This is by far the best dungeon commander in the game, even if dungeons are only an auxiliary part of the main game plan
He's not an elemental, at least, but he sure gets more powerful from Snow Lands
4 Blade of the Bloodchief 2 Forest 1 Stomping Ground 4 Basking Broodscale 4 Eldrazi Temple 2 Cavern of Souls 4 Writhing Chrysalis 1 Springleaf Drum 3 Wooded Foothills 4 Kozilek's Command 4 Grove of the Burnwillows 4 Malevolent Rumble 4 Walking Ballista 4 Ancient Stirrings 4 Glaring Fleshraker 1 Vexing Bauble 1 Haywire Mite 1 Soul-Guide Lantern 2 Boseiju, Who Endures 2 Emrakul, the Promised End 4 Urza's Saga 1 Nature's Claim 1 Gemstone Caverns 2 Damping Sphere 1 Vexing Bauble 1 Pithing Needle 2 Dismember 3 Thief of Existence 1 Grafdigger's Cage 3 Pyroclasm With new cards showing up, new decks being built, and the most popular deck archetype occupying less than 20% of the total metagame, it looks like a great time to be playing Modern
Outside of those specific sneaky decks, Arms Race will see some amount of play too, especially as it isnt limited to only creatures
This has a decent baseline and kind of scales up later in the game
If a white quantity number is negative, you dont yet possess enough copies in your Collection to play this deck in a game