I have wanted to build this little critter ever since i saw his art, and this is my current take on it! would love to hear opinions/fixes :) i believe my biggest current issue is consistency with getting my ramp cards vs getting big creatures that fill up my hand
https://www.moxfield.com/decks/_unne58QsUqlhzZoiksI5w
#Arthur Marigold Knight
12 messages · Page 1 of 1 (latest)
It feels like your list is trying to do too many things at once and would benefit from being a bit more directive in its focus. You're kind of split between adventure creatures and just cheating big fat creatures into play. I'd recommend choosing one of these to focus on.
The adventure creatures route seems interesting because you don't mind if the creature is returned to hand on endstep because the adventure tends to be cheap and interactive to slow opponents down.
On the contrary, the cheat big creatures into play route seems interesting because you're playing this high risk/reward where you're trying to play some evasive creatures early and then spike into a massive haymaker on turn 4 or 5, but it's just for a single turn unless you have something like Abuelo to keep them around.
At the very least, I'd really recommend cutting the Aether Vial as it seems really bad in a deck with so many 5+ drops. It's typically best in a deck that has a bunch of creatures all at the same mana value, and ideally a low mana value too.
Abjure also feels pretty bad in a deck without any blue permanents it wants to sacrifice
Lucky Clover feels a little underwhelming with your current density of adventure cards, I count ~7 adventure spells that benefit from being doubled.
Lastly, your mana count feels a little low given how many high mana value spells you're running.
Personally, I'd recommend replacing a handful of cards (maybe the ones I called out here) with some large creatures that either cycle or landcycle. Early game you can cycle them away no issue to hit land drops or early plays, but it would increase your chance of hitting with Arthur's effect.
Sick! Thank you so much, I’ll make some tweaks today and update my list :3 
I built this deck for extra turns and combats as well as some etb effects to address high CMC. There's also a few combos in here and cheat copy methods.
It's not incredibly focused, but it's a blast to play.
https://www.moxfield.com/decks/_unne58QsUqlhzZoiksI5w
Made a few cuts to the mentioned artifacts, and also redundant/semi-pointless creatures in place of some land cyclers. gave it a bump in lands as well
Sorry, I don't think I was clear in my instructions regarding adding cycling creatures or more lands. Your current count of 39 lands and 10+ land cyclers is likely too many. I'd recommend cutting ~5 of either type (or some combination of both) to mitigate the chance of flooding out with too many lands and not enough action