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Defense is the Best Offense | Building Your Arcades, The Strategist Commander Deck

An Arcades, the Strategist Commander deck is a fan-favorite for players who love turning defense into offense. With his unique ability to let creatures with defender deal damage equal to their toughness and draw cards when they enter the battlefield, Arcades transforms walls into win conditions.


An elder dragon named Arcades appears on a Magic: The Gathering card. Text details abilities like flying and vigilance. Blue-green background.

This guide breaks down how to build around Arcades for early, mid, and late game dominance, and highlights five essential cards that every Arcades deck should include.


Early Game Strategy: Ramp and Setup

In the early game, your goal is to establish mana acceleration and get Arcades onto the battlefield as quickly as possible. Since Arcades costs four mana, hitting that curve early is crucial.


A blue armored figure reaches towards a glowing wall of runes. Text details card attributes: Defender, scry 1. Quote by Lavinia.

  • Prioritize low-cost defenders like Wall of Runes and Overgrown Battlement to start drawing cards and ramping.

  • Use mana rocks like Arcane Signet and Chromatic Lantern to smooth out your mana base.

  • Protect Arcades with cheap counterspells or bounce spells like Swan Song or Unsummon if needed.


Once Arcades hits the board, every defender becomes a cantrip and a threat.


Mid-Game Strategy: Flood the Board and Draw

Mid-game is where Arcades shines. With him in play, every defender you cast draws a card and swings for massive damage.


A glowing, ethereal tree with figures beneath, set in a mystical landscape. The card reads "Tree of Redemption" with game stats.

  • Deploy high-toughness defenders like Wall of Denial and Tree of Redemption to overwhelm opponents.

  • Use cards like Shield Sphere and Jaddi Offshoot to draw multiple cards per turn while maintaining board presence.

  • Protect your board with cards like Heroic Intervention or Teferi's Protection to avoid board wipes.


This phase is all about building a wall of value and keeping your hand full.


Late Game Strategy: Finish with Overwhelming Power

By late game, you should have a full board of defenders and a stacked hand. Now it’s time to close out the game.


Fantasy warriors defend a stone tower against an aerial attack by bird-mounted riders. Text: Tower Defense, Instant, with game effects.

  • Use Tower Defense or High Alert to give your defenders a sudden boost or allow them to attack even without Arcades.

  • Cards like Crashing Drawbridge can give your team haste for a surprise alpha strike.

  • Consider win conditions like Overrun, Beastmaster Ascension, or Mirror Entity to turn your board into lethal damage.


Arcades decks often win in one explosive combat phase, so timing is everything.


Five Must-Include Cards for an Arcades, the Strategist Commander Deck


Magic card "Wall of Denial" depicts a glowing blue wall with swirling patterns blocking fiery landscape. Text: "Defender, flying, shroud."

Wall of Denial


What it is: A 3-mana blue-white creature with defender, flying, and shroud. It has a massive 8 toughness and cannot be targeted by spells or abilities.


Why it works: Wall of Denial is the gold standard for Arcades decks. With Arcades on the field, this wall becomes an evasive 8-power attacker that draws a card when it enters. Its shroud makes it nearly impossible to remove, and flying gives it evasion to punch through defenses. It’s a reliable threat and a defensive powerhouse rolled into one.


Fantasy card artwork with a lush, overgrown forest wall. Text: "Overgrown Battlement" and game stats. Vivid greens and reds. Mood: mystical.

Overgrown Battlement


What it is: A 2-mana green defender that taps for green mana equal to the number of creatures you control with defender.


Why it works: This card is a ramp engine and a beatstick. Early game, it accelerates your mana to help cast Arcades faster. Mid to late game, it swings for 4 damage and still taps for mana, making it one of the most efficient cards in the deck. It scales beautifully with your board and keeps your game plan moving.


Armored soldier leads troops, pointing forward. Background has a fiery sky. Text: "Perimeter Captain, Creature—Human Soldier, Defender."

Perimeter Captain


What it is: A 1-mana white defender with 0/4 stats. Whenever a creature you control with defender blocks, you gain 2 life.


Why it works: Perimeter Captain is a low-cost enabler that draws a card with Arcades and helps stabilize your life total. It’s especially useful in metas with early aggression. With Arcades, it swings for 4 and still provides passive lifegain if you need to block. It’s a great early drop that scales well into mid game.


Armored figures with spears stand alert under moonlight against a castle backdrop. Card text reads "High Alert" and details enchantment.

High Alert


What it is: A 3-mana enchantment that lets creatures with defender attack as though they didn’t have defender. It also lets creatures assign combat damage equal to their toughness.


Why it works: High Alert is Arcades’ backup plan. If Arcades gets removed or stuck in the command zone, High Alert keeps your defenders swinging. It mimics Arcades’s key ability and ensures your deck doesn’t stall. It also stacks with Arcades, allowing non-defenders to benefit from toughness-based damage.


Crashing drawbridge on gray stone wall, cloudy sky. Text: "Crashing Drawbridge," "Artifact Creature - Wall," and card details below.

Crashing Drawbridge


What it is: A 2-mana artifact creature with defender that can tap to give all your creatures haste until end of turn.


Why it works: Crashing Drawbridge turns your board into a surprise win condition. With Arcades out, you can flood the board with defenders and tap Drawbridge to swing immediately. It’s especially powerful in the late game when you’ve drawn a ton of cards and are ready to end the game in one turn. It also helps newly cast defenders contribute right away.


These five cards are foundational to Arcades, the Strategist Commander decks. They offer ramp, protection, evasion, redundancy, and explosive finishing power—all while synergizing with Arcades’s core mechanic of turning toughness into damage and card draw.


Is an Arcades, the Strategist Commander Deck a Good Fit?

Arcades, the Strategist Commander flips the script on combat. Instead of brute force, you win through synergy, timing, and the clever use of toughness as power. Every defender becomes a card draw engine and a surprise attacker, turning your board into a tactical machine.


Early game is about ramp and setup. Mid-game, you flood the board and draw cards. Late game, you strike with overwhelming force, often in one explosive turn. Arcades rewards players who plan ahead, protect their engine, and know when to pivot from defense to dominance.


If you want a commander that turns walls into weapons and rewards smart sequencing, Arcades is your blueprint for battlefield control.

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