|Commander / EDH||Legal|
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|Commander 2016 (C16)||Uncommon|
|MTG: Commander (CMD)||Uncommon|
|Time Spiral (TSP)||Uncommon|
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: Add to your mana pool.
, : Put a storage counter on Dreadship Reef.
, Remove X storage counters from Dreadship Reef: Add X mana in any combination of and/or to your mana pool.
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|Have (9)||thekingpinBR , xXThormentXx , bakunet , pskinn01 , angesoir , killstars , sonnet666 , Reliva , rakdos24|
Dreadship Reef Discussion
2 months ago
Lands and Mana
First off, I don't recommend going above 37. Your curve is currently under 3.0, so you could go as low as 35, but start with 37.
Second, basics are always a great alternative. using the top right pie chart, mapping 37 basics to the color distribution of your nonlands isn't terrible. If I advocate cutting something but you don't like/can't get what I recommend, I'd say basics are better.
- Bottomless Pit
- Dwarven Hold
- Sunscorched Desert
- Sand Silos
- Mountain Valley (can only fetch a mountain, so worse than a basic Mountain
- Irrigated farmland (lol)
I like basics more than the above. They either slow, don't do enough, etc.
Look to add:
- Friendly Lands: Dragonskull Summit, Drowned Catacomb, and Sulfur Falls. When running a lot of basics and duals, these always come into play untapped.
- Tango Lands: Sunken Hollow and Smoldering Marsh. These also should come into play untapped, and have basic land types, which are useful over time.
- Amonkhet cyclers: Canyon Slough and Fetid Pools. Cycling is great when you have enough mana and topdeck this, but all color-producing cycling lands come into play tapped. These are dual color and have basic lands types, so they're better than stuff like Polluted Mire, but it might be good to run the mono-color stuff, too.
- Storage Lands: Dreadship Reef and Molten Slagheap. These are categorically better than what you run, and are decent when you're out of use for open mana.
- Higher budget things, like fetches and shocklands: Steam Vents, Blood Crypt, and Watery Grave. On-color fetches are the most important, then off color and shocks are equally important. Once you get fetches, stuff like the Tango lands and cycling lands with basic lands types are a lot better.
Get all artifacts that product colored mana that cost 2 to cast. Signets, talismans, diamonds, etc., are great way to get out of the gate faster and let you run a lower land count. 37 land and Sol Ring is good, 37 lands and 6 mana stones is far better. In your colors, you'll be able to discard them off for better things in the late game.
There's always more, but I'd start here.
3 months ago
This is an awesome deck, I love the theme. Plus 1 from me. Seven Wastes seems unnecessary though. You aren't using any of the (only two) cards that actually care about Wastes. If nothing else, I'd fill some of those slots with budget lands that come in untapped and also produce colorless mana, but have an extra usage if needed. Rogue's Passage is one I highly recommend. Additionally, Shimmering Grotto, Unknown Shores, Dreadship Reef, Crystal Vein, Ghost Quarter, Corrupted Crossroads, Opal Palace, Survivors' Encampment, Crumbling Vestige to name a few.
3 months ago
What's with Rootwater Depths lol, haven't seen those lands since like ever. There are lots of newer better alternatives you know:
- Watery Grave
- Sunken Hollow
- Underground River
- Tainted Isle
- Sunken Ruins
- Darkwater Catacombs
- Command Tower
In order to get the most of Scarab, I think you should take these cards into account:
- Training Grounds to steal creatures cheaper.
- Heartstone strictly worse, but still helps.
- Illusionist's Bracers to steal more.
- Paradox Haze to double the life loss of your opponents.
- Strionic Resonator see above.
4 months ago
Really nice deck, you think of some cheap artefact card with counter for mana axel that I didn't think of.Maybe Angel of Sanctions would be good in your deck since you can remove a permanent and it is still an angel (not so expansive to) and you could remove twice and not the same target.(since eternalized)
also on your land I personnally don't like the lands that you need to return a land back to your hand because one of my friend play a destroy land deck so you lose 2 turns when he destroy that land. Have you think of Dreadship Reef so you could stack up some counter on it tap it for it's own removing counter on it.
