashed, Energy Reserve, Soldier 1/1 W, Treasure
Folders Commander, Commander fun, commander
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