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Legendary Creature — Kraken
Arixmethes enters tapped with five slumber counters on it. As long as Arixmethes has a slumber counter on it, it's a land. (It's not a creature.) Whenever you cast a spell, you may remove a slumber counter from Arixmethes. {T}: Add {G}{U}.
“12/12 sleepy kraken that wakes up and attacks when you cast spells.”
Arixmethes is a unique ramp engine that starts as a land and transforms into a massive 12/12 threat once you remove all five slumber counters. Your early game focuses on casting spells to tick down those counters while ramping mana through Arixmethes itself. Once it wakes up, you've got a huge creature that can close out games quickly, especially if you've been building up a board presence or value engines in the meantime.
The deck thrives on spell velocity and synergies that reward casting spells. Think cantrips, draw engines, and cheap interaction that help you both advance your game plan and remove counters faster. You're looking for a midrange shell that ramps into threats while maintaining tempo—you're not trying to go infinite or set up complex combos, just cast spells, wake up your kraken, and attack. The beauty is that even early on, Arixmethes gives you consistent mana acceleration, so you can pivot between tempo and value depending on what the table needs.
Strategy generated by Tapped Decks AI. Not affiliated with Wizards of the Coast.
Skip pricey blue staples like Cryptic Command; lean on cheaper cantrips like Opt, Consider, and Impulse, plus budget ramp like Cultivate and Kodama's Reach.
Inclusion = % of Arixmethes, Slumbering Isle decks running this card. +lift = percentage-point boost over the format average.
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