|Commander / EDH||Legal|
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|Commander Anthology Vol. II (CM2)||Mythic Rare|
|Commander 2016 (C16)||Mythic Rare|
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Atraxa, Praetors' Voice
Legendary Creature — Angel Horror
Flying, vigilance, deathtouch, lifelink
At the beginning of your end step, proliferate. (You choose any number of permanents and/or players with counters on them, then give each another counter of a kind already there.)
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Atraxa, Praetors' Voice Discussion
2 days ago
I will take another look at this list again when I have more time but its looking good so far.
In case you were wondering this is my current Atraxa decklist that I have been slowly upgrading over time, it could have been finished if I didn't now have so many other edh decks still in need of cards lol. I have the following 10-12 as commanders:
And soon to be a playable Lord Windgrace decklist once I order the commander and a few other singles from the precon (which btw was built poorly), and even a Tuvasa, the Sunlit decklist! I think 12 is my absolute max I have to say and if there's ever any other generals that get my attention then I will have to just take apart an existing deck.
Commander / EDH
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Maybe take a look at this one, and or my other version mentioned in the description for more ideas. In the end I don't know if i'm going to really go with a full out superfriends decklist like that one shows, as there's some things I really want to include once I can get my hands on them such as Skithiryx, the Blight Dragon among others.
4 days ago
Ah it's good to see that you have built an Atraxa, Praetors' Voice decklist, and one that is more unique than most (even mine admittedly). I use to include all the praetors in mine for the flavor as well as a bit of infect, but my Atraxa deck paints a big enough target on me at my lgs without those kind of cards as people have seen what it is capable of. I have games turn into essentially archenemy at times. I'm still undecided on the direction of the deck ultimately but it's already my most expensive edh deck. But enough talk of my list, here are some suggestions to consider:
(LANDS) Sea of Clouds in place of an Island, Morphic Pool in place of a Swamp, then cut maybe Manifold Insights for another land like Bountiful Promenade as I think your land count is a bit low. Other changes I would make would be to add an Inkmoth Nexus, and a Reliquary Tower. Inkmoth Nexus has evasion and if your goal is to win with infect you will want as much early game cards as you can to get early poison counters in. I would take out Saltcrusted Steppe for Inkmoth Nexus, and then cut Steady Progress (You already have better ways to proliferate, a number of which are repeatable unlike this one, maybe i'm wrong on this one but I think there's better cards you could have over it here) for Reliquary Tower (while this may not be relevant that often, look at how many cards Jin-Gitaxias, Core Augur nets you if he sticks around and you will notice you have no way to have an unlimited hand size). And since you happen to have quite a few sources of proliferate, it might not be a bad idea to put Gavony Township in here to help your creatures out since so many on their own are quite weak.
(CREATURES) I would swap Corpse Cur for Phyrexian Swarmlord, as I don't really see many good targets for infect creatures to bring back outside of course Skithiryx, the Blight Dragon. Viridian Corrupter might be another infect creature you might want to consider using, I have to say spots are looking tight for me to suggest cuts for some cards but I think for this one I would swap Putrefy for this additional infect creature.
Additionally, while I see that you aren't concerned really with +1/+1 counters I still think Champion of Lambholt might be worth consideration for helping to get infect creatures through for even as much as an outright kill. For other aggressive options, you could go the route of Blightsteel Colossus which can simply kill players (It's kind of pricey, but i'm not sure if that's a concern for you). If you were to use this card however, you would want to make sure it's protected from the likes of your Swords to Plowshares etc with Lightning Greaves, Asceticism, Whispersilk Cloak or even additionally with Conqueror's Flail which I talk about more later. Putrefax is kind of similar if even not as strong, and perhaps this kind of strategy can pay off well with the use of equipment and maybe even some pump spells if we were to take inspiration from modern/legacy infect lists?