4 months ago
No vivid cycle? (Vivid Meadow for example?)
5 months ago
Merchant Ship??? for our pirates to rob
Any of the new pirate ship vehicles
And don't forget to add our previous pirate friends, Ramirez DePietro, Kari Zev, Skyship Raider/Skyship Plunderer, Talas Air Ship, Talas Merchant and the rest of the Talas errata'd to pirates. Skeleton Ship, Pirate Ship, Rishadan Footpad, Rishadan Brigand, Rishadan Cutpurse.
5 months ago
I'm also working on an atraxa angel tribal. A few things ive found that might help your deck:
Enchantments:Cradle of Vitality will help you throw alot of counters on your angels making them even bigger threats that will only grow bigger with Atraxa.
Angelic Accord since you can gain at least 4 life every time you deal damage with Atraxa you can throw down some mean angel tokens. There is also the better known Luminarch Ascension but that is a huge target. Your running decent protection though so may work for you. My favorite is Entreat the Angels cast it for Its miracle cost and just sweep the board with angels. These are obviously all weak to board wipes which the rest of your deck seems to benefit from so I could see you not including these but I find them great since most angels cost so much mana.
Duelist's Heritage can really help you hit for crazy damage with any of your bigger angels.
Cathars' Crusade I'm sure you have already considered this and I know the deck isnt built around Atraxas proliferate but I feel Angels are just meant to have counters placed on them to truly dominate the skies over dragons and other big creatures. Pair this card with one of the token generators I mentioned above plus Atraxa and you will have some serious threats.
I have found Frontier Siege useful in helping with mana. You also get the option to use your flyers to take out your opponents blockers and other pesky creatures without using up your control cards or risky combat. Its sister card Citadel Siege helps either throw more counters on angels or tap down blockers (or the scary Eldrazi eyeing you across the table).
Removal:I dont know many good ones that arent in white (and you have more than enough cards running white) but I will still recommend a half white card Sylvan Reclamation because of the options to exile stuff or landcylcle. And in 4 colors, you need dem lands.
Recursion:You have most of the best ones so I can only suggest Necromantic Summons since you get more counters to exploit. The high manna cost weighs against it compared to your cheaper options so this is definitely a 50/50.
Card draw:I definitely recommend you get at least 3-5 more card draw cards since that's a big game decider often in EDH. There are too many good ones to list here but I will say Brilliant Spectrum since you have 4 colors (though there are many cards that will let you draw that many cards without discarding that are more expensive) and Tezzeret's Gambit since proliferating is important for those mana rocks and lands with counters on them. Mana is huge in an angel deck. Speaking of which...
Mana Ramp:There are the obvious green ramp spells like Cultivate and Rampant Growth (personally I go with Map the Wastes for that bolster counter) and I recommend any of them if You can since 4 color decks need help with the mana base. Having Astral Cornucopia is a great choice, but you should also swing Everflowing Chalice since it does the same with colorless mana. Mana is really important in a deck with so many high costing creatures, even if your cheating them out alot with reanimation cards. Also lands like Dreadship Reef that can be proliferated. If you have room for it, I find Alchemist's Refuge useful for flashing in big angels as blockers or on my opponents end step so I get to attack with it on my turn without it risking being removed off the board (angels are big targets after all).
Cards to remove: Avacyn, Angel of Hope and Akroma, Angel of Wrath are very good angels, but their very high mana cost combined with them having 3 white in the casting cost really hurts in a 4 color deck. Cards like reanimation do help you cheat them out, but you aren't going to be able to do that often enough to balance it out. If you dont run into a mana problem when you play the deck however then they are fine additions.
Sublime Archangel very good angel but maybe not good in this deck since you may not ever have more than 3 or 4 angels out at once and you will want to be able to attack with all of them.
