I've always wanted to get into EDH, but something about the format has always turned me off. Namely, you can build your deck to do certain things, but because everything in your deck is a 1-of, there's no guarantee that you'll see a single card that accomplishes this.
Namely, I want to reduce variance in a format of 100 one-ofs.
enter Arcum Dagsson
This guy is the commander I've always dreamed of. Reusable tutor that simultaneously ramps you into incredibly powerful artifacts? Sign me up!
This deck is trying to play an ultimately fair game compared to the people that like making 100 tokens a turn, but the things you're doing are incredibly powerful, and the board states you can set up when unhindered are pretty incredible.
Since you are basically a tutor deck, you're trying to assemble a few combos. These won't necessarily win you the game, but they'll help the goal along.
First things first:Always try to find a Darksteel Forge. Keeping your opponent from interacting with you is one of the best-case scenarios.Afterwards, I'm a big fan of finding Expedition Map to then search up Academy Ruins. Academy Ruins is basically the engine of your deck, allowing you to get just about whatever you need even if it's already been dealt with. With Academy Ruins in play, your opponent really can't interact with anything you're doing, since you can just cycle the artifact back anyway. (Note: Since land destruction is a thing, if they destroy Academy Ruins, just shuffle it back with Elixir of Immortality and repeat steps 1 and 2!)
Game enders:Lux Cannon Lock (Lux Cannon + Unwinding Clock + Voltaic Key)In multiplayer games this combo is a beast. You can get two counters on Lux Cannon with every turn, meaning that you can fire it off every 1.5 turns. It's unlikely you'll completely wipe them of permanents, but being able to repeatedly kill their commander can put them behind in a huge way.
Myr Army (Myr Turbine + Myr Matrix + Coat of Arms OR Bident of Thassa OR Shrine of Loyal Legions OR Steel Overseer)The core of this is obviously the myr producing cards, but having ways to pump them, give them card draw and pump out even more is obviously sweet. This may not work against all opponents, but it certainly helps to have an army of chump blockers. Another upside is that you can repeatedly sac the myr to Arcum Daggson, which is a definite plus.
Mindslaver Lock (Mindslaver + Academy Ruins)This isn't as potent a combo in multiplayer as it is in duels, obviously, but it can still cause some pretty serious damage once it gets going.
BatterskullBecause Batterskull just happens to be a noncreature artifact. Who knew?
Wellspring Sac (Mycosynth or Ichor Wellspring + Phyrexia's Core + Academy Ruins)The ability to continuously recur these effects is a great way to generate advantage in the early game. It won't close out a game by itself, but it's still a great tool.
Mimic Vat overrun (Mimic Vat + Phyrexian Metamorph)Phyrexian Metamorph is already a fantastic tool for the deck, but to be able to stick it on a Mimic Vat is absurd. Not only can it copy any of your opponents creatures, but your heavy hitters like Blightsteel are obviously good targets.
Turbo Blightsteel (Arcum Daggson -> Master Transmuter -> Blightsteel Colossus)This is probably one of my favorite lines, and I think it shows what the deck is capable of. Using Daggson on turn 4 or 5 to get a Transmuter into play and then immediately using the Transmuter to cheat a Blightsteel onto the field is insanely powerful, and will likely end games on the spot for unprepared opponents.
Keening StoneMust I explain?
Overall this deck seems fantastic. I'll definitely be buying it and sleeving it up.
Comments and suggestions are always appreciated!