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There are so many ways to play with the colours Atraxa provides and I would say the whatever your plan is, the deck is best when you focus on exactly that strategy instead of doing a bit of this and that.
In our playgroup we have two Atraxa decks at the moment. One player has an infect deck, which means very fast aggro because infect kills with only 10 damage in a 40 life format. His plan is obviously getting a very fast start and dealing a good amount of damage with an infect creature (not necessarily lethal damage, but enough that a player can be killed with 2 or 3 proliferates later). This deck is running no fancy shit with counter meddling and other stuff that does not win the game. Earliest kill is turn 2 with a perfect hand, usually it's turn 3-5.
I play the other Atraxa deck here around and mine (Atraxa's super(un)friendly Stax) is basically creatureless. In my deck I focus on disabling most of what other decks would like to play. Humility, Pendrell Mists, Ensnaring Bridge, Moat, Tangle Wire, Nether Void, Land Equilibrium,...Atraxa's proliferate ability can be used well in this build, as it makes everything better than it already is, but I don't really need her to win. usually I win with planeswalkers (I only play those whose ultimate will really end the game or whose other abilities are really needed in the deck) or with the classic combo Helm of Obedience+Leyline of the Void. My only creatures are Academy Rector, Gilder Bairn, Deepglow Skate, Crystalline Crawler, Lodestone Golem, Trinket Mage, which are basically only additional tutors, powerful utility creatures or stax pieces. This deck doesn't win fast (in terms of making an opponent lose the game), but it can potentially lock down the game starting in turn 1 or 2 and then I have time to find my win options. It often wins by creating a hardlock under which only I can keep playing...you can concede then.
I personally think that slow creature based strategies are far too risky, unless they use a huge lot of disruption in order to deal with control and combo. Playing infect in commander certainly gives you an advantage because most decks are not equiped to play against aggro with only taking 10 damage in total. It's also a lot cheaper to build than a control version. You can focus on green and black and only splash the other two colours for very powerful spells and you don't necessarily need an expensive mana base for that. you would really have to focus on that though...90% infect creatures plus absolutely needed non-infect helpers, enough removal for everything that could shut down creatures/attacking and a lot of cheap or free pump spells.
As for the counterspells you currently use: I would say they are all too expensive. If you don't want to buy Mana Drain and Force of Will you should at least get Spell Pierce, Mana Leak, Arcane Denial, Disallow, Remand, Memory Lapse, maybe Swan Song, Daze, Twincast, Misdirection...reliably getting double blue in a four colour deck is hard enough so if you want to play counters you should choose those that cost only one coloured mana or can be cast for free. Those with double blue should be really worth their effect.
For speed I usually play the standard artifact package with: Sol Ring, Mana Crypt, Mana Vault, Grim Monolith, Chrome Mox, Mox Diamond, Mox Opal, Lotus Petal, Voltaic Key, Coalition Relic and the Mirrodin Talismans in the colours I need. In four colour decks Chromatic Lantern is also great. It always depends on your budget though how much artifact speed you can use...some of these are not among the cheapest cards. Btw I don't think doubling season will drop in price anytime soon. There won't be a reprint in a standard legal set so if it comes again it will be in a conspiracy or masters set, of which not so many are opened.
1 day ago
Stephencliffe thanks for the tip, but splashing blue will probably mean i end up running Thing in the Ice Flip and Disallow aswell as other counterspells, im gonna keep it black red for the pure removal synergy, thanks for the tips though :)
1 day ago
1 day ago
Okay yeah that line of play with Thousand-Year Elixir is a lot better than t3 Arcum plan. But is it worth the card space for the small % that line of play is going to come up? I wonder. I might have to try and put it back in a do some testing. Oops yeah I completely meant Disallow must of got those two mixed up some how lol.
1 day ago
Deck updated again.
I will be getting 2 Torrential Gearhulk soon! My store didn't have any in stock so I have to wait until then.
2 days ago
How is winning the turn you cast your Commander pointless to have in the deck? Even just the slow play of mana dork turn 2, Thousand-Year Elixir turn 3 with mana up for counter, turn 4 cast Arcum and win on the spot is significantly stronger than t3 Arcum > Pass around the table and hope no one destroys or exiles him (since at least in the Elixir situation, you get to tap Arcum the turn you cast him). Almost every scenario of which I can think, including ones with loads of mana rocks, benefit from Elixir or some other source of haste. Not browbeating you or anything, just fleshing out why I find it so important a little bit more because I think I did a poor job above.
If you don't mind my asking, how exactly does Dissolve provide options? It's counter + scry 1. Do you mean Disallow, which does have different options? Because the card in the decklist right now is Dissolve and having a cheaper counter to better protect your Commander is strictly superior to scry 1 (there's a world of difference between needing 5 mana to protect your Commander after casting, and 7).
That said, good luck and have fun with it.