|Commander / EDH||Legal|
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|Scars of Mirrodin (SOM)||Uncommon|
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Creature — Rat
Infect (This creature deals damage to creature in the form of -1/-1 counters and to players in the form of poison counters.)
When Ichor Rats enters the battlefield, each player gets a poison counter.
Ichor Rats Discussion
2 weeks ago
Love the deck man. Not sure, but Ichor Rats might be a decent card to get the first poison counter on your opponent, which you can continue to proliferate from then on.
1 month ago
kdplumb thanks for the interest and the questions(i will get to an actual better description of this deck one day, i promise). first suggestion with the deck is upgrade the land base, it is pretty budgety, otherwise to answer your question: I designed this deck to be stronger against a full table than 1v1(no glistener elf and fast wimpy infecters, lil more resilient powerful critters) : with that being said, at 1v1 this deck can be a beast, i have played against dedicated 1v1 builds (notably a dark depths/thespian stage marit lage deck, and yes as gross as it sounds) i believe i lost that match turn 5 but my opponent went first and i would have infected him out on my turn 5). against multiple opponents you draw a bit of hate (atraxa seems to do that all by herself) if they know the deck or realize they are getting infected be prepared, however that is the reason we add propaganda/ghostly prison and blind obedience and maze effects, we just need to hold off our opponents long enough to explode with proliferation. Duelist's Heritage to kill enemy with other enemy's creatures out of no where is an over performer, Transmogrifying Wand is awesome, constantly asking people "you want an ox", Viral Drake can just win the game. Ichor Rats Spinebiter are