They rely on taking usually 1-2 infect creatures and pumping them up with cards like Berserk, Become Immense, Vines of Vastwood, Invigorate, Groundswell, Blossoming Defense etc to go for a kill, and while some of these might not seem as effective here in commander, I still think a couple like Berserk and Become Immense are worth using because I already see you have Rancor here and these can help get around the fact that many infect creatures are quite weak on their own. And on that topic of infect creatures being generally frail, a few cards that you could consider using here to solve that would be Teferi's Protection, Spellskite(great for taking removal off your more important creatures), and or Heroic Intervention. A few other cards that modern infect lists make use of from time to time are Distortion Strike, Apostle's Blessing, and then of course the staple Noble Hierarch and Pendelhaven. As I said before the general gameplan with such decks is to attack with generally 1 or so infect creatures and back them up with pump spells like those and more mentioned above, and that's where Noble Hierarch and Pendelhaven (pairs well with Glistener Elf, Blighted Agent, Plague Stinger, Inkmoth Nexus and the like) give the attacker a boost to kill outright in as early as turns 2-4. A few cards that might help with this route would be Duelist's Heritage, the previously mentioned Champion of Lambholt, Spinebiter, Apostle's Blessing (can be used for offense or defense), and Slip Through Space. And I see you have a couple counterspells here, and so maybe this is foolish enough to work, but I think you should consider using Hatred here. It can be put either obviously on an infect creature that is not being blocked/can't be blocked (many good targets would be Blighted Agent, Inkmoth Nexus, Putrefax provided you added it of course) or any other evasive creature or what may not at first be obvious to be used on your commander, because ask yourself how many players early on/mid game are going to stop you from attacking them say maybe 1-2 times with Atraxa, Praetors' Voice who is a 4/4 deathtouch/flying/vigilance creature? What you can do with this is pay all of that life to simply kill someone with Atraxa and then gain all that life back :)
While maybe I fear a bit redundant similarly to Grafted Exoskeleton, Triumph of the Hordes is a card that maybe you have overlooked here. The trample can be very useful for getting damage through and I would probably want to play a card like this over Praetor's Grasp, Wargate, or Viridian Longbow possibly? I have to say that I agree with FiveEightFiveBC's observation about Grafted Exoskeleton, I think if you want to stick with equipment that is yet better, either use Sword of Feast and Famine/Sword of Light and Shadow or something like Conqueror's Flail. I could see stacking a bunch of equipment and using stuff like Hatred, Duelist's Heritage, Become Immense, Glistening Oil, Fireshrieker, Sword of Vengeance, and such just on your commander as a legitimate gameplan also with or without infect.
Lastly, similarly to my earlier suggested Gavony Township, I was curious if your opposed to the inclusion of any planeswalkers here? Because I believe Nissa, Voice of Zendikar could do well here. Others to consider would be Ajani Steadfast, and Venser, the Sojourner. You wouldn't even have to go far with this, as too much and you start to change the theme of the deck, but these few that I highlighted might be of use to you here I thought with or without the likes of Doubling Season, and all the other obvious things that you would use with planeswalkers.
I will try to think of more suggestions, but I think this is enough for now to say the least as I will let you know I spent about 75 minutes in all coming up with all of this so far I think! Let me know what you think of all of this, as I know I suggested a ton of things and not all of which did I havsuggestions on what to replace them with. On a side note, I have to say i'm a bit jealous, do you happen to actually have a specific copy of that judge promo Elesh Norn, Grand Cenobite?
6 days ago
I understand Spike Feeder and Archangel of Thune combo perfectky well, simply in a competitive environment, either one will be countered, or they will be removed with something like Chain of Vaporing the Archangel, in response to the first activation of Spike Feeder. That is a blowout like a Time Walk since you can't activate it again without killing the Spike Weaver. Felidar Sovereign with Chord of Calling is your best actual wincon, but I mean... 9 mana/creatures? What turn are you on? If this deck consistently puts out creatures and mana like that by turn 3, since you need to win by turn 4 at the latest for this to be a combo/aggro cEDH deck, then run it, I just don't think that is plausible.
