this specific version of arcbound ravager is the cheapest one you can buy, and it's also the coolest looking one. and this guy is just a beast. i love playing with counters, and ravager is the MVP in the only competitive counters deck across any regular format. very cool
i don't like playing commander because i only want to play it with friends, not random people at a store or event. but this is my favorite card for commander. the effect is impossible to track effectively and forces people to figure out what 'mutate' does. at the end of the day you will wind up with 8 copies of Ivy that have all been turned into birds, octopus, shark, whatever. thumps up
Arcbound Scraphound R
Artifact Creature- Dog [common]
Modular 1 (This enters the battlefield with a +1/+1 counter on it. When it dies, you may put its +1/+1 counters on target artifact creature.)
Encore 3R (3R, Exile this card from your graveyard: For each opponent, create a token copy that attacks that opponent this turn if able. They gain haste. Sacrifice them at the beginning of the next end step. Activate only as a sorcery.)
0/0
Earlier this week AF posted a last minute offer to host a draft in the Toronto Cube Community Discord (let me know if you want an invite), finally at a time that wouldn't make me feel like a neglectful parent. We drafted his Jack-o'-Lantern Cube as a pod of four. It's a lower-power synergy list with some streamlining restrictions: no shuffling and thoughtfully limited tokens.
The environment pushed towards back-and-forth games with lots of relevant decision-making. At times it felt like retail limited, while other game states felt more puzzle-oriented, with a lot of on-board information to navigate, but not to an unmanageable degree. There was rarely an unambiguous beat down; both sides of the table were taking actions and shifting the dynamics of the game most turns. Boards seized up sometimes, but there was never a point where there was nothing relevant for me to do.
This should all be taken with a grain of salt. With the draft set up, each seat only saw 150 cards* out of the full ~400 card list, which pushes decks and gameplay to a Sealed vibe: with decks deploying suboptimal cards and games extending a little longer. If anything, it's interesting that the synergies were able to shine in that small pool.
* (9+8+7+6)*5 = 150
I drafted a low curve red white artifact creature deck. There wasn't a specific card that pulled me in, I'm always willing to draft aggro decks and the colours felt open (I read that correctly). In pack 1 or 2 I got Arcbound Shikari on the wheel and that locked me for this modular / +1/+1 counters build.
AF warned us that removal is scarce. Volt Charge and Settle Beyond Reality were representative of the calibre of removal, and did a lot of work for me. I had to be picky about what I removed, and you rarely double-spelled with them. The Proliferate on Volt Charge did a lot. On the other hand, Pyrite Spellbomb's shock was often dead. There was a shortage of 2 toughness creatures I needed to kill (could be poor threat assessment by me), but there were also on-board effects that invalidated it, like adding counters or sac'ing for value. Fierce Retribution played narrower than I expected.
The removal suite gave games a retail texture: most game actions added to the board (although two-for-ones aren't common) and inefficient removal is worth running.
I struggled in the draft to identify creatures above 2 mana that I really wanted for this deck. Teshar, Ancestor's Apostle was huge for me, and I didn't have complaints about the others. Blessed Hippogriff, Sanctifier of Souls, and Twinshot Sniper may have made my deck better, but they're more value-oriented than natural top-end for an aggro deck.
I'm a degenerate for lands, so the 10% fixing lands felt light (I run >17%), but the Clue lands felt good—slow, but worthwhile. I had enough artifacts that Rustvale Bridge's typeline was never relevant. I didn't see anything that paid off a critical mass of artifacts.
My first match was 2-1 against a base blue deck (with some red and black, IIRC). Time of Ice caught my eye. It was both good and engaging to play around.
After that I went 1-2 in a marathon match against a BGr deck. Neither of us could get many clear attacks. I could chip away with flyers and Gingerbrute while Tireless Provisioner would pump out food to undo the damage. Thankfully for me, Grateful Apparition kept pumping up my Modular creatures, especially Arcbound Javelineer, but it wasn't enough to grind out the match. Makeshift Munitions was huge, finishing off game one and a difference maker later l.
Finally, I was taken out 2-0 by 5C stuff. Games didn't last many turns, but they were dense with decisions.
The length of games was potentially an issue, and I have a few theories, all of which probably have a grain of truth to them:
I am slow. All three rounds, my match went longer than the other one.
My deck did not have a good way to close out games beyond chipping away. The closest I came was piling counters on Gingerbrute, but it was always answered quickly.
There is a lot of lifegain. The GBr especially was pumping out Food tokens and didn't have something better to do with it than eating it. My deck had a bunch of lifelink that was totally incidental, so life totals didn't have a sharp tendency toward zero.
Given the powerband, there are a lot of unfamiliar cards, many of which were not brief. I don't think it was egregious, but amid everything else I do think it slowed things down a little bit as people grappled with what cards were actually doing.
Ultimately I think the cube is providing the kind of gameplay that AF is pursuing. The decision-making is rich, aggro is restrained, you play to the board, and even when combat slows down you're still taking meaningful actions. On the other hand, that may need to be balanced with the time games take to play. The limited pool of tokens and restriction on shuffling help, so I know it's a consideration.
Thanks a ton for hosting, and to everyone for the games. I had a great time drafting, playing, hanging out, and reflecting on the cube, and I hope to play it again in the future!
That’s right, there’s a part three to this three parter!
