Arcades, the Strategist

Art by Even Amundsen

Commander deckGUW

Arcades, the Strategist

Straighten out your board's posture with sturdy defenders that stand tall and attack with their colossal backbones and toughness. Arcades keeps your hand full while transforming high-toughness walls into lethal combat powerhouses.

$297.67for all 100 cards at today’s prices
Built Nov 8, 202628 views

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Deck anatomy

What this list actually runs on: how cheaply it casts things, and whether it has enough ramp, card draw and interaction to keep up at the table. Each block is one card — hover for its name.

Mana curve · 62 nonland cards

1
6
28
16
4
3
2
2
01234567+
RampCard drawInteractionThreats & synergy

The working parts

Ramp12
Card draw10
Interaction11
↳ board wipes4
Tutors4

Counted from Scryfall’s community card tags, not from the builder’s own labels. A card that does two jobs counts twice, so these add up to more than the deck. The hatched band is a common rule of thumb, not a law — combo decks run leaner, battlecruiser decks heavier.

Colored mana symbols

W 28U 16G 21
37lands · rule of thumb 35–38
2.76average mana value (nonland)
$297.67whole deck, today

The list

Commander

1
Arcades, the Strategist

Arcades, the Strategist

1GWU

Legendary Creature — Elder Dragon

Chosen commander for the requested strategy.

