|Commander / EDH||Legal|
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|Shadows over Innistrad (SOI)||Mythic Rare|
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Descend upon the Sinful
Exile all creatures.
Delirium — Put a 4/4 white Angel creature token with flying onto the battlefield if there are four or more card types among cards in your graveyard.
Descend upon the Sinful Discussion
3 weeks ago
Interesting changes. In my experience with the new set, Teferi, Time Raveler makes it easy for opponents to combo off since only you can interact with them. Maybe you don't have to deal with infinite combos in your meta?
Have you considered 2 mana land tutors like Farseek , Nature's Lore , Three Visits , etc. instead of some of your artifacts? Tezzeret can untap artifacts which is nice but I prefer the consistency of land ramp.
Why Black Sun's Zenith over something simple like Damnation or Austere Command ? Does the indestructibility come into play? In that case I'd go with Hallowed Burial or Descend upon the Sinful unless you really want that shuffle effect.
Liliana, Dreadhorde General is great and has won me multiple games with her ult.
2 months ago
In EDH, when a player with a blue source and at least mana in other sources open on a field. It is a threat. It is a threat not because of a 7 mana spell, but a 2 mana spell, not a spell that deals damage, counters spell, destroys permanents, tutors, or cheats costs, but a bounce spell.
Cyclonic Rift , C-Rift, the big wave, whatever you call it, people know it as one of the strongest, most backbreaking spells in all of EDH, if not the best card in the format.
I am here to say that is isn't.
Part of my series on why other popular staples aren't good ( Phyrexian Arena , Rampant Growth ), or are simply not good in a specific way ( Rhystic Study ), I am not here to deny the power that a card like Cyclonic Rift has, but simply that it isn't a good enough card to warrant the hate or love that it receives.
Before I go over why it isn't good, I need to go over why at nearly every power level, it is good.
In casual EDH, the 50% or less, the Precons, the jank, lies it's the weakest state.
That is where all removal spells, sweepers, or countermagic is the weakest, especially bounce. If no one has threatening boards, why remove them. You'd rather spend 7 mana on a spell to improve yours most of the time, yet those games go long, the Cyclonic Rift acts as a Fog to save you, Sleep to get in for damage, or real removal if you use it on a player's end step if they have to discard just after.
Almost all cards that show heavy play at higher levels show some play at lower ones, and while the price-tag may limit it for most casual players, it does work.
At the 75% or the middle tiers of EDH, where I think EDH players mostly lie, it where it is the most powerful. IF it destroyed any number of target nonland permanents, it would be weaker, because of three reasons:
75% decks often use permanent-based engines to support their gameplan. Think Beast Whisperer along with a deck full of cheap elves, or Paradox Engine in a deck will a lot of Temple Bell effects and mana rocks.
These decks and their creators often expect opponents to remove threats, so have many threats to remove.
They try to protect against sweepers, the only punishing cards for going so wide, with anti-sweepers, think Heroic Intervention , or Boros Charm , and protect against some single-target removal with effects like Darksteel Plate .
Because of this, and because indestructible and hexproof don't protect against a mass bounce effect, along with Cyclonic Rift being the only mass bounce at instant speed that doesn't affect you at all, and doesn't target, it is truly the best anti-75% sweeper by many standards.
In the competitive setting, while not bad, it is mostly relegated to being a 2 mana Chain of Vapor or a Into the Roil that doesn't draw a card, that can let a combo deck get through stax locks once in a blue moon.
Don't get me wrong, being relegated to a slightly worse Chain of Vapor isn't an insult. Chain of Vapor is possible the best removal in cEDH, as decks like Kess consultation or P-Hulk variants Laboratory Maniac wins, and for 1 blue mana, or two in the case of Cyclonic Rift , you get to bounce their wincon as they draw off an empty deck, so they lose...
That is some powerful stuff.
So why isn't it the best EDH card, an efficient spell in nearly any metagame? 2 options for removal, one that crushes many lists and the other a sleek and useful trick?
Because it isn't hyper-efficient, nor is it unbeatable, nor is it irreplaceable.
To start, many cEDH decks that run it run consistent amounts of countermagic to protect it's possible great effect, and numerous cards could fit the spot. It isn't alone. Blink of an Eye , the second Into the Roil has been used over it in many combo lists that more mana-efficient options and many forget the slot all-together, in favor of a cantrip or other removal spell like Abrade or whatever. It isn't very dominant there, and so is easy to explain why it wouldn't be amazing there.
In casual lists, Cyclonic Rift costs about as much as half of many of the casual decks, or even more than some entire casual decks that I have seen. Bringing money-cards wins there, as would a Consecrated Sphinx that costs less money, and I'd wager would have more powerful an effect. Again, an easy argument, but I believe it works.