Megatron presents some captivating stuff here. Particularly, he’s just a really high power creature — 7 power is one of the cutoff points for a commander clock. If Megatron deals combat damage to a player three times in this form, that player is out. You could build a version of this deck that wants to use, say, Aurelia, The Warleader and something for double strike to just delete opponents.
I wouldn’t, mind you: I think if you’re going to do that kind of thing in commander, you need to be able to do it repeatedly, and quickly, because otherwise you’re just telling one player they need to sit the game out. When you’re talking about an artifact creature, there are a lot of ways to blow him up.
What I like about Megatron is his means to turn a lot of leeching, or bleeding effects or just evasive creatures into a giant pile of mana. But that unbound mana production doesn’t just want to be poured into X-mana spells like Walking Ballista — because his back end cares about being able to cast spells with big mana costs to kill creatures and do excess damage to opponents.
I really like this because it creates a puzzle. You need artifacts you don’t mind sacrificing, you need them to have big mana values, but you don’t want to have them stranded in your hand. That means you need artifacts that you can cast for potentially big amounts but also don’t want them stranded in your hand waiting on other things, like say, Myr Enforcer. This is a pretty perfect space for the Prototype effect, where you can cast cards for cheap early on, but later on when you have large chunks of colourless mana available from Megatron, you can drop the bigger, more expensive versions. Prototype also pulls me towards playing with flicker and resurrection.
What I’d Look For: Artifact creatures with good mana values and price discounts, ways to recur or flicker creatures.
Examples: Autonomous Assembler, Phyrexian Fleshgorger, and weirdly, Far Traveler, Promise of Tomorrow and Teleportation Circle.
We have this already! Hey! Hey hang on a minute, we already have this! It’s Anafenza, Kin-Tree Spirit! What makes this better?
Oh it’s a five mana 6/8? Okay yeah that’s… probably a lot. And if it’s all you have to cast, it’s a 5 mana 8/10?! what the living hell? That’s incredible. And it self-recurs?!
Alright, Optimus Prime is a house, like an absurd beast of a card. I think this might be the most prepostrously big commander card I’ve ever seen and it has no green on it anywhere. When you look at Jeskai commanders, you normally are looking for tricky or evasive things, you’re not looking for things that can kill a player on their own like this. And I’m not kidding: Optimus on his own serves for 8, then 7, then 8 again – three attacks and he gets worse. He’s so tough too. Killing him resets the count, it doesn’t even get rid of him.
Optimus is huge.
I don’t feel like making him into a two-hit machine (like, say, giving him Double Strike) is a wise move. He’s so tough that if you put him alongside smaller creatures he’ll make your wider options better. Plus in those colours, there are cards that can spend counters, too. He can team up with Arcee and put counters on her, Arcbound Reclaimer can recur other robots, Etched Oracle and Mindless Automaton can draw cards. There’s also the Abzan counter boosters and Simic counter checkers, like Sapphire Drake and Abzan Falconer.
What I’d Look For: Combat! Stuff in these colours that wants to get on the board and attack. Counterspells and protection spells that just keep your things around and stop combo wins.
Examples: I uh already gave a bunch, but I particularly like Ingenious Prodigy and Twilight Drover.
Ultra Magnus has always been troubled as being the Bigger Dork in any given Transformers Story. Even in Animated, which addressed his character as an old, mentorly figure from a power structure that doesn’t have the flexibility to adapt to the current situation with the Decepticons, he was still always a narc’s narc. This version, depicted here from the G1 version of him, is, in my mind, voiced by Robert Stack, and has just such a Second In Command energy. It’s even a line in the movie – I’m not a leader, I’m a soldier.
Alright, then, that’s how Magnus doesn’t project a powerful personality. What’s his card do? Well heckadilly, he’s a 4/7 haste indestructible for 5.
That’s… that’s really good right?
Like just a 4/7 haste indestructible would be enough on his own. And he makes all your other creatures indestructible as well. And yeah, then there’s the other side of him, which lets you cheat creatures onto the battlefield, tapped and attacking, but then you don’t get the indestructible. Phew hard to say.
The indestructible and formidable combo makes me imagine wanting to attack with a bunch of small creatures – only three more power to keep Magnus from flipping – which also makes me think of deathtouchers, witherers, or infecters. Things that blocking them does cause a problem, but you don’t want to just let them serve forever.
A really twisted thought is to diminish Magnus’ power so that he can serve keeping more things safe, but that’s really silly. You can stack it though – so a card like Coastline marauders can attack, show Magnus a 0 power, then once his ability resolves, resolve its ability granting a giant amount of power. Or oh hell, you could run it along cards like Rasaad Yn Bashir, just smash people with toughness! That’s really cool!
Hm.
Lots of options here.
Still, Magnus is a green red white commander, and I personally think that that makes him a perfect place to play with big value. I mean all those greatest hit cards that are ‘just sweet,’ where Magnus can cheat them into play, or protect them in a big sweeping attack. I think my impulse here is fair Naya, head up by this sad soldier.
What I’d Look For: Two colour cards in this colour wedge that both enable building up mana and late-game high value plays. Ironically, there’s probably use for Prototype here too, since Magnus lets you cheat in big expensive cards.
Examples: Blight Mamba, Greater Tanuki, Shefet Monitor, Kogla and Yidaro
There! That’s all of the Transformers cards considered, and what I think I’ll do with them when I get started making decks about them!
Check it out on PRESS.exe to see it with images and links!