Sigarda, Host of Herons also a great angel, but since you have so much graveyard recursion, may not be the worst thing to have to sacrifice them. She is amazing still though and only take her out if you have nothing else to take out and you have an even better angel to replace her with.Fractured Identity I like this card a lot but doesnt seem to have anything to do with the deck. Maybe replace it with something like Crackling Counterpart? Then you have 2-3 awesome versions of one of your own angels.
I hope this was helpful. Angels are what got me into commander and are my absolute favorite type of card. Atraxa is perfect for filling in the weak points of an angel deck and is an amazing commander. Flavor is also extremely important to me when I build decks and you have alot of it in yours which is good to see. Atraxa is the single most popular commander in EDH right now and with good reason, but with all the proliferate and infect decks people are making you can swing in out of no where with angels and just wreck people. Now go destroy everyone with the best creature type in the game!
5 months ago
Do you get land screwed, color screwed or unable to play cards a lot of the time because lack of mana production? The Avg. CMC for this deck is 4.6, that's really high without playing any ramp. No Sol Ring? I'm kind of confused, do you not like ramp in Commander? Some of your Planeswalkers can ramp, but that doesn't help you if you can't play them.
My suggestions are to add ramp and improve the manabase by cutting a large portion of the come into play tapped dual lands. I understand that Planeswalkers are price expensive and they take up a huge portion of the total cost of this deck, but the manabase is really bad. It would help the deck a lot to fix it.
You're playing green you can advantage of land ramp spells. You can accommodate land ramp by cutting a large portion of the come into play tapped lands such as Elfhame Palace and other lands like it for Basic lands. For a budget manabase with green you're much better off playing more Basic lands and cards that can tutor for the Basic lands then lots of come into play tapped dual lands. The Tri lands are great: Arcane Sanctum, Seaside Citadel, Opulent Palace and Sandsteppe Citadel, but these lands are powerful enough that coming into play tapped while bad is fine. This will speed up over all game play because Basic lands enter play untapped. Other lands to consider are the BFZ duals: Canopy Vista, Sunken Hollow and Prairie Stream. The BFZ lands have good interaction with both Basic lands and Check lands, Sunpetal Grove, etc.
For a budget $30-$40 manabase I suggest playing:
- The four Tri lands
- Four Pain lands: Caves of Koilos, Llanowar Wastes, Underground River, Yavimaya Coast
- Four Check lands: Sunpetal Grove, Glacial Fortress, Isolated Chapel, Drowned Catacomb
- Three BFZ duals: Canopy Vista, Sunken Hollow and Prairie Stream
- Two Filter lands: Sungrass Prairie and Darkwater Catacombs
- Command Tower, Exotic Orchard, Forbidden Orchard, Ash Barrens, Dreadship Reef, Opal Palace
- 5 Plains, 4 Forest, 2 Island, 2 Swamp
Dreadship Reef is a land that uses counters, great with Atraxa. Opal Palace is good with Atraxa because if you use it to play her she gets a +1/+1 counter which she can start proliferating, growing herself.
I recommend this manabase and adding a ramp package of:
- Cultivate, Farseek and Kodama's Reach
- Sol Ring, Fellwar Stone
- Everflowing Chalice and Astral Cornucopia
Cornucopia and Chalice use counters which Atraxa can proliferate making these rocks pretty powerful. Even though your playing some board wipes that destroy all artifacts I still think having some artifact ramp is important to play Planeswalkers. It's more important to have the mana to play Walkers than wipe the board.
To make room for these ramp packages I recommend cutting some of the less powerful Planeswalkers because holy shit there's 28 total of them. Walkers like Jace, the Living Guildpact, Nissa, Voice of Zendikar, Kiora, the Crashing Wave, Gideon, Champion of Justice and Dovin Baan. Also Praetor's Counsel and Primal Surge are just too mana expensive for the deck. Nevinyrral's Disk, Decree of Pain and Terminus are too slow and your playing a lot of other better cheaper mana board wipes. Terminus while powerful needs some set-up to be, Brainstorm and you currently have no malipulation of the top of your library.
Good luck with your deck.