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|Shadows over Innistrad (SOI)||Rare|
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Exile target nonland permanent. You lose 3 life.
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Anguished Unmaking Discussion
8 hours ago
Hey! Thanks for the mention. Quick note: a card you used from my list, Utter End, is essentially a worse Anguished Unmaking. I have a few sub-optimal/budget friendly cards in there which could be upgraded.
Good luck playing with the deck, and let me know if you find any cool cards to add, or if some aren’t performing :)
2 days ago
This is a nice idea! I hope you manage to make it work.
You need a Strionic Resonator to double the activations of Ob-Nixilis or Maralen.
Avatar of Growth would be great if you can lay your hands on one.
I am not too fond of the white counterspell sub-theme you have included; with this color scheme you have ample options for removal. Personally I like Vindicate, Anguished Unmaking, Utter End, and Pernicious Deed. With your search to kill theme, Assassin's Trophy and Path to Exile should also be included.
Since your theme is running a bit thin, I see two options to make this deck more efficient : filling it to the brim with tutors, or including an alternate wincon. I definitely favour the second option; and I though you would like it to include your hidden general for flavor. Here is my suggestion for that:
Hope this helps!
2 days ago
Here are some cards that might help you out, they are less than $10 in price range and would benefit you greatly. A friend of mines play a competitive Teysa deck so here are some cards he uses:
Plaguecrafter: A better Merciless Executioner and Fleshabag Marauder.
Bloodghast: ...Well this used to be under $10 but very worth to try and obtain.
Grand Abolisher: Prevents people from actually stopping you on combo turns.
Ophiomancer: Provides tokens on each upkeep, strong card to run.
Leonin Relic-Warder: Combined with Animate Dead or Dance of the Dead to produce infinite death triggers before you can finish with Bitter Ordeal.
Sidisi, Undead Vizier: Good creature tutor that has additional value.
Animate Dead: Can be used in conjuntion with LRW or just a cheap way to reanimate your creatures.
Dance of the Dead: Same reasoning as above.
Phyrexian Arena: Card draw engine that should be a staple.
Necropotence: Hand refill.
Swords to Plowshares: One cmc removal and it's cheap to get.
Path to Exile: A more pricier StP but worth if you need the removal.
Mortify: Another cheap removal.
Beseech the Queen: Another cheap tutor, the revealing of the card is sometimes bad, but if your playgroup already knows what your going for it doesn't mater.
Disenchant: If you feel like you really need to deal with more removal.
Diabolic Intent: Recent reprint in Battlebond, so it's cheap to pick up.
Dread Return: A good reanimate effect with a acceptable flash back cost.
Forsake the Worldly: Instant speed removal that can be cycled if you don't need it.
Living Death: You said you play in big groups, this should get you more value than them since you are playing with your graveyard.
Oblation: Can also target your own spirits or draw or removing a permanent in a tight spot.
Unburial Rites: A slight worse version of Dread Return.
Wrath of God: Classic board wipe.
Blasting Station: Highly recommend for you to run, an outlet that can win.
Smokestack: Combined with creatures coming back every turn or sacrificing a spirit, you can lock down your opponents.
Hope that these cards help!
5 days ago
You're very heavy on the 4-drop slot. I would recommend cutting the Approach of the Second Sun, since you should be trying to win by bringing your opponent's life to zero. Anointed Procession is cool, and can be powerful, but it relies on you following it up with other cards. THough pricey, this should be History of Benalia as this card does not depend on being followed up by another card and produces more Knights on its own.
You should be running 4 of the Dauntless Bodyguards in the maindeck, they should not be in the sideboard. You're going to be wanting to swarm the enemy in a flood of chivalry as fast as possible, and a few amazing 1 drops can help you out that way. Accorder Paladin, Knight of Glory, and Sigiled Paladin are all great 2 drop knights that help you out in attacking strong and early. Knight of the White Orchid can act as ramp, but is also a decent beater.
Mirran Crusader is extremely powerful and you should definitely be running 4 of this one.
Vona, Butcher of Magan is really cool and can give you an answer to nearly anything, and she helps pay for herself with that lifelink.
You'll also want to use some of black's card draw capabilities, since card advantage is definitely white's biggest weakness. Don't be afraid to spend a little bit of life to draw some cards with Dark Bargain, Read the Bones, Night's Whisper, Sign in Blood, or Damnable Pact just to name a few.
For your sideboard, cards like Duress are very important if you're running black, I would recommend running 3-4 of these in your sideboard, since you have no other hand disruption. Celestial Purge is pretty popular, as is Timely Reinforcements. Vraska's Contempt and Anguished Unmaking can help you deal with opposing planeswalkers, and Unmaking hits any troublesome non-land, Rest in Peace, Stony Silence, and Zealous Persecution are very strong sideboard options as well.
Let me know if this was helpful or would like to know some of the reasoning's behind the suggestions!
5 days ago
Aaerys No problem!
Yes definitely keep the artifact synergy, honestly if you don't like the combo approach and want to go for the more interaction routes with fun things to play (like playing with other people's deck ;3) than I would suggest more protection, counterspells, artifact synergy, card draw, as well as interaction.
