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|Commander 2017 (C17)||Rare|
|Commander 2013 (C13)||Rare|
|Commander's Arsenal (CMA)||Rare|
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Decree of Pain
Destroy all creatures. They can't be regenerated. Draw a card for each creature destroyed this way.
Cycling (, Discard this card:Draw a Card.)
When you cycle Decree of Pain, all creatures get -2/-2 until end of turn.
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Decree of Pain Discussion
Rednad on Inalla EDH
2 days ago
Vor heutiger UG-Runde ein wenig Manafixing (32>35 Länder)
4 days ago
32 lands is pretty low especially for a 6 drop commander. The ramp helps but the last thing you wanna do is miss land drops. I try to run at least 36, if not 38.
Standstill is cute but your deck isn’t set to abuse it and it draw two opponents 3 cards. It’s kinda cool to recur it but I think you have better options. Font of fertility is also too cute I think. Three is a lot for 1 land and Wayfarer bauble is colorless so I’d cut Font.
Second chance is interesting especially with doom whisper to get infinite turns on demand, but fair warning some people will get pretty mad at you for running it. If you’re cool with that, go ahead but be ready for the salt you may receive.
You’re a valuetown deck but I think you still need one more straight up late game bomb to draw into. Perhaps an Avenger of Zendikar or a Deadeye Navigator. Wins if unanswered and works well with Muldrotha. Emrakul, the Promised End is hilarious and very mean. On the silly side Clone Legion and Archeomancer is not good but very funny. Even a big durdler like Thunderfoot Baloth or Realm Seekers can finish a game.
You’re short on mass removal spell other then bane of the living which I don’t think is very good. Not everything has to be synergistic with Muldrotha. Toxic Deluge, Decree of Pain, Deadly Tempest for the budget, all will get the job done. I’d cut The Eldest Reborn for at least one.
Hope you enjoy the format!
1 week ago
I know you're not wanting to make this deck extremely competitive. I also don't know if your intent is to buy this deck in real life. But here are my suggestions:
With any Kaalia deck, you're not only making yourself a target, but you're also putting all your eggs into one basket. If Kaalia dies too often, you will be forced to hard cast all of your spells. And with only 33 lands and 8 ramp spells, that will be very difficult to do. Rose runs 38 lands and 7 ramp spells in his Kaalia deck, and he will still have mana issues. I would highly recommend a few more lands, (closer to 38). And in addition, I would also recommend a few more protection spells including:
Avacyn, Angel of Hope
Cavern of Souls
Maze of Ith Note: I don't count this as a land.
Since you're running Mardu, you're not going to have that much card draw. So In replacement of that I would recommend search cards. That way, once you have Kaalia out, you can use the search card to find whatever creature you want, and put it into your hand before she attacks.
Also, since you will be top decking a lot with little to no card draw, I find that Sire Of Insanity works really well with Kaalia, since you're preventing everyone else from drawing/having a hand.
I noticed you don't have any board wipes, I typically like to run at least 3-5 for emergency purposes. Some good ones are:
Decree of Pain
Wrath of God
Catastrophe is especially good for Kaalia.
There are some other cards that can also help abuse Kaalia's effect such as:
Scourge of the Throne
Helm of the Host
If you do ever make this deck extremely competitive, land destruction is the best way to abuse Kaalia:
Ravages of War
Yosei, the Morning Star
Here are some cards that are just generically good to have:
Archfiend of Despair
Iona, Shield of Emeria
Master of Cruelties
Archfiend of Depravity
Lord of the Void
Windbrisk Heights and Quicksilver Amulet can also help cheat in creatures.
2 weeks ago
The animate dead can reanimate any cool creature and the Altar can help you self mill to get dudes in your bin to reanimate with Meren if you are drawing dead or just mill out your opponents if you can loop reanimation somehow.
Decree is cheap costing but mana heavy. The card draw is bananas and even cycling it can hose weenie decks!
2 weeks ago
First things first: Spore Frog is an all star in this deck.
This deck looks like it wants to make tokens and sac them off. Carrion Feeder and Viscera Seer are great budget sac outlets. I’d also recommend Phyrexian Plaguelord since you can convert tokens into -X/-X to remove stuff. This is noteworthy because -X/-X effects will kill indestructible creatures where normal damage and effects that use the word “destroy” will not. Also note that if you are trying to destroy a God such as Erebos, he needs to become a creature before you are able to get rid of him. Since you have Zulaport Cutthroat, you should also use Blood Artist.
