Artifice sunders not only the world, but also friendships :D
This deck was created with one simple goal in mind. Attempt to make one of the most consistent decks in one of the most if not the most inconsistent format. This is the result.
Arcum Dagsson is the epitome of consistency himself. A general that tutors, he single-handedly allows the player to use his/her deck like a toolbox, instead of leaving most of it to chance.
An acceptable starting hand would consist of at bare minimum, 3 Island and a Dork that can be sacrificed to Arcum or two. The goal is to give Arcum haste or protection or both (thank you Lightning Greaves. Then the real fun begins :)
First, if Arcum doesn't yet have protection, we will give him that. However, if there are no artifact creatures in our hand, the safest bet would probably be Myr Turbine for guaranteed fodder every turn.
Now we give our opponents their turn, and at the end of it we respond by saccing a Myr and bringing out Rings of Brighthearth.
If it sticks, that's basically the game right there, because we will now on our turn, use Rings to sac two creatures and bring out Staff of Domination and Basalt Monolith and utilize Rings of Brighthearth and Basalt Monolith to make infinitely arbitrary mana, followed by Staff of Domination spending that infinite mana to draw out our whole deck. Here's your opponents first chance to concede.
Still playing? Good. Play Darksteel Forge, then
Mycosynth Lattice
, now Nevinyrral's Disk. Untap the disk via one of the many ways to do so, and blow up everything on his side of the field, lands and all. Play
Voltaic Key
and Elixir of Immortality and Unwinding Clock and basically whatever else you want to cast for free. Discard, Crack Elixir. Here's your opponent's second chance to concede.
Still playing? You play with some crazy people. Enough of this nonsense. At the end of the turn before yours make 465,237,851 Myr tokens. Swing at him for game on your turn.
One of them played Fog? Wow.
Always Have A Back-Up Plan
Now, what if everything didn't go according to plan? Opponent(s)
Return to Dust
your Rings of Brighthearth? Naturalize your Basalt Monolith? Can you bring it back? If yes, do that. If no?
Then we attempt something even more evil.
Tutor out Ensnaring Bridge if the battlefield is crazy, Otherwise bring out Possessed Portal. This artifact doesn't play games. It's brutal, and grinds the game to almost a complete halt. Not for us though. We don't draw. We tutor. If it's 1v1, bring out Crucible of Worlds for a small bit of breathing room to sac the Myrs to Arcum by doing a land instead. Then go for Unwinding Clock and you are in tutoring business. In multiplayer, Unwinding Clock is a better first choice because the more players, the more insanely painful the portal gets.
Now, we can sac a few lands to portal, and save some Myr fodder for the starved Arcum. Now we bring out our Forge/Disk/Lattice combo and pray everyone concedes this brutal, probably unfortunately long and painful game. Hopefully your opponents will learn their lessons and not try to stop your fast winning combo (Spoiler: They won't).
Those are the main plans and at least one of them work pretty often. Arcum really punishes people for not playing removal, and we have ways around it if they do.
1v1 Versus Multiplayer
1v1 is nice with Arcum. You only have one opponent, with one hand, and one graveyard, and one set of lands to pay attention to for open mana. Less threats = Higher chance of comboing off and not dying first. On the other hand, multiplayer can be... difficult sometimes. If your playgroup is very familiar with Arcum, I can almost guarantee you'll be playing a 1v2, 1v3, 1v4, 1v7, etc. If they aren't, then you're lucky but know that they will become familiar with Arcum real quick, and probably identify you as an evil, cold, heartless person for playing him. Unless your playgroup is just as cutthroat as Arcum (Derevi, Empyrial Tactician, Zur the Enchanter, Hermit Druid, and/or Sharuum the Hegemon). You will be public enemy #1. Arcum knows no politics other than complete and total domination, if you can't beat them all at once, or survive their aggro, you can't win.
That's the deck. Please feel free to tell me what you think, give feedback, ask any questions, or simply leave an upvote! Much appreciated :D