Here is a list of some additional cards that I found useful and within the $20 or less range.
These cards will make opponents less likely to hit you, or will at least slow them down enough for you to interact with them.
A couple more useful counters, best one I like to use for Sen Triplets is cards like Remand, Muddle (because the 2 cmc transmute comes in clutch), and Arcane Denial as it gives more options to choose from their hand.
Shimmer Myr and Raff Capashen are honestly auto include in my opinion, giving the ability to flash in your commander and not waiting to wait one whole turn before her upkeep effect is amazing, it also allows us to hold up mana to interact with other players before deciding what we can do. The curve is also great since Shimmer Myr is 3 cmc and Raff is 4 cmc, we can hold mana for our counterspells and interactions and if the coast is clear flash in Sen. Trophy Mage is for the redundancy that you have more than a likely chance of tutoring your Shimmer Myr or Crystal Shard (Shard always makes sure that your opponent will be reluctant to tap out and thus preventing them to cast more creature spells). Voltaic Key is there just for more fun shenanigans, I always like having them in these type of artifact decks. Academy Ruins is a card I would highly recommend investing into, it saves your artifacts, it allows recursion, and if the case where Sen dies, you won't have to consistently pay the tax for it with this card on the field.
On another note Paradox Engine is a powerful card, it allows you to gain extreme amount of value, hence the reason you would want to include more mana rocks into the deck. I added Aetherflux into list in the case you want to close out a game, since you are running Isochron Scepter already, adding in Dramatic Reversal will be your win con and also allows you to net infinite mana and play your opponents hand if you so would choose. The playstyle is all there for you to choose ;3
Some choice cards I like to use, Notion Thief is there for them really sneaky plays when there is a mass Windfall or if someone taps out for a burst draw. Sphinx is a high power card engine. The time warp is there for just pure value.
Some notable cards are like Snap, which untaps your land and bounces the creature back to their hand, pure value if its your turn next as now you will be able to cast that creature as well! Capsize is also a deadly card, as you can bounce their land and then play the land you bounced on your turn with Sen on the field, buyback is also killer (I have people scooped many times when I used this trick 1v1). Tower of Magistrate is really interesting against other people playing with artifacts (This auto de-quips voltron commanders!). A lot of these spells can also be copied on to Isochron Scepter making them extremely useful for you to control your opponent and allowing them what spells they can play, bouncing the spells you want to play from their deck, and removing the cards you don't like.
One more card which is a great mana rock.
Hopefully this gives you a better idea of a Control Sen Triplets shell, I think you can tell that this was one of my favorite decks before I retired her ;P
5 days ago
Yes, there was a chance and I grabbed it! Even without LED it adds to DD piles it's insane :)
So speaking of cEDHlike build - no, it's not by design it's just using optimal cards for my plans. Through testing and playing my Kess, Dissident Mage deck it showed itself being very fast, but it lacked redundancy even with additions to usual Kess builds; that being said I decided to take a deck with more control elements and protection for the cost of being somewhat slower. This is, let's say a prototype that is using cards which shouldn't even be here because of me lacking better cards, which I will mention later.
Pact of Negation - a great card which can't get my hands on and I would definitely give it a shot for some more pile variances. On the other hand, I'm not a huge fan of Foil, I know it's being a somewhat a budget supstitute for Force of Will, but I find it to conditional for it's effect so I'll rather play PoN when I get it.
Anguished Unmaking - I'm also concidering cards like this one. I'd rather like to deal with all kinds of pernaments than just specific ones such as artifacts, enchantments etc. Vindicate is also great, but which to include is a question for now because I don't know how relevant that life loss is for that instant speed (I'll most likely run AU in place of Forsake the Worldly.) And speaking of mass removal spells, I'm a huge fan of wraths such as Wrath of God/Damnation where it's straight forward and since Damnation is pricey and WoG does practitly the same in other colors. I think I would run WoG or even Supreme Verdict since I'm already in white and it would be a shame not to get use of it, but I still agree that Toxic Deluge is a huge deal and it's going in this slot as soon as I get it (going in slot of Day of Judgment). Zur is here when I want to play a slower game and sometimes really irelevant, depending on the pod and my opener.
Solitary Confinement is my personal card of choice when it comes to protection from all those creatures; once Necropotence comes in, those lines of text where I skip my draw step or discard a card become quite irelevant.
Speaking of cards that might get replaced, it's all just a matter of time and money untill I get those. Besides already mentioned ones earlier, cards that might get replaced are Imprisoned in the Moon with Grasp of Fate which is more efficient removal, colorless mana artifacts for fast mana rocks, better counterspells and general land changes for better fixing. Rest of the cards might flex for some others in their slots depending on my meta changes.
6 days ago
You got your hands on a YagWill? Wow, good job mate!
OK; first thing I'm noticing here is that you're going a lot on the cEDH side here. Is that by design or what? BC our meta is more about creatures and here lagging behind a few turns can have a high cost in life and therefore result in an unsatisfactory performance. Meaning that in lower-power metas, sometimes specific solutions are better than budgeted competitive ones. It's just my experience tho.