Now, you need tokens to sac off. Avenger of Zendikar is your best option. Hornet Queen creates a small army of deathtouch fliers. Mycoloth wants to eat all nonessential creatures so he can generate an army at the start of each of your turns. Mitotic Slime is als great with Meren since it lets you build experience counters and generate tokens to sac off. Army of the Damned is an army in a can and can be abused by tossing Eterbal Witness in and out of the graveyard. Ghoulcaller Gisa is a very good choice if you’re looking to sac off Avenger of Zendikar repeatedly.
Ramp is a cornerstone of every deck with green in it. Sakura Tribe Elder is good, but you want Rampant Growth, Cultivate, Kodama's Reach, and Explosive Vegetation. You cannot really abuse these with Meren unless you sac and reanimate Eternal Witness, but they are essential for making sure you get the correct colors you need when you need them. If you want to be cheeky, you can run Abundance as well to guarantee land drops when you need them or skip lands when you don’t need them.
Card draw is necessary here. Regal Force is a great follow up once you’ve made an army of creatures. Skeletal Scrying, Read the Bones, Night's Whisper. Don’t wince at the cost in life, 2 life here and there does not matter when you have 40 life.
Board wipes will level the playing field if you fall behind. Necromantic Selection, Decree of Pain, and Black Sun's Zenith are viable options here. You can wipe and rebuild faster than your opponents more likely than not, so pull the trigger if you feel like you are losing or falling behind.
3 weeks ago
I dont know if the big mana package is worth it and will definitely make the deck feel slow. Cards like Zendikar Resurgent and Dictate of Karametra might be good cuts. Unless you wanted to lean into this strategy more.. Omnath, Locus of Mana could be funny.
I'm also not sure about the reanimation package, so if you're seeing those be dead draws often you may look to cut those cards as well.
Better board wipes you could run are Blasphemous Act, Decree of Pain and Damnation, the ladder being a non-budget option. You also might want a little more instant speed removal. If you want another ramp based finisher, Sylvan Awakening is hilarious late game.
Check out my deck on my profile if you'd like, it's landfall focused and casual, but has been effective in the right pods.
3 weeks ago
As you have added this list to the superfriends hub and mention that creatures would be the first thing you'd cut, I'll mainly focus my recommendations on the superfriends theme. A lot of the suggestions I am going to make might seem fairly obvious if you have seen more conventional superfriends lists, but incase you have not, I'll make them anyways.
Ok, after finishing this, I might need to add a TLDR: Subthemes are great, they make your deck unique. But if you want your deck to be reasonably streamlined, you might want to keep your subthemes just that: subtheme(s) to an actual main theme. Build your shell with that main theme in mind and then see how much space remains for your subtheme(s). Don't get caught in minute synergies between subtheme cards, keep asking yourself "does this go with my main theme or AT LEAST really hit the core of my subtheme?" The rest develops as you play the list and tinker around with it. Below you find some recommendations I would make for a superfriends shell. But take this all with a grain of salt, I am by no means an amazing player, nor an expert on deckbuilding.
Let's start this off with Primevals' Glorious Rebirth. This card is just plain insane. It allows you to play your walkers early on in the game without worrying about them dying too much and then get them all back in one backbreaking turn later on. Doubling Season into this has won me quite a few games.
Oath of Nissa is cheap, rarely fails to find something you want, and makes casting your walkers easier early on, which is nice. Oath of Gideon gets you tokens to block with, and the additional loyalty is often more relevant than one might think. Oath of Jace, Oath of Liliana and Oath of Ajani are definitely playable as well, but I think the others are less situational/ do more at their costs, so I tend to stick with those. It's worth noting that all the oaths are legendary, so they do come back with Primevals' Glorious Rebirth.
The Chain Veil is a classic Superfriends card, it's legendary so it comes back with Primevals' Glorious Rebirth and it makes for some insane turns once you have multiple Walkers online, especially if you can untap it, for example with Tezzeret the Seeker (infinite activation combos are possible here). I've heard about people actually cutting it because they find it a bit clunky (don't have one myself yet, so I can't really comment on that), but it's definitely a powerful card.
