Introduction
This deck is part of the Two-Headed Giant Commander decks, these are designed to be played 2v2 or 3v3 in the Commander format, but can also be played 1v1.
Certain decks have certain themes, and will pair better with other decks, which decks work best have been listed below. These decks are on a higher skill level than most of the other decks in the club, with a lot of interacting mechanics. This can be overwhelming to learn and master but it is a whole lot of fun when you do.
The kingdom of Gloria stands as a beacon of hope amidst the gathering storm. King Kenrith and Queen Marchesa rule with wisdom and valor, commanding a vast army and a stalwart group of city defenders. As whispers of war reach their borders, the kingdom prepares for battle. The king’s brother, exiled for his wild ways, watches from the shadows, knowing that his time to either protect or challenge the throne is near. The fate of the kingdom rests on the decisions made by its rulers and the loyalty of its people.The theme of the For Glory box is a Kingdom and its protectors, heroes and rulers that fight to defend the people, and are united together. The main theme for the For Glory decks are +1/+1 counters, defenders and Humans.
Arcades Sabboth was a massive, brightly colored, wise Elder Dragon with pale wings, spawned by the Ur-Dragon. He was the first of the elders to name himself. Upon being spawned, Arcades lost interest in the other elder dragons being born and went to investigate interesting human structures in the distance. He became fascinated by the human society he found. He took up residence in a ring fort, where the humans worshiped him as their "Dragonlord". In return, he taught them "a better path of life, one ruled not just by their own primitive, violent tendencies." Under the reign of Arcades, their realm dwelt in peace and order.
Key Strategy
Introduction: "Arcades, the Strategist" leads a unique deck that transforms defensive walls into potent offensive threats. As a 3/5 Dragon with flying and vigilance, Arcades turns the game on its head by allowing your creatures with defender to attack and assigning combat damage equal to their toughness rather than power. This deck thrives on creating an impenetrable defense that suddenly becomes a fierce assault when Arcades takes the field. The strategy is versatile enough to work in both traditional Commander games and Two-Headed Giant, where teamwork and synergy are key to overwhelming your opponents.
Key Cards:
Arcades, the Strategist: The heart of the deck, Arcades allows you to draw cards whenever a creature with defender enters the battlefield under your control, providing both offense and card advantage. Protecting and keeping Arcades on the battlefield is crucial to the deck's success.
Tower Defense and Assault Formation: These cards further empower your defenders by boosting their toughness or enabling them to assign combat damage equal to their toughness even without Arcades. They serve as backup plans if Arcades is removed.
Brave the Sands: This card is particularly useful in Two-Headed Giant, allowing your defenders to attack and still stay back for defense with vigilance.
Bramble Sovereign: A fantastic card in both formats, it allows you to double up on key defender creatures, doubling your offense or defense potential.
High Alert: Similar to Assault Formation, this card provides an additional means of converting toughness into damage, ensuring your strategy remains consistent even if Arcades isn’t available.
Blade of Selves: In Two-Headed Giant, this card shines by creating additional copies of your best attackers, potentially overwhelming both opponents with just a single swing.
Tocasia's Welcome: An excellent card-draw engine that works well in this deck since you’ll be constantly playing creatures to draw even more cards, allowing you to keep up the pressure.
Strategy:
Early Game: Focus on ramping and setting up your defenses. Use cards like Sylvan Caryatid, Overgrown Battlement, and Farseek to accelerate your mana. Play out your defenders, such as Wall of Blossoms, Wall of Omens, and Perimeter Captain, to create a sturdy wall and draw cards when Arcades hits the battlefield.
Mid Game: By this point, you should have Arcades on the battlefield, turning your defenders into attackers. Use Assault Formation or High Alert as additional ways to ensure your defenders can attack. Cards like Brave the Sands and Basri Ket ensure your team can be both offensive and defensive, especially in Two-Headed Giant, where you need to balance both roles.
Late Game: Overwhelm your opponents with a flurry of attacks from your massive defenders. Use cards like Tower Defense and Towering Titan to boost your team’s toughness, enabling massive swings. Unbreakable Formation can protect your board while also giving your creatures a temporary power boost. If the game drags on, Cauldron of Souls can give your defenders another shot, ensuring that your army remains a threat.
Mulligan Guide:
Opening Hand Considerations: Look for hands that include mana ramp (like Sol Ring, Farseek, or Overgrown Battlement), a few defenders, and ideally, a way to draw cards, such as Arcades or Tocasia's Welcome. Having an early defender like Wall of Omens or Wall of Blossoms to draw cards early is key to building momentum.
Hands to Avoid: Mulligan hands that are too slow, with few or no defenders, or hands without access to green mana, as that will limit your ability to ramp. Also, avoid hands that are overly reliant on Arcades without any means to protect or replace him if he’s removed.
This strategy guide should give you a solid foundation to pilot "Arcades, the Strategist" effectively in both regular Commander and Two-Headed Giant formats. By leveraging the toughness of your defenders and converting it into offensive power, you'll be able to catch your opponents off guard and secure victory.
Deck Theme and Pairings
Themes:
Defenders
Support
+1 / +1 Counters
Pairings:
Almost any non-villain deck will benefit from help with Arcades
Defender Cards
Removal Cards