Ever since I started playing Magic, I knew I'd end up as a Commander player mostly. When I first set out to build my own deck, I thought that UW had some cool generals, so that was what I would build. A friend sent me a list of every UW General, and I went through it like a kid in a candy store. I settled on one I liked: Grand Arbiter Augustin IV. I wasn't sure how to build him, so I asked my friend his opinion on my choice of general. He responded quickly upon hearing my decision: "Don't be that much of a douche." It was then that I knew Arbiter was my commander.

This is my take on Grand Arbiter control. Basically, it's an enchantment-oriented deck with stax elements. Prison pieces are generally low cost, so that any of them can come out early in the game. Once Arbiter hits the field, the game becomes progressively easier for you and harder for everyone else. After that, there are a good amount of bombs with control aspects (Linvala, Titans). The main win con in the deck (outside of total control) is cheating in Omiscience. One way is by Academy Rector + Supreme Verdict . If you don't have an amazing creature presence, an uncounterable wipe throws Rector away and lets you find Omniscience . If you'd rather keep your board, that High Market is actually in there just to pop him off- plus you can always eat one of your own doomed creatures with it to gain a measly 1 life. You can also hardcast Omniscience , but going on without a Counterspell at the ready is just asking to lose it.

So there are three phases to play when it comes to Arbiter. Early game is all based on stalling out the game. If you can cast Arbiter a turn early, sweet. You jam that fucker out and you jam it hard. But odds are you're going to drop him on turn 4. Dont play him into countermagic or kills if you can avoid it- losing him that quick sets you back a lot. Generally speaking I like a turn 4 Abry that survives until turn 7-10. The reduction is stellar for you, but the tax is what kills it. Your friends suddenly can't cast their turn 4 commander anymore, they're off tempo, the game plan is whack. Of course you're holding Counterspell, Path to Exile, so on and so on to deal with anything they play. Mid game is about attempting to set up threats, locks, and combos. Propaganda and Ghostly Prison slow the offense against you to a crawl, Aura of Silence blows up enchantments, artifacts, and prevents them from existing entirely, more counterspells, a planeswalker or two, and begin attempting at either an Isochron Scepter package or a play at Omniscience . End game is where it gets real fun. You've exhausted every other player's resources, while Sun Titan brings back some of your enchants and creatures, and then Sword of Feast and Famine, equip cost, target Grand Arbiter. Resolves? Sweet. I play more scary permanents, untap my lands, holding countermana open, oh and now you're in threat of dying to a 100-year-old blind and crippled judge. Next prisoner, please.

This deck is primarily a 1-v-1 competitive build. Against a single opponent, the only reason you should really lose is because they got out of hand before you could stop them at all. When you go for multiplayer, you can't stop everything. Make your counter magic count- wait for BIG stuff like game-winning spells and crucial set up pieces. Anything that will cause you to lose with no chance to work around should get countered or broken. Outside of that, many spells aren't worth the counter.

This deck is heavily inspired by the Grand Arbiter primer by madhatter00o on mtgsalvation.

Suggestions

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-Elesh Norn, Grand Cenobite, +Bribery: While the Cenobite is sick in my meta with a bunch of X/2 commanders (Kaalia, Narset...), she's too damn slow. Instead I'll just reach into everyone else's bag with Bribery, and play free demons/beasts/eldrazi/etc!

-Dissipate, +Force of Will: I like Hinder and Spell Crumple. I also like Force of Will. The ever-beloved Dissipate gets the axe.

-Temporal Mastery, +Entreat the Angels: since we're already pretending we're a Frankenstein version of Death and Taxes + Miracles, might as well get angel tokens while we're at it. Also we lost the sub-par Elesh Norn finisher, so instead let's take to the skies.

-Greater Auramancy, +Rest in Peace: Yeah, Auramancy protects Omniscience, but it doesn't impact the board state at all. RiP helps keep graveyard decks fair.

This one hasn't been made at the time of writing, but:

-Venser, the Sojournerfoil, +Elspeth, Knight-Errant: another cut for finishing out games. A 2 color, 5 mana semi-value engine with a little of my deck is ok, but a 1 color, 4 mana token source gives me free threats, protects itself, and lets Arbiter jump over blockers to hit for 5 commander damage.

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Date added 9 years
Last updated 2 years
Key combos
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

18 - 0 Mythic Rares

41 - 0 Rares

22 - 0 Uncommons

7 - 0 Commons

Cards 100
Avg. CMC 3.08
Tokens Angel 4/4 W, Emblem Elspeth, Knight-Errant, Emblem Tamiyo, the Moon Sage, Soldier 1/1 W
Folders Edh, Azorious EDH, commander, friends decks, Grand Arbiter
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