Settle the Score can be awkward. There is better singletarget removal available and it needs a target in order to uptick your walker. On the other hand, being able to ult a walker out of nowhere can be pretty sweet. Probably not an optimized card, but decent nontheless.
Extra turn spells like Nexus of Fate or Savor the Moment can allow for extra activations on your walker abilities or just win you the game outright if you can build a board of creatures before going into your extra turn and swinging.
The problem I see with your mana acceleration is that most of it is either pretty slow, susceptible to removal, or both. Gyre Sage for example needs you to get counters onto it to be effective and dies to any kind of creature removal (I still like the card when running +1/+1-counter-synergies and a certain amount of creatures, it just doesn't always ramp you very well). Mox Opal requires you to have metalcraft online, something which I found hard early on within a few test-mulligans I did, and the later the game gets, the lower the impact of a 0-Cost Manarock becomes. Astral Cornucopia and Everflowing Chaliceboth need a proliferate or two to really shine. Not to mention, if you are geared toward your friends, they might be teching for you as well, and something like a Vandalblastcould hose your ramp pretty hard.
I'd definitely include some landbased ramp along the lines of Farseek, Rampant Growth, Cultivate, Kodama's Reach or Solemn Simulacrum. It thins your deck, comes down fairly early, fixed your mana and rarely gets removed. If you have green in your identity, that ramp is hard to pass by.
Also, unless it's banned in your playgroup, Sol Ring. It's just really good. Especially if you want cheap artifacts that produce mana.
As Foretold is slow, but can get out of control fast, even more so when paired with proliferate. Definitely a fun card.
Another piece of acceleration that is good on it's own and has proliferate-synergy is Coalition Relic.
Thaumatic Compass Flip is a card i recently started running and I've been loving it so far. It fixes your mana and/or finds you lands if you need that, and it flips into a land that can tap for mana and protect your walkers, while being reasonably hard to destroy itself.
If you untap with Mirari's Wake on the board, the game can often just be over, and the +1/+1 works well both with the tokens from your walkers as well as the creatures that you're still running.
There are quite a few great walkers out there and I won't name them all (you're running quite a few of them already). Generally anything that gives you decent cardadvantage, protects itself (usually by making tokens to block with), or kills something the turn it comes down is fine, anything with a combination of 2 of those on its first two abilities is really good. Ults are a lot more relevant in this deck than in most others, as you actually have a pretty reliable chance of getting them off, but I'd still be careful with running a walker JUST because of it's ult. Run cards that you're happy to draw even without a doubling season on the board.
Ugin, the Spirit Dragon is the big bad dragon in the room. It's amazing, it wins games, is colorless so you can play it in other decks, but it's pricey.
Vraska, Relic Seeker is a walker I've grown to love recently. Her tokens are great, her removal hits a lot of things and actually gets you and artifact that somewhat ramps you, and her ult often allows you to just take one opponent out then and there (not to mention the fact that it's actually quite easy to reach her ult even without doubling season, seeing as her first ability is +2).
Elspeth, Knight-Errant is useful early on to make and pump tokens, and in your deciding turns her emblem can allow you to wipe your opponents boards while your creatures survive and swing for lethal. It also protects your board in case you can't finish off all opponents at once and have to let them untap. Vivien Reid does a similar job.
This highly depends on your metagame, but overall I feel like your list is a bit low on sweepers. One of the big upsides of running a lot of walkers is that very few boardwipes hit them, so you can continue to set back your opponents while protecting your walkers and generating value. Cards like Damnation/Wrath of God/Day of Judgment, Cyclonic Rift, Toxic Deluge, Decree of Pain, Merciless Eviction, Descend upon the Sinful, Austere Command, In Garruk's Wake and Phyrexian Scriptures all have their targets and you can run them as you see fit.
Counterspells in EDH are a tricky topic. My playgroup doesn't really run any and I hate playing against them so I don't want to start things, but if you see your big spells getting countered repeatedly, you might want to at least run something along the lines of Swan Song, Counterspell and/or Spell Pierce to protect them. Cards like Mystic Confluence or the more expensive Cryptic Command are great because you can just use their other modes in games where you don't want to counter any spells.
Unlike Ghostly Prison or Propaganda, Norn's Annex actually protects your walkers as well as your face. The problem is that aggro/go wide decks are often happier to pay life than mana, particularly early on.