The really hard place to argue against Cyclonic Rift on the surface is the middle tiers. The 75% lists. Legitimately, I think it is because in the 75% players don't consistently a highly interactive 'metagame'. They just prefer to be interactive 'ingame'.
This comes down to theory, however, when a deck, for example, an elf list abusing the Llanowar Elves style effects along with untap effects to keep making mana, dumping it into something like Ezuri, Renegade Leader . All of that deck and many others get shut down by Null Rod . While that card may be less powerful than other cards against any random deck, as many players know exactly what decks they face, they can play to those decks.
This means general removal, like Anguished Unmaking may be worse if artifacts and walkers don't see much play, you'd rather Mortify . Or if instant speed doesn't help you much, as a lot of City of Solitude / Dosan the Falling Leaf effects exist in your meta, Vindicate , etc.
This is pretty basic knowledge, however, the point here is that there are many, many replacements for Cyclonic Rift in different metagames, and I want to share the ones, only in mono-blue, that in the 75% are why Cyclonic Rift is overrated.
This isn't to say it isn't the best, but that if many, many replacements cost way less $$$ and are occasionally better, that one card shouldn't be considered the best in every situation.
Aether Gale , sorcery, only hits six things, has to hit your things if you don't have enough targets of only your opponents, targets, etc. Yes, there are reasons this is clearly worse.
Why is it better? Politically, you don't have to hit cards from players you team with. Similarly, if you like the Howling Mine on someone's field, don't bounce it. Someone Banishing Light ed someone else's threat you can't deal with? Don't bounce it.
Also, 18 cents. Compared to ~20 dollars and I think it is a steal for budget lists.
Also, it is 2 mana cheaper, despite not being an occasional Disperse .
Evacuation , the downside is simple, it doesn't hit non-creatures, and bounces your own things.
The upsides are for decks that want their own things bounced. ETB effects like Mulldrifter (You can respond to the sacrifice on evoke if you want!), Archaeomancer (infinite sweepers by returning Evacuation , or just recur another card), Duplicant , Solemn Simulacrum , etc.
It is 5 mana too, still an instant, and is only 2-3 dollars right now.
Other options for this could be AEtherize , Whelming Wave , Inundate , Engulf the Shore , Profaner of the Dead , or Scourge of Fleets if you just want mass creature bounce, each with ups and downs, some that only hit opposing creatures, some that are instants, some with graveyard synergies, etc.
For mass nonland bounce that doesn't target? There are tons of options, plenty with lower mana costs than Cyclonic Rift .
Take Coastal Breach . It does a mass bounce for just 4 mana (with 3 opponents), leaving you enough to rebuild first, and being able to be cast much faster, making up slightly for the sorcery speed.
Or Crush of Tentacles , 6 mana? 5 mana and an 8/8, it needs to be in a deck with enough cheap drops to hit surge to be worth it, but an option.
Devastation Tide is a personal favorite, if you run Aminatou, Brainstorm , a lot of scry, Mystical Tutor , Long-Term Plans , Jace, the Mind Sculptor , or are lucky, it is a 2 mana bounce everything. Really strong, however, sorcery (unless you cast it with Miracle on an opponents turn.
Run really high mana cards? Displacement Wave can be better,
Like a big creature attached? Kederekt Leviathan . It even comboes with flicker effects, or can be repeated for 2 mana with an effect like Animate Dead or 3 mana at instant speed whenever with Necromancy in black/blue.
Only need to target one player for political reasons? River's Rebuke .
A lot of one color in the meta? Wash Out
Artifacts/Enchantments? Reduce to Dreams
Even outside of bounce effects, Ixidron can do work xD
Point is, there are options. Even outside of blue, sweepers that can get around the normal protection is seriously strong. Terminus , Hallowed Burial , along with most mass exile effects in white from Play of the Game to Final Judgement / Descend upon the Sinful to the new Urza's Ruinous Blast , etc. Mercilous Eviction in W/B, the -x/-x effects in black like Toxic Deluge or Black Sun's Zenith , etc. in any color, Perilous Vault exists.
These are half of why I think Cyclonic Rift is overrated. Not because it isn't great at what it does, but that it isn't that much better than the rest.
The other half is simple.
Every color (sorry colorless) has answers to Cyclonic Rift off the top of my head.
Black? Many lists abuse cards like Inquisition of Kozilek or other discard to remove powerful cards from opposing decks.
Green? Ugh... Yeah, I guess some colors don't have answers...
(Gutteral Response if they ever make hybrid legal in mono-colored xD)
That's all. Thoughts?
