Sideboard


Arcum's Artifact Domination is meant to be a highly competitive EDH build. It started as a legacy concept that I developed to counter a player who was working with infinite turns. With Unwinding Clock, Mycosynth Lattice, Mind's Eye, and Vedalken Orrery on the field, you can play like it's your turn on anyone's turn. The rough part, at the time, was getting them on the field. Thus entered the Lord of Artifacts, Arcum Dagsson and his mistress, Master Transmuter. After that it became relatively simple to own the board with plays like Darksteel Forge + Nevinyrral's Disk to whipe the field, or simply playing Memnarch and becoming the Borg from Star Trek.

When I started playing EDH I wanted to build a similar deck that revolved around the same concept. Eventually, the concept of playing on someone else's turn became secondary to the principal of brutally destroying my opponents as efficiently as possible. This was mostly due to having lost multiple times to infinite combos, and it being very rare for someone to play with infinite turns at the shops I play at. Luckily, as many Arcum Dagsson players know, artifacts have infinite on lock, and I never removed the ability to play on others turn, so that option is still there. Arcum Dagsson had to leave his mistress, Master Transmuter because I rarely played her, and most times she was just a dead draw. I still toy with the idea of putting her back in because it breaks my heart for them to be apart. lol

-You hate combos. (Good for you, you altruist you!)

-You want to attack with massive creatures, or armies of creatures. (Stay true, you traditionalist you!)

-You do not like winning by at most turn 6. (Because respectable EDH players wait to win!)

-You think having a turn one win con is "wrong." (HOW DARE YOU?)

-You want the people you are playing with to remain your friends. (Because REAL friends would stop being your friend if you beat them in a game.)

-You love combos. (Because they are great)

-You like getting out the cards you need without waiting to draw them. (Because why wait?)

-You want to win by non-traditional and unexpected (to your opponents anyway) methods. (Winning the same way is boring.)

-You want to crush your rivals souls. (Like they had them in the first place. lol)

-You think having a turn 1 win con in EDH is hilarious. (Because it is.)

-You like the people you play with, but don't mind if they don't like you. (Because it's fun being the bad guy.)

Arcum Dagsson should be out by turn 2 or 3. 4 at the latest. This should be done via any of your Mana Dorks (i.e. Silver Myr, Manakin, etc) or Mana producing Artifacts (i.e. Sol Ring, Mana Crypt, etc). The preferred method would be to have something that can protect Arcum Dagsson from your opponents spells and it would be great to give him haste. Ideal would be to have Lightning Grieves , but that doesn't always pan out. That's where your counter spells come in. The turn after Arcum Dagsson comes out, you should immediately sacrifice your Mana Dork for a Paradox Engine, if an artifact creature is in your hand, or Citanul Flute if not. The next piece of the puzzle is Vedalken Orrey, to over come stax. After that it flies into your combos.

The interaction between Paradox Engine, Arcum Dagsson, and Citanul Flute is critical in this deck. Citanul Flute allows you to search for a creature card by paying "X," where "X" is that creatures mana cost, and put it into your hand. By searching for a creature that costs "0" or "X", you are able to sure without having to pay anything. When you play that creature, Paradox Engine untaps both Citanul Flute and Arcum Dagsson to allow you to sacrifice that creature and search for one of the combo pieces. If Citanul Flute is removed, Planar Portal allows you to search for ANY card and put it into your hand for "6." The key in these cards is that it allows you to put it into your hand, so that you can cast it and activate the Paradox Engine ability. If Paradox Engine is removed from play, a much more complex combo comes into play involving Clock of Omens and Mycosynth Lattice, or the much slower play of Unwinding Clock and Mycosynth Lattice. Having redundancy is important in engineering, and I just KNOW Arcum Dagsson would agree.

Producing mana quickly and efficiently is always important. Producing Infinite mana is game ending. There are four ways of producing infinite mana in this deck right now, because redundancy is important.

Rings of Brighthearth+Basalt Monolith

Metalworker+Sword of the Paruns

Power Artifact+Basalt Monolith

Power Artifact+Grim Monolith

Power Artifact+Mana Vault

(Notice the redundancy?)

INFINITE MANA + Staff of Domination + Aetherflux Reservoir

You have all the life. They lose all theirs. It's great!

INFINITE MANA + Walking Ballista

Straight to the death blow. It's fine.

Mycosynth Lattice+Darksteel Forge+Nevinyrral's Disk+Unwinding Clock

Blow up the field. On everyones' turn. It's hilarious.

Isochron Scepter+Counterspell+Sol Ring

Isochron Scepter works great with Paradox Engine to break your opponents soul. Ask yourself: "Why should they play the anything, at all, ever?"

INFINITE MANA + Dimensional Infiltrator

Watch your opponents face as their deck simply vanishes. They get to play what's in their hands.

INFINITE MANA + Staff of Domination+Laboratory Maniac

This should only be played if someone has some form of weird protection that isn't letting you play the other win cons. Still. Draw out yourself, watch their face fall as you simply laugh into the win. lolz.

I'm not interested in having just one win condition. I want to be able to win in different ways without modifying my deck. Really, for me, playing this deck isn't about how I start the game but how I close it. Starting the game is pretty much the same. ENDING the game, however, is an entirely different matter. That is where the differences come into play. (Redundancy via win-cons)

The mythic perfect hand. What is it for this deck? And how is it played?

Mana Crypt+Ancient Tomb+Lightning Greaves+Mox Opal+Memnite+Ornithopter+Grim Monolith

Play Ancient Tomb as your land for turn. Really any land that can produce 2 mana on turn one is fine. After that comes Grim Monolith and Mox Opal. Now Mana Crypt and Lightning Greaves. With Grim Monolith and Mox Opal play Arcum Dagsson and equip Lightning Greaves. Play Memnite and sac him for Paradox Engine. Play Ornithopter and sac it for Citanul Flute. After that it's a matter of deciding how you want to win. There are several variations of this in the deck, but odds are still good that you won't have a turn 1 win con. If you did build this deck, you should know what it is.

Thank you for looking over my deck build and reading about it. I hope that you will be able to put this to use in your own builds, and look forward to seeing what you come up with. If you have any ideas on how to improve my build, feel free to share them. I work on this daily, and I am always looking to improve it.

A great resource that I took advantage of was TheTrueNub page on Arcum Dagsson. His walk through is completely brilliant, and goes into great depth. I rely on more mana drops, and rely less on Walking Ballista. He also has a lot less win conditions, so I feel MY build is over all superior. lol. I will leave it for you to decide.

If you play this deck in ANY play group that is not HIGHLY competitive, you will COMPLETELY demoralize whoever you are playing with. NO ONE who knows what Arcum Dagsson can do will expect to win unless they know EXACTLY what they are doing. That means that they are competitive. VERY competitive. DO NOT RUN THIS DECK IF IT IS JUST A FRIENDLY GAME. You've been warned.

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Date added 7 years
Last updated 7 years
Key combos
Legality

This deck is not Commander / EDH legal.

Rarity (main - side)

9 - 1 Mythic Rares

43 - 6 Rares

20 - 0 Uncommons

17 - 0 Commons

Cards 100
Avg. CMC 2.45
Tokens Bird 2/2 U, Myr 1/1 C, Thopter 1/1 C
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