Ramp

10
Sol Ring

Sol Ring

1

Artifact

essential fast colorless mana acceleration

Arcane Signet

Arcane Signet

2

Artifact

efficient multi-color mana fixing

Fellwar Stone

Fellwar Stone

2

Artifact

cheap two-mana mana rock

Azorius Signet

Azorius Signet

2

Artifact

fixes White and Blue mana

Selesnya Signet

Selesnya Signet

2

Artifact

fixes Green and White mana

Simic Signet

Simic Signet

2

Artifact

fixes Green and Blue mana

Overgrown Battlement

Overgrown Battlement

1G

Creature — Wall

taps for huge amounts of green mana based on defenders

Axebane Guardian

Axebane Guardian

2G

Creature — Human Druid

taps for mana of any color equal to defenders controlled

Farseek

Farseek

1G

Sorcery

searches for dual lands with basic land types

Nature's Lore

Nature's Lore

1G

Sorcery

fetches an untapped forest to curve out smoothly

Card Draw

9
Wall of Blossoms

Wall of Blossoms

1G

Creature — Plant Wall

cantrips on entry while triggering Arcades draw

Wall of Omens

Wall of Omens

1W

Creature — Wall

efficient cantrip wall that doubles Arcades triggers

Carven Caryatid

Carven Caryatid

1GG

Creature — Spirit

draws on entry with a sturdy 2/5 body

Jeskai Barricade

Jeskai Barricade

1W

Creature — Wall

bounces a defender to recast for repeated Arcades card draw

Beast Whisperer

Beast Whisperer

2GG

Creature — Elf Druid

draws a card on every creature cast

Rhystic Study

Rhystic Study

2U

Enchantment

continuous card advantage off opponents' spells

Mentor of the Meek

Mentor of the Meek

2W

Creature — Human Soldier

draws cards from low power creature entries

Rishkar's Expertise

Rishkar's Expertise

4GG

Sorcery

draws massive cards based on high toughness and casts a free spell

The Great Henge

The Great Henge

7GG

Legendary Artifact

ramp, life gain, and extra card draw on creature ETB

Removal

10
Swords to Plowshares

Swords to Plowshares

W

Instant

premier one-mana spot creature exile

Path to Exile

Path to Exile

W

Instant

unconditional cheap creature removal

Beast Within

Beast Within

2G

Instant

versatile permanent destruction

Generous Gift

Generous Gift

2W

Instant

flexible removal answering any permanent type

Counterspell

Counterspell

UU

Instant

classic clean two-mana countermagic

Dovin's Veto

Dovin's Veto

WU

Instant

uncounterable protection against board wipes and game-winners

Slaughter the Strong

Slaughter the Strong

1WW

Sorcery

one-sided board wipe sparing your low-power defenders

Fell the Mighty

Fell the Mighty

4W

Sorcery

asymmetrical board wipe keyed off your low-power creatures

Dusk // Dawn

Dusk // Dawn

2WW // 3WW

Sorcery // Sorcery

destroys high-power threats and recurs your defenders later

Wave of Reckoning

Wave of Reckoning

4W

Sorcery

forces creatures to deal damage to themselves, sparing high-toughness walls

Threats/Wincons

25
High Alert

High Alert

1WU

Enchantment

backup Arcades effect allowing defenders to attack with toughness

Assault Formation

Assault Formation

1G

Enchantment

redundant butt-fight enabler and team toughness pump

Towering Titan

Towering Titan

4GG

Creature — Giant

massive trampling threat fueled by your defender army

Charix, the Raging Isle

Charix, the Raging Isle

2UU

Legendary Creature — Leviathan Crab

gigantic 0/17 body hits for seventeen damage with Arcades

Wall of Denial

Wall of Denial

1WU

Creature — Wall

shroud and flying make this an untouchable 8/8 attacker

Shield Sphere

Shield Sphere

0

Artifact Creature — Wall

zero-mana 0/6 that draws a card and attacks for six

Perimeter Captain

Perimeter Captain

W

Creature — Human Soldier

cheap one-drop defender that generates massive lifegain

Stalwart Shield-Bearers

Stalwart Shield-Bearers

1W

Creature — Human Soldier

anthems the toughness of all other defenders you control

Hover Barrier

Hover Barrier

2U

Creature — Illusion Wall

cheap flying defender that hits for six in the air

Crashing Drawbridge

Crashing Drawbridge

2

Artifact Creature — Wall

grants haste to the entire team of defenders

Sunscape Familiar

Sunscape Familiar

1W

Creature — Wall

reduces casting costs of Green and Blue spells while providing a wall body

Wall of Stolen Identity

Wall of Stolen Identity

3U

Creature — Shapeshifter Wall

copies an opponent's best creature while keeping defender synergy

Wall of Tanglecord

Wall of Tanglecord

2

Artifact Creature — Wall

inexpensive 0/6 blocker with reach capabilities

Tetsuko Umezawa, Fugitive

Tetsuko Umezawa, Fugitive

1U

Legendary Creature — Human Rogue

makes almost your entire army unblockable

Tree of Redemption

Tree of Redemption

3G

Creature — Plant

massive 0/13 body that can reset your life total to thirteen

Weathered Sentinels

Weathered Sentinels

3

Artifact Creature — Wall

vigilant trampler that grows stronger when opponents attack

Riptide Turtle

Riptide Turtle

1U

Creature — Turtle

flash and deathtouch surprise attacker with five toughness

Resolute Watchdog

Resolute Watchdog

W

Creature — Dog

early defender that sacrifices to protect your commander

Mnemonic Wall

Mnemonic Wall

4U

Creature — Wall

recurs critical instants and sorceries from the graveyard

Gatecreeper Vine

Gatecreeper Vine

1G

Creature — Plant

mana smoothing on a cheap defender body

Secret Door

Secret Door

U

Artifact Creature — Wall

early defender with repeatable dungeon venturing mana sink

Orator of Ojutai

Orator of Ojutai

1W

Creature — Bird Monk

flying defender that cantrips when your dragon commander is revealed

Wall of Frost

Wall of Frost

1UU

Creature — Wall

massive seven-toughness wall that freezes attackers

Angelic Wall

Angelic Wall

1W

Creature — Wall

cheap evasive flying defender

Flumph

Flumph

1W

Creature — Jellyfish

flying defender that draws cards whenever it takes combat damage

Utility

8
Heroic Intervention

Heroic Intervention

1G

Instant

protects your entire posture-correcting board from sweepers

Teferi's Protection

Teferi's Protection

2W

Instant

ultimate defensive phase-out protection spell

Eerie Interlude

Eerie Interlude

2W

Instant

dodges board wipes and re-triggers every defender's draw ability

Lightning Greaves

Lightning Greaves

2

Artifact — Equipment

protects Arcades with shroud and grants haste

Swiftfoot Boots

Swiftfoot Boots

2

Artifact — Equipment

provides hexproof and haste to Arcades

Stoneskin

Stoneskin

2W

Enchantment — Aura

flash aura giving massive +0/+10 power boost in combat

Bar the Door

Bar the Door

2W

Instant

instant team pump that translates into +4 power to all attackers

Tower Defense

Tower Defense

1G

Instant

devastating blowout combat trick giving +0/+5 and reach to all creatures

Lands

37
Reliquary Tower

Reliquary Tower

Land

No maximum hand size.

War Room

War Room

Land

Card draw from the mana base.

Rogue's Passage

Rogue's Passage

Land

Makes a creature unblockable.

Temple of the False God

Temple of the False God

Land

Extra mana in the late game.

Command Tower

Command Tower

Land

Produces any color in your identity.

Exotic Orchard

Exotic Orchard

Land

Flexible multicolor fixing.

Path of Ancestry

Path of Ancestry

Land

Color fixing with scry on creature casts.

Myriad Landscape

Myriad Landscape

Land

Ramp from the mana base.

City of Brass

City of Brass

Land

Untapped five-color fixing.

Mana Confluence

Mana Confluence

Land

Untapped five-color fixing.

Reflecting Pool

Reflecting Pool

Land

Copies colors your other lands produce.

Castle Garenbrig

Castle Garenbrig

Land

Mono-color utility land.

Mystic Sanctuary

Mystic Sanctuary

Land — Island

Recurs an instant or sorcery.

Castle Vantress

Castle Vantress

Land

Mono-color utility land.

Castle Ardenvale

Castle Ardenvale

Land

Mono-color utility land.

Adarkar Wastes

Adarkar Wastes

Land

Nonbasic dual land for color fixing.

Glacial Fortress

Glacial Fortress

Land

Nonbasic dual land for color fixing.

Temple of Enlightenment

Temple of Enlightenment

Land

Dual land with scry.

Prairie Stream

Prairie Stream

Land — Plains Island

Nonbasic dual land for color fixing.

Port Town

Port Town

Land

Nonbasic dual land for color fixing.

Azorius Chancery

Azorius Chancery

Land

Bounce land — taps for two colors.

Plains

Plains 7x

Basic Land — Plains

Basic land allocated from mana pip counts.

Island

Island 4x

Basic Land — Island

Basic land allocated from mana pip counts.

Forest

Forest 5x

Basic Land — Forest

Basic land allocated from mana pip counts.