2/2 Cats aren't a real strategy on their own. They don't make mana, and so don't combo out and win, simply put, I could get into Commander theory and the 'Aggro Problem', but I will just copy and paste the work I already did for something else:
This is too much for them. Generally there are a few way aggro compensates, one of which abuses the already built-in system of 'Commander Damage.' Building up a ton of auras and equipment on a commander to make it huge and swing in for 21 damage works in a lot of cases, and is called "Voltron." The main issue with this is a cheap and fast commander like Rafiq of the Many is too easily prone to removal like Swords to Plowshares, and more controlling commander like Sigarda, Host of Herons or Uril, the Miststalker are generally a bit too , slow to get around board wipes like Toxic Deluge, Wrath of God, Damnation, Day of Judgment and Supreme Verdict.
But there are other tricks aggro has up its sleeves, think infect. Really, infect is just as powerful in Modern or Legacy than in EDH, right? Well, not exactly, yes infect still only needs to deal 10 poison counters to kill a player, but you still have to deal at least 30 damage given your opponents can't kill faster than you, or if they are also playing infect. It's tracked differently, so if someone is at one life, they can take up to 9 poison counters and still live. Running Atraxa, Praetors' Voice can give some inevitability to your infect win, and stuff like Saskia the Unyielding can also be run to make you only have to deal 20 damage to win with infect.
The biggest issue with infect is that players generally frown upon it, and will target you, or player cards like Solemnity as a counter to it. Some playgroups set the poison counters needed to kill to 15 or 20, and some outright ban it. Also, since there are no commanders other than Skithiryx, the Blight Dragon directly support it, there is little consistency to infect decks, despite there explosive turns and wins.
Well, that is the aggro problem, it is what leads so many decks to be control, midrange, combo, or hybrid builds, and why the format is generally considered slow. This isn't to say decks can't win turn 1 or anything, tons of combo decks can, however, this is what leads to the final point. Combo is generally the best win condition, not to say a deck like Edric, Spymaster of Trest shouldn't beat face to win, but for most decks, combo with differing levels of disruption is the best strategy.
Many playgroups don't use combos, whether they are more casual, frown upon combo, outright ban it, or simply run more beatdown strategies and don't care for combo particularly. This is perfectly fine, and reasonable, but it is the work-around for the aggro problem, while not relying solely on control.
Okay, so now you see the problem with aggro, and why 2/2 cats in essence aren't a wincon, Archangel of Thune can be removed in response to the first Spike Weaver activation, and so aren't as instant win as you thought, and even so, unless you have enough creatures to kill each other player, it isn't going to win the game, as they will simply win on their turn, in a cEDH meta. Since Felidar Guardian combo is too slow generally, and you only run 4 tutors for the Thune-Weaver Combo, it isn't a fast combo deck.
That isn't to say it isn't competitive, you could make it stax, run the fast elf-ramp, and Armageddon until you win, but that still requires a different gameplan.
Again, all of this is meaningless if you don't want to make it stax or fast combo, but without blue, your card draw isn't their for permission control, and that means you aren't able to consistently make this cEDH competitive, but I won't claim it is bad or anything, it is simply a high-powered mid-level EDH deck, and I think that is fine.
On ramp, most of the options you mentioned were sub-par, Tithe, Cultivate, Kodama's Reach, Growing Rites of Itlimoc Flip, Mirari's Wake all are either too expensive or not impactful enough, 1 mana ramp is where you want to be, the fast rocks, Ancient Tomb/Gaea's Cradle/Gemstone Caverns, elves, etc.
