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Arixmethes Land Disruption

Commander / EDH* Casual

Tregeriad


This deck is a prototype, any input or suggestion will be greatly appreciated.

According to the MTG storyline, Arixmethes was once a major city of Theros. Cast into the Sea by the God Heliod, the city was rebuilt on top of a Kraken. So the name Arixmethes refers to the city and the massive kraken with the entire city built upon it. Kiora tried to steal this Kraken to Thassa, God of the Sea, during a massive Sea creatures battle.

Arixmethes, Slumbering Isle has a very interesting design, not only does it open the Sea monsters tribal deck to green, it also ramps you and provides you an alternate mana source would your lands be locked and/or destroyed.

With that in mind, instead of going full Sea Monster tribal I tried to add a dash of control to the deck. The deck aims on locking/destroying lands using cards like Choke, Tsunami, Rising Waters, Power Sink or Rishadan Port. In order to disrupt more the opponent manabase, we plan to turn opponents lands into islands, hence the use of Quicksilver Fountain Reef Shaman, Tidal Warrior, Sealock Monster and Stormtide Leviathan. Transforming opponents into Islands has several objectives:

In order to avoid being locked by our own spells, we can count on our commander, but also on the manarocks of the deck (Commander's Sphere, Simic Cluestone, Mind Stone, Sol Ring, Simic Signet) or Bounty of the Luxa coupled with two strategies:

I didn't went full lock because, as said in The Guardians of the Galaxie, "I might be an A-hole, but I'm not 100% a dick" (no offense to the Prison players out there). However the disruption of opponent's manabases should be enough to use Propaganda and Rhystic Study to their full potential. Moreover mass creature bounce is part of the sea creature strategy, card like Kederekt Leviathan, Slinn Voda, the Rising Deep, Scourge of Fleets, Engulf the Shore, Whelming Wave or Crush of Tentacles, half of them leaving your board intact. Opponents will have a hard time rebuilt with their lands tapped and/or destroyed.

Two Sac outlets against board sweepers: Evolutionary Leap, Greater Good, especially good with the big creatures in the deck). Primal Command is mainly here to prevent graveyard shenanigans but is flexible enough to have other uses. A bit more targeted removal with Capsize and Krosan Grip. The rest of the cards provide extra ramp, draw or just fit the "Sea Monsters" theme of the deck.

To finish, quick focus on two cards:

  • Pemmin's Aura goes infinite with Arixmethes, Slumbering Isle turning your commander into a 23/1 flying hexproof creature at will. Enough to one shot an opponent with commander damage. And it's a good enough card on it's own to be part of the 99

  • Clockspinning, while working especially good with the commander, removing two slumber counter on Arixmethes each time it is cast Clockspinning, it also allows the player to prevent the effect of Quicksilver Fountain to end by removing a flood counter on one land each turn. And of course, it helps to achieve Planeswalker ultimates.

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Date added 6 years
Last updated 6 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

5 - 0 Mythic Rares

36 - 0 Rares

19 - 0 Uncommons

20 - 0 Commons

Cards 100
Avg. CMC 4.06
Tokens Copy Clone, Emblem Kiora, Master of the Depths, Emblem Kiora, the Crashing Wave, Fish 3/3 U, Kraken 9/9 U, Octopus 8/8 U, Plant 0/2 G, Whale 6/6 U
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