Now, about the whole Doomsday plan, you could really use Pact of Negation. After its masters 25 reprint it's cheap enough to grab one, and most protection piles need such free interaction. Foil is also good in Gush piles, but IMO now Pact is cheap enough and simply better outside Doomsday so it's a buck well-spent in my book. But you can cram in both if you wish.
Anguished Unmaking is an excellent removal you might like. It exiles anything for just 3 mana and a bit of life. The flexibility to deal with any stax piece is potent when trying to go off. Vindicate works along the same lines, saving you some life while losing some versatility being sorcery speed. IMO you're generally a bit low on removal. You must be prepared to clear the board more than once and preferably in a way that works well with Zur. My fond suggestion is Yahenni's Expertise as it leaves Zur alive, catches surprisingly many important targets and doesn't cost you tempo as much as other boardwipes do because of its free cast. Drown in Sorrow is worse, but if that saved is that important to you and you can spare x/3's, then I suppose scry 1 is also fine. Toxic Deluge should be your long-term goal tho. At such low cmc and very reasonable color requirement it's a bargain, plus it can act as a larger boardwipe in case you need one.
Ramp and manabase are different beast entirely and IMO you should first tune the rest of the deck before shifting your attention to those
Any cards you might think of excluding?
1 week ago
Nice build! I love how open the Atraxa good-counter-stuff archetype is, with the access to four colours and so many proliferate-able mechanics available.
I'd probably add some additional boardwipe-protection. You have Chasm Skulker and Hangarback Walker has been mentioned. Hooded Hydra is another option, and an inexpensive one at that. Heroic Intervention is an amazing utility card as well, it works in combat, against opponents' removal, and allows you to wipe the board and keep your own guys alive. Reyhan, Last of the Abzan works wonders against singletarget-removal and allows for blowout turns with Jarad, Golgari Lich Lord even if you don't have your Altered Ego + Enduring Scalelord combo assembled.
You might also want to think about graveyard-hate of some kind. Unless they see absolutely no play in your meta, graveyardstrats can spiral out of control fast if they are left unchecked. Both Scavenging Ooze and Phyrexian Scriptures are options that are on theme with the proliferate-extravaganza.
Oran-Rief, the Vastwood can help get the first counter on things to start proliferating. Prime Speaker Zegana is a bit mana-intensive and extremely underwhelming on an empty board, but if you reliably manage to have big creatures stick around for a turn, she can be massive. If you're willing to run it, Viral Drake gives you an alternative way to kill people and an additional way to proliferate. Luminarch Ascension draws a lot of hate, but can generate massive amounts of value and thanks to proliferate, you only need to get one counter on there to get the party started. As Foretold is a bit slow, but if it sticks for a bit, it can get pretty insane. With all those synergies, being able to play an additional card per turn can often just win you the game. Akroma's Memorial allows you to swing with your big creatures right away, provides evasion AND protects them from stuff like Anguished Unmaking or all those damagebased red boardwipes.
As for additional superfriends, Vivien Reid works well with creatureheavy strategies, and I really like Vraska, Relic Seeker, just because she is never a dead card. Ajani Unyielding is versatile and inexpensive. Just keep the balance in mind. I gradually built my Atraxa list from full creatures towards full superfriends and there was a stretch of time where none of the two strategies were really working out for me because of the mix. Some walkers can be huge fun in a +1/+1-counter-deck and vice versa, I'd just recommend you stay committed to one of the two as your main strategy.
Potential cuts: As much as I love the counter-synergies, quite a few of the actual proliferate-cards aren't all that great imho. Inexorable Tide just felt like a pretty clunky win-more card most of the times I drew it, and both Spread the Sickness and, to a lesser degree, Steady Progress are pretty overpriced for what they do, especially if your main wincon are massive creatures, where one additional counter often makes little difference. Contagion Clasp and Contagion Engine can also get pretty mana intensive, but they at least provide repeatable value without additional requirements. Revoke Existence feels kinda narrow. If you're running this with a trget in mind, by all means, keep it in, but you might want to keep your eyes open for alternatives like Utter End or Anguished Unmaking that hit more things. I'm not sure you have enough targets to really take advantage of Skullclamp. Mind's Eye felt pretty slow when I was running it, especially because the deck doesn't do tons of instantspeed stuff, so keeping mana open for it gets a bit sketchy. Mind Unbound is only worth running if your playgroup consistently allows it to stick around for a few turns. Otherwise you mmight be better off running something like Sphinx's Revelation or Blue Sun's Zenith. I'm not sure if I'd run three pillowfort options unless you're facing a lot of token strategies. Your deck looks like it should usually have some big blockers available, And if you don't people are usually fine with paying to take down key walkers.
Of course, it all comes down to your local meta, personal preferences/playstyle and (sadly) budget, so disregard anything I said if it doesn't feel right to you. I do hope some of it helps though ^^
Good luck and have fun playing!