5 months ago
if the thing you want is to have a deck focused on flying creatures or spells without good or bad additions, why not make a commander deck? if you already got the colors figured out you could use Raff Capashen, Ship's Mage, Azor, the Lawbringer or even Medomai the Ageless. with that combination you got a lot of ways to control the board and protection for your creatures, and add 40 more cards to the deck. Aboshan's Desire, Flood, Tidal Flats, Spirit Bonds, Invocation of Saint Traft, Angelic Favor, Entreat the Angels, Tidal Surge, Decree of Justice, Battle Screech, March of Souls, Descend upon the Sinful, Storm Herd are cards that you could use in commander but not in this deck... if you want to have a reliable way to trigger Sigil of the Empty Throne you can use Flickering Ward, Shimmering Wings, Conviction, Brilliant Halo, Gossamer Chains, Viscerid Armor, Ephara's Enlightenment and others. Aven Mindcensor, Mana Short, Boomerang, Standstill, Magus of the Moat, Bident of Thassa, Sigil of the New Dawn, Hindering Light, Supreme Verdict.
ooor make a pauper deck edh or a normal one... :P
6 months ago
Seasons Past Broken Bond Recollect Creeping Renaissance Hour of Promise Sylvan Scrying Harvest Season Seeds of Renewal Revive Descend upon the Sinful Growing Rites of Itlimoc Flip Sandwurm Convergence Song of the Dryads Lignify Frontier Siege
6 months ago
Cards I'd consider adding:
Primevals' Glorious Rebirth can be a huge swing.
Aminatou, the Fateshifter has tons of utility for little mana.
Elspeth, Knight-Errant comes down early, protects herself, can allow Atraxa to kill someone with 3 hits and her ult makes any threats you have very hard to deal with.
Oath of Gideon makes tokens to protect your walkers with, generally speeds up your ult clocks, and enables some sneaky combos, like allowing some walkers to instantly ult with doubling season that previously couldn't or allowing Tezzeret the Seeker to find The Chain Veil and stick around to untap it.
Oath of Teferi is a bit expensive manawise, but allows your walkers to go bonkers.
Shalai, Voice of Plenty can block, provides hexproof to the team as well as you (it's surprising how many annoying things say "target player") and comes with a built in Gavony Township to pump your tokens with.
This is very meta-dependent, but you look somewhat light on removal. I'd consider at least one 4-mana wipe (Damnation, Wrath of God, Day of Judgment, Supreme Verdict) and one or two more exile effects for hard to remove must-answer threats (Descend upon the Sinful, Swords to Plowshares, Anguished Unmaking, Utter End, etc.) unless you really never feel like you need them.
I've seen Deploy the Gatewatch get bad/no hits too many times to be a huge fan of it. Definitely a flavorwin though.
I'm not sure how necessary Gilded Lotus is, considering all your other ramp. Your Landbase doesn't look like you need the colorfixing, and 5 mana seems like a lot to still be ramping, even if you get 3 mana back.
Vraska the Unseen just ended up being an overpriced killspell most of the times I played her, and even if she ults, the tokens still have to untap, and not be blocked, to kill someone.
Liliana, the Last Hope's ult is very nice, but imho not really worth her other 2 pretty useless abilities.
Lastly, seeing as how high quality your landbase is, I'd consider carefully cutting back on the basics and replacing Cultivate with a Farseek and maybe a Nature's Lore. I'm running 37 lands with a pretty trashy base and rarely run into problems, but if you're rather safe then sorry when it comes to lands, that's understandable.
Good luck and have fun playing!
Crayak on tokens 2.0
7 months ago
Deck ziet er goed uit, er zitten nog veel kaarten in die ik ondertussen gemist heb. :D Ik vind zelf de average cmc best hoog. Ik denk dat je daardoor misschien niet vaak de ability van rhys kan gebruiken. Mana doubles zoals Mirari's Wake en Zendikar Resurgent gaan daarom zeker helpen. Song of Freyalise is zeker een goede additie. Cryptolith Rite werkt net zo. Harvest Season laat je land in play leggen voor alles wat tapped is. Deze kaart combo-ed goed met convoke kaarten of de kaarten hieronder die er voor kunnen zorgen dat je minder snel wordt geswarmed door opponents. Harvest Season is al beter dan cultivate als je 2 tapped creatures hebt.
Carddraw in wit-groen tokens is ook iets makkelijker geworden met bijv. Huatli, Radiant Champion en Camaraderie. (De goedkoopste opties heb je al Mentor of the Meek en Skullclamp.) Andere duurdere opties zijn Collective Unconscious en Regal Force. Shamanic Revelation kost weer wat minder en geeft je ook nog leven voor de grotere creatures. Deze kaart werkt best goed met de worms en angels in het deck.
