Introduction
Arm for Battle is a red-white Commander 2020 deck focused on equipment and aura strategies. Its main commander is Akiri, Fearless Voyager, a legendary creature that synergizes well with artifacts and can draw cards when equipped. In this article, we will discuss the decklist, its strengths and weaknesses, and some tips on how to pilot it.
The Decklist
Here is the full decklist of Arm for Battle:
As you can see, the deck has a total of 100 cards, including the commander. It is divided into several categories:
Creatures (18)
The creatures in Arm for Battle are mainly used as targets for equipment and auras. They also provide some utility and protection, such as Stone Haven Outfitter, which lets you draw cards when creatures die while equipped, and Sram, Senior Edificer, which draws you cards whenever you cast an aura, equipment, or vehicle spell.
Artifacts (33)
The artifacts in Arm for Battle are the backbone of the deck. They include equipment, such as Sword of the Animist and Embercleave, which give bonuses to creatures they are equipped to, and auras, such as Indestructibility and Ethereal Armor, which give bonuses to creatures they enchant. Other artifacts provide mana fixing, card draw, and removal.
Instants (6)
The instants in Arm for Battle are mostly removal spells, such as Swords to Plowshares and Path to Exile, and protection spells, such as Boros Charm and Make a Stand.
Sorceries (6)
The sorceries in Arm for Battle provide some card advantage and utility. Open the Armory lets you search for an equipment or aura and put it into your hand, while Steelshaper’s Gift lets you search for an equipment and put it into your hand or onto the battlefield.
Enchantments (4)
The enchantments in Arm for Battle are all auras that give bonuses to creatures they enchant. They include Ethereal Armor, which gives +1/+1 for each enchantment you control, and Daybreak Coronet, which gives +3/+3, first strike, vigilance, and lifelink to the enchanted creature.
Strengths and Weaknesses
Arm for Battle has several strengths that make it a competitive deck:
- Fast starts: The deck has several low-cost equipment that can quickly buff your creatures and put pressure on your opponents.
- Card advantage: The deck has several ways to draw cards, such as Akiri’s ability, Sram, and Stone Haven Outfitter.
- Resilience: The deck has several ways to protect your creatures, such as indestructible equipment and protection spells.
However, the deck also has some weaknesses:
- Removal: The deck has limited answers to problematic creatures and artifacts/enchantments.
- Board wipes: The deck has limited ways to recover from board wipes, which can set you behind.
- Synergy-dependent: The deck relies heavily on equipment and aura synergies, which can be disrupted by opponents’ removal or disruption.
Tips for Piloting the Deck
Here are some tips on how to pilot Arm for Battle effectively:
- Start fast: Mulligan aggressively for low-cost equipment and creatures that can quickly put pressure on your opponents.
- Protect your creatures: Prioritize protecting your creatures with protection spells and indestructible equipment, especially your commander.
- Draw cards: Take advantage of the deck’s card-drawing abilities as much as possible, especially with Sram and Stone Haven Outfitter.
- Manage your resources: Be mindful of the number of equipment/auras you have on the battlefield, as overcommitting can make you vulnerable to board wipes and removal.
- Be patient: Don’t overextend into board wipes or removal spells. Play conservatively and wait for the right moment to strike.
Conclusion
Arm for Battle is a powerful Commander 2020 deck that focuses on equipment and aura strategies. It has several strengths, such as fast starts and card advantage, but also has some weaknesses, such as limited removal and susceptibility to disruption. By following some tips on how to pilot the deck effectively, you can maximize its potential and achieve victory in your Commander games.