That's not the problem though, arcades is the problem (unless you're specifically building for commander in mind, in which case, he's the only real commander option).
In standard, arcades only works for creatures with defender. Meaning he only hits for 3, not 5. He doesn't have defender himself, and therefore he only hits for his 3 power, not the 5 toughness he has.
Likewise, lots of good standard high toughness beaters make the strategy more consistently, like Tetsuko Umezawa to give your low power high toughness beaters unblockable, and using tower defense to pump 2 or 3 creatures for a single combat step 20 life blowout out of nowhere. I'm not saying Arcades is bad, but there's tons of good shit to be playing at 3cmc or less, and if I needed to build it, I'd make the landbase super lean, like Merfolk decks, with only 2 or so Sleep spells on the top end.
Teyo, the Shieldmage
High Alert are the 3cmc big hitters
Slaughter the strong is a great "boardwipe" that only affects opponent creature decks.
2x 4cmc sleep
for 2 drops and below, 3 tower defense (no good if you draw it without creatures after they use a boardwipe), 3 Tetsuko (legendary), 3 surge mare (difficult casting cost), and fill out the rest with value-minded high toughness blockers.