Het deck mag wel iets meer removal draaien. Hoeveel manieren heb je om creatures/permanents weg te halen? Een suggestie is o.a. Aura Mutation. Ik vind dit ontzettend sterke removal gezien de value die je haalt uit deze instant van 2 mana. Citywide Bust is nieuwe mass removal voor token decks.
Eldrazi Monument maakt je creatures indestructible en laat ze vliegen. Dat laat ze makkelijker doorkomen bij opponents. Bovendien biedt het bescherming tegen de boardwipes die je ook zelf draait. Mirri, Weatherlight Duelist maakt het ook makkelijker om door te komen en voorkomt dat mensen je gaan swarmen. Shalai, Voice of Plenty biedt je ook bescherming tegen sources met single targets. Die kan je overwegen, maar ik vind 'm hier niet super goed.
Concordant Crossroads geeft alles wat in play komt haste. Dit werkt goed in je token deck, maar werkt helaas ook op opponents. Ook Akroma's Memorial geeft je creatures haste en maakt het makkelijker om ze door te laten komen. De haste enables werken ontzettend goed met de Goldnight Commander of Cathars' Crusade die in je deck zitten. En ook met Divine Visitation hieronder.
Divine Visitation doet op zichzelf niets maar maakt wel flying 4/4 angels van al de tokens die in play komen. Dit bufft je tokens en maakt je betere blockers en laat ze ook makkelijker doorkomen.
Tendershoot Dryad is naar mijn mening veel beter dan Verdant Force die nu in je deck zit. Deze kost 3 mana minder en kan je saprolings ook nog buffen. Speel 'm na Aura Mutation en/of Mycoloth en je kan meteen voor veel slaan met de saprolings. Je kan natuurlijk ook nogsteeds beide spelen.
Thunderfoot Baloth is goed in het buffen van creatures. Maar hiervoor zijn ook andere goede opties te vinden.
March of the Multitudes vind ik in dit deck beter dan Chord of Calling al kan je daarmee o.a. Craterhoof Behemoth uitzoeken. Het nadeel is dan wel dat je creatures getapped hebt liggen. Als je veel met convoke en/of kaarten als Song of Freyalise speelt dan zou ik ook Paradox Engine in het deck doen. Met de song kan je hiermee al je non-lands uit je hand casten. Als je nog 'n steady carddraw hebt met Mentor of the Meek of huatli's emblem dan kan je je hele deck in play leggen. Buiten dat is deze ook sterk want het geeft je de mogelijkheid om met alles aan te vallen iedere beurt. Buiten convoke en de Cryptolith Rite effecten heb je nog Glare of Subdual die ontzettend goed werk heeft geleverd in mijn ghave deck. Best wel een aanrader. Je tapt 'n mannetje en voorkomt dat je aangevallen word door grote threats. Deze werkt ook goed met Paradox Engine of Throne of the God-Pharaoh.
The Immortal Sun is in dit deck beter als Staff of Nin al kan je ze beide prima spelen. Het helpt je bovendien bij het casten van kaarten en bufft meteen ook al je mannetjes. Het werkt ook tegen planeswalkers van opponents en helaas werkt deze ook tegen de planeswalkers in je eigen deck waar je op moet letten.
Flower / Flourish is zowel vroeg als late game prima.
Nogmaals, het deck heeft zeker goede potential. Rhys blijft squishy maar is zeker niet de grootste threat op het bord. Kaarten die ik uit je deck zou halen zijn Acidic Slime, Armada Wurm,Hydra Broodmaster en Verdant Force die naar mijn mening te veel mana kosten voor wat ze doen. Karametra, God of Harvests werkt helaas alleen op creatures die je cast en niet op je tokens. Omdat je weinig creatures hebt zal ik 'm er uit laten.
Descend upon the Sinful is ook te duur en laat je alles verliezen ondanks de kaarten die je creatures indestructible kunnen maken. Ik zou het laten bij de removal wat destroyed ipv exiled. Er zijn nog nieuwe kaarten uitgekomen die al je creatures indestructible maken voor de turn. Ik heb ze niet genoemd maar ze kunnen erg sterk zijn samen met de boardwipes die je zelf speelt of de boardwipes van opponents.
7 months 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.
7 months ago
Hey, long time no see!
Back with a few suggestions for you.
Why not Nevermore to block the already low-enough cards that could deny you a victory with Sigarda? Name either their commander, or, if they play those colors...
...or any combo piece if you know enough of the mtg possibilities.
Nylea's Colossus is a big beater with enchantment upsides.
Hope you find something you like in those!
Descend upon the Sinful occurrence in decks from the last year
Commander / EDH:
All decks: 0.01%