1 week ago
Favorite Shard: Grixis
Manipulative, cruel, powerful. Edicts, burn, bounce, counterspells, everything control can be found here, and with a handful of evasive, aggressive creatures to swoop in with once you've established control of the board, or you can play the slow-burn game with effects like Nekusar, the Mindrazer. Put your opponent(s) on a clock and deny them the ability to stop it. Plus their ability to run some of the meanest creatures in the form of things like Kederekt Creeper, Baleful Strix, Master of Cruelties, etc. So much fun to be had.
Favorite Wedge: Abzan
Relentless power. I love Abzan because of its resilience, strength, and versatility. I'm not a huge fan of a lot of Abzan specific cards, but being able to run things like Animate Dead, Sun Titan, Brave the Sands, alongside gigantic green creatures like Ghalta, Primal Hunger, Ghoultree, Avatar of Might, etc is just incredible. The incredible suite of removal that B/W brings to the table in the form of Vindicate, Anguished Unmaking, Utter End, etc, combined with the might of Green creatures, further compounded by the volume of powerful reanimation effects these colors all have, builds a powerful, versatile deck that just never gives up. I've run Abzan decks that have had their most crucial cards hit with Slaughter Games type effects, and they still didn't stop, didn't slow down, and pulled out a win.
Favorite Allied Guild: Rakdos
Rakdos just knows how to throw a party. Every time I've built Rakdos I end up having fun, win or lose. Chaotic game-changers like Everlasting Torment, Havoc Festival, and Sire Of Insanity just bring a lot of shenanigans to the table that people just aren't prepared to deal with. Terminate is one of the kings of removal. Cards like Backlash, Delirium, and Rakdos Charm punish a variety of opposing playstyles. The individual colors also contribute a lot to your ability to handle creatures, and create even more chaos. Endless Whispers, Scrambleverse, you name it.
I cannot wait to get my hands on Last One Standing.
Favorite Enemy Guild: Simic
This one is simple, these two colors compliment each other so well it's insane. There is almost nothing that exists in this game that Simic cannot do. Green's weakness is its inability to manipulate the board much without combat. Blue's weakness is in its board presence and creatures. They are ideal together. Ramp, removal, aggro, counterspells, creature control, resilience. Simic has all its bases covered, and with just two colors. Mystic Snake, Trygon Predator, Kiora's Follower, Plasm Capture, Voidslime, Simic Charm, these cards are amazing, and that's without getting into the mono-color cards.
I'd also like to throw out some love for "Growth", the combination. The only pure Growth cards we have thus far are Atraxa, Praetors' Voice, and Witch-Maw Nephilim, but boy what cards they are. But the colors themselves are awesome together. G/U's flexibility, W/B's removal, much less other multicolor synergies, access to Abzan cards, Sultai cards, Esper cards. Obviously the mana base gets complicated fast, and it can be hard to handle, but if it works, it works.
1 week ago
Primal Surge perhaps? Also regardless if you care or not about a graveyard theme, I think these cards are good on their own but even better with Muldrotha:Whiptongue Hydra, Constant Mists,Mishra's Bauble, and Executioner's Capsule.
I like that you chose a different take on Muldrotha, in fact a +1/+1 counters deck was my first edh deck 3 years ago starting with Vorel of the Hull Clade, but then came along Atraxa, Praetors' Voice and it should go without saying that I obviously changed up the deck.
1 week ago
sorinmarkauv, yeah, Atraxa, Praetors' Voice is a common superfriends deck, able to build up tons of walkers, and protect them with a vigilance, lifelinking, deathtouching, flying blocker! With good synergy with tons of different lands, such as storage lands, vivid lands, Aether Hub, Gemstone Mine, Tendo Ice Bridge, Mirrodin's Core, etc. you can easily fix for tons of creatures.
1 week ago
Please link all cards in your question.
Yes, any time an effect would create a token under your control or put a counter on a permanent you control Doubling Season will double it.
1 week ago
Can you link me to your deck please? I will take a little look at it later on, when I have some time. It's funny you should be doing an Atraxa, Praetors' Voice deck for EDH, as I am building one myself at the moment. Perhaps we can share some ideas.