Djeru, With Eyes Open
Legendary Creature — Human Warrior
VigilanceWhen Djeru, With Eyes Open enters the battlefield, you may search your library for a planeswalker card, reveal it, put it into your hand, then shuffle your library.If a source would deal damage to a planeswalker you control, prevent 1 of that damage.
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Djeru, With Eyes Open Discussion
4 days ago
In addition Odric, Lunarch Marshal deserves as much of a mention as a character like Haptra as well.
1 week ago
I told you I'd toss a few comments your way :)
Ramos, The Dragon Engine is probably your best bet for a rainbow commander. With that in mind: Captain Sisay can tutor up your planewalkers now (with Ixalan's planewalker rule change), as well as Thalia's Lancers. Djeru, With Eyes Open is a simple tutor, plus he can help with damage. Another great card in white is Teferi's Protection. Because, why not protect all of your 'walkers for a round? You can also add Atraxa, Praetors' Voice now to abuse her proliferate ability. Of course, you can also use the new Gideon of the Trials to not lose, and his oath (Oath of Gideon). Look at Ajani Unyielding for a buff for your entire team, while Ajani, Mentor of Heroes can either dig for more friends or win you a game. Kaya, Ghost Assassin is my singular favorite walker, and can reset some of your friends! Narset Transcendent, hello? Sorin, Lord of Innistrad and Tamiyo, Field Researcher? Venser, the Sojourner is another blink and control! And of course, you've heard of Shotgun Sorin, but now there's Vraska, Relic Seeker with a freaking bazooka! Enjoy!
1 week ago
Finally a card I recommend to almost every deck with white in it, Austere Command, man do I love that card.
2 weeks ago
TheRedKnight Ashiok can take over in a late game when it gets down to 1v1 or even 1v1v1, also completely hoses a lot of graveyard strategies. Plus I don't really want to cut any walkers.
I still like triumph too, because I do end up with a lot of creature tokens, and it only takes 10 poison and I love the surprise factor.
I get what you're saying about the Veil, but flavor reasons haha
Guildmage can definitely go, usually use him as card draw, but there are far to many times when he's out and I have no creatures with counters on them. Probably end up swapping him out for another walker or Djeru, With Eyes Open
3 weeks ago
So, I heard your call requesting assistance, and here I am, lol.
Atraxa decks are kind of fun. I'm going to assume that you don't have a tremendously high budget for MTG (or at least Commander), and that's okay, I'll try and keep my suggestions cheap, and if some of them aren't cheap, I'll see if I have any substitutes that are cheaper.
An important thing to improve consistency is to add tutors: Cards that you can expend to look for other cards. Call the Gatewatch is a card that can let you grab a specific Planeswalker right when you need them. It might be really handy to have access to what is essentially two copies of Freyalise when your opponent just cast a Sanguine Bond or Exquisite Blood, and is about to go off next turn. Similarly, cards like Demonic Tutor and Vampiric Tutor are extremely good in your colors, but they're pretty pricey, I know. You can substitute Diabolic Tutor, instead, and maybe something like Enlightened Tutor to more regularly find Doubling Season. Actually, now I see you're not running doubling season, but E Tutor could still be good to find Rhystic Study, Overburden, or Pernicious Deed. Djeru, With Eyes Open and Thalia's Lancers can tutor up more Planeswalkers of yours when you need specific abilities at certain times (Lancers can now tutor Planeswalkers due to a rule Wizards of the Coast changed yesterday. Planeswalkers are legendary now).
Another important factor I try to have in all of my decks is ramp. Even my more durdly decks like Roon (Roon of the Fun Police) run tons of ramp because what's better than a 5 drop on the fifth turn? That's right, a 5 drop on the third turn. Running a ramp package of 8-12 cards will help accelerate you greatly so you can establish your board state much earlier in the game. Squeezing in those cards wouldn't be that difficult, either, as you could just remove some of your less-effective Planeswalkers and other spells to fit them in. My recommendation of Planeswalkers to cut would be:
Garruk Relentless. His abilities aren't super relevant (a lot of creatures in Commander get way bigger than his loyalty so you might not be able to flip him), and his ultimate on his transformed side is relevant for creature decks, of which this is not.
