Arcane Foundry › Commanders › Araumi of the Dead Tide
Araumi of the Dead Tide
Legendary Creature — Merfolk Wizard · {1}{U}{B} · Black/Blue commander
{T}, Exile cards from your graveyard equal to the number of opponents you have: Target creature card in your graveyard gains encore until end of turn. The encore cost is equal to its mana cost. (Exile the creature card and pay its mana cost: 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.)
Build an Araumi of the Dead Tide deck →
What Araumi of the Dead Tide actually does
Read off the card by the same engine the Forge and Analyzer use — this is the mechanical classification, not a summary.
- Activated ability{T}, Exile cards from your graveyard equal to the number of opponents you have: Target creature card in your graveyard gains encore until end of turn. The encore cost is equal to its mana cost.
What an Araumi of the Dead Tide deck needs
Plays as graveyard. What the commander asks of the other 99 — read from the card and checked by hand.
- creatures with enter or attack value in your graveyard (it gives one encore)
- self-mill
The Araumi of the Dead Tide deck plan
The roles the Forge fills for this commander, and how many cards of each.
- 16× Put haste on the commander the turn it resolves — a tap ability is unusable otherwise
- 10× Untap the commander so the tap ability is an engine, not a one-shot
- 12× Put your own cards into your graveyard as a resource
- 6× Actually remove one problem permanent — preventing its damage is not removing it
- 9× Find the exact card the plan needs
- 2× Answer a spell or ability before it resolves
- 1× Answer a whole board at once
- 7× Refill your hand
- 2× Keep a permanent you control alive through removal
Best cards for Araumi of the Dead Tide
Ranked by an engine that reads what each card does — its real cost, its delay and how reliably it works — rather than counting how often other people play it.
Put haste on the commander the turn it resolves — a tap ability is unusable otherwise
- Thousand-Year Elixir3 mana
- Lightning Greaves2 mana
- Swiftfoot Boots2 mana
- Akroma's Memorial7 mana
- Lavaspur Boots1 mana
- Sting, the Glinting Dagger2 mana
- Haunted Cloak3 mana
- Sword of Vengeance3 mana
Untap the commander so the tap ability is an engine, not a one-shot
- Freed from the Real3 mana
- Pemmin's Aura3 mana
- Sting, the Glinting Dagger2 mana
- Umbral Mantle3 mana
- Unstoppable Plan3 mana
- Genji Glove5 mana
- Honor-Worn Shaku3 mana
- Merrow Commerce2 mana
Put your own cards into your graveyard as a resource
- Takenuma, Abandoned Mire0 mana
- Stitcher's Supplier1 mana
- Ripples of Undeath2 mana
- Emry, Lurker of the Loch3 mana
- Eden, Seat of the Sanctum0 mana
- Port of Karfell0 mana
- Tomb Fortress0 mana
- Millikin2 mana
Actually remove one problem permanent — preventing its damage is not removing it
- Reality Shift2 mana
- Pongify1 mana
- Rapid Hybridization1 mana
- Resculpt2 mana
- Defile1 mana
- Tragic Slip1 mana
- Infernal Grasp2 mana
- Fatal Push1 mana
Find the exact card the plan needs
- Entomb1 mana
- Demonic Tutor2 mana
- Diabolic Intent2 mana
- Vampiric Tutor1 mana
- Imperial Seal1 mana
- Demonic Consultation1 mana
- Grim Tutor3 mana
- Tainted Pact2 mana
Answer a spell or ability before it resolves
- Mindbreak Trap4 mana
- Fierce Guardianship3 mana
- Force of Negation3 mana
- Force of Will5 mana
- Flare of Denial3 mana
- Pact of Negation0 mana
- An Offer You Can't Refuse1 mana
- Arcane Denial2 mana
Answer a whole board at once
- Toxic Deluge3 mana
- Damnation4 mana
- Bontu's Last Reckoning3 mana
- Sickening Dreams2 mana
- Crypt Rats3 mana
- Extinction Event4 mana
- Endemic Plague4 mana
- Desynchronization4 mana
Refill your hand
- Mystic Remora1 mana
- Skullclamp1 mana
- Curiosity1 mana
- Wizard Class1 mana
- Black Market Connections3 mana
- Braids, Arisen Nightmare3 mana
- Morbid Opportunist3 mana
- Phyrexian Arena3 mana
Keep a permanent you control alive through removal
- Lost in the Maze2 mana
- Lightning Greaves2 mana
- Swiftfoot Boots2 mana
- Eldrazi Monument5 mana
- Commander's Plate1 mana
- Svyelun of Sea and Sky3 mana
- Mithril Coat3 mana
- Akroma's Memorial7 mana
Combos with Araumi of the Dead Tide
Known combos from Commander Spellbook that Araumi of the Dead Tide is a piece of, and how many decks list them.
- Araumi of the Dead Tide + Panharmonicon + Gray Merchant Of Asphodel934 decks
- Araumi of the Dead Tide + Vizier Of Tumbling Sands + Mesmeric Orb465 decks
- Araumi of the Dead Tide + Fatestitcher + Mesmeric Orb188 decks
- Araumi of the Dead Tide + Mirror-Mad Phantasm120 decks
- Araumi of the Dead Tide + Kelpie Guide + Mesmeric Orb82 decks
- Araumi of the Dead Tide + Unctus, Grand Metatect + Vizier Of Tumbling Sands58 decks