As you already have Teferi's Protection, arguably the better card, this might be a bit overkill, but Comeuppance can be another emergency button kind of card (and this one can actually sometimes kill your opponent).
Some cards that are either just fun to play or decent on their own in the deck (most of these aren't all that optimized ^^).
Helm of the Host costs a LOT of mana to get it on the board and equipped. If your opponents can then remove it for little cost, it's pretty bad. But if it sticks around for a few turns, it can do insane things. An army of Atraxas (all of which proliferate at the end of turn) alone is amazing, but you can also abuse the effects of other creatures (like Deepglow Skate) or combo this with Gideon of the Trials to make a nonlegendary copy of the walker and an emblem on the same turn, forcing your opponents to deal with both walkers before they can kill you. And if they can't kill both before you untap, you can make another copy. And so on. Also synergises with both Doubling Season for extra tokens as well as Primevals' Glorious Rebirth for being another legendary permanent.
Thief of Sanity has been showing up in our playgroup quite a bit. At worst it's just a 2/2 flyer to block with, at it's best it creates this second hand for you that sticks around even if the thief dies and gives you the option to exile your opponents' best cards and use them against them.
If you want to stick with more of the Artifact- and/or +1/+1-counter-synergies, both Hangarback Walker and Walking Ballista are amazing cards on their own that can take over games once paired with some kind of enabler.
If you want to add to your infect-arsenal, both Ichor Rats and Viral Drake are decent cards to run. Be warned though, quite a few players dislike infect in EDH, and some playgroups even have houserules increasing the number of counters needed to kill someone to 15 or 20.
What to cut: In the end, this comes down to you. There might be subotimal cards that you really enjoy playing even if they don't increase your chances at winning. Or a certain sweet combo might justify running a card that is clunky in a lot of situations (Helm of the Host is definitely such a card for me).
Generally, I'd start with the cards that don't really go with any of your main themes. Stuff like Brago, King Eternal, Muldrotha, the Gravetide, Derevi, Empyrial Tactician or Etrata, the Silencer(proliferating assassination counters doesn't do anything btw, they have to be on different creatures; just in case you missed that). If you really want effects like that in your deck, try to find it on things that work better with your core themes (like Aminatou, the Fateshifter being able to blink important permanents the turn she comes into play and without having to attack, while working with planeswalker synergies, Primevals' Glorious Rebirth allowing you to return most of your core pieces from your graveyard in one big blowout or extra turn spells allowing you to untap permanents while also giving you extra planeswalker activations).
Then, if you want to focus on one theme and cut back on the others, start with those pieces that worst on their own, like Mox Opal doing literally nothing if you don't have Metalcraft turned on, or Corpsejack Menace being a plain 4/4 for 4 if you aren't putting counters on creatures. If you only have cards remaining that work on their own or with little buildaround, keep asking yourself "would I rather have this or something that goes with my core theme". At this point you can just keep trying around, cutting what feels bad to you, adding some stuff, maybe going back if it changes for the worse, but try to keep your bigger picture in mind. Keep enough of the core mechanics (card draw, ramp, removal, proactive plays) and always ask yourself "what does this do in my deck, why is it the best option, what could I be running instead?". The answer to this question can very well be "I like playing it" or "it looks cool" but this keeps you from playing cards in your deck without reason.
Sooo there you have it, my 2 cents (or maybe 20) on Atraxa Superfriends. There are quite a few expensive cards up there that I don't even own myself, so in case you're interested in my current list, you can find that here.
1 month ago
I’m noticing a lot of single target removal, which is fine. Personally, I prefer more global effects (like Fleshbag Marauder) that scale better in a multiplayer game. Maybe cut Walk the Plank and other sourcery-speed answers for this kind of effect. The same can be said about Cabal Therapy type effects. They’re pretty good in 1v1 matches to pick out stuff you’d otherwise have trouble dealing with, but in multiplayer they don’t do enough.
Black has a ton of great sweepers that seem like they would fit into the deck. Damnation is the best, but Life's Finale, Decree of Pain, and Deadly Tempest are all great effects to have that won’t cost you as much, and will clear the board more effectively than Flaying Tendrils and Yahenni's Expertise.
The Disentomb effects seem kinda counterintuitive to the reanimation plan. With this kind of deck, your trying to cheat something big out early, not get something back to hand where it will either stay for multiple turns or cost a ton of mana to get back.
Hope this helps!