Jace, Architect of Thought. He's just not that great. -1 is pittance in Commander where things like Blightsteel Colossus can be dwarfed in size, and a miniature Fact or Fiction is still miniature. His ultimate isn't that great, either, and not worth taking 5 turns to get to when blue in Commander already has Bribery and Blatant Thievery.
Nissa, Steward of Elements. Her best ability is her 0, and you run so few creatures that her ability would only do something 1/3rd of the time its activated. Scry 2 is okay, but you don't have enough draw to truly take advantage of it.
I'm probably tiring both you and myself out explaining justifications for each cut, so I'm just going to lay out the rest of the ones I think aren't quite as effective as the others: Dovin Baan, Ob Nixilis of the Black Oath, Sorin, Solemn Visitor.
There's also some other spells that could be cut like:
Citadel Siege is really underwhelming. Tapping one creature seems really, really bad, and it's the only relevant ability this has unless you stick a token generator, which means you're already doing well.
Oath of Liliana is the worst of your Oaths by far.
Sandwurm Convergence is really expensive for a mostly defensive card.
Ramp additions that may help you:
Nature's Lore (this lets you grab your Temple Garden), Fellwar Stone as it's Exotic Orchard but a mana rock, various signets, like Azorius Signet, Dimir Signet, Selesnya Signet, and the like, Worn Powerstone can ramp you well but it doesn't mana fix.
Random suggestions: Primal Surge is really bad here because 15 cards in your deck are nonpermanents, which means you spend 10 mana and may only flip up one or two cards not even totaling ten mana when you cast it (feels bad). I would strongly recommend removing Primal Surge for this reason, because you may not get what you spend into it (by the time you get 10 mana, you may have 82 or so fewer cards left in your library, but up to 14 of them could be your instant/sorceries. You have an almost one in five chance of each card you reveal being an instant or sorcery, stopping this entirely, meaning you, on average, will get 4-6 cards off Surge before it ends with how your deck is currently built). Genesis Wave is a far more mathematically sound option- It scales up or down with your mana, and if you pay 10 into it, you might reveal a couple instants/sorceries, but you'll get the remaining cards underneath even if Hallowed Burial was second from the top of your library.
Your mana base can use some work. Here are my suggestions for that:
Forbidden Orchard. Not super expensive, and it does give your opponents tokens, but it fixes all four of your colors, which is valuable. If Orchard doesn't seem good, there's always City of Brass and Mana Confluence.
Do be sure to run a couple of each basic land. This'll give you access to things like Cultivate and Kodama's Reach, which guarantee a 5 drop on turn 4 by themselves, but also you won't get completely blown out by Ruination and Blood Moon.
Magosi the Waterveil is basically never good. The only way I know of to 'combo' with this card is a four card combo, of which you're running none of the other pieces (Rings of Brighthearth, Deserted Temple, and Amulet of Vigor, and I believe 5 mana from elsewhere). Just drop that card, lol, as it's basically never going to be that useful here.
I know this was a text dump, but hopefully this helps. There's a lot more I actually wanted to go over, but it'd probably be even more exhausting to read even more lol.
3 weeks ago
As other have mentioned, with the rules change to legendary planeswalkers, several cards may become useful.
- Captain Sisay, to tutor a planeswalker every turn
- Untaidake, the Cloud Keeper, a Sol land for legends and now planeswalkers
- Reki, the History of Kamigawa, to turn 'walkers into cantrips
Some other 'walker synergies:
- Djeru, With Eyes Open - planeswalker tutor and protection
- Heart of Kiran - offers a very efficient attacker that survives creature board wipes
I hope this advice was useful to you.
3 weeks ago
So, this looks pretty solid, though my knowledge of superfriends is dubious at best. However, you have a rather high converted mana cost, and...not a lot of ramp. At all. And your manabase is a little rough. Starting with the lands, I'd say you should strip out most of the dual lands that enter tapped, and swap them with more basics which can be fetched with ramp spells like Kodama's Reach, Farseek, Rampant Growth, and so on. More lands in the vein of Caves of Koilos, less like Orzhov Guildgate. I'd also include more signets and the talismans in your colors, along with Fellwar Stone. I think that would be enough. I've noticed you also don't have Djeru, With Eyes Open. He'd fit in perfectly. Lastly, while it is rather expensive, I'll put forth the obligatory suggestion of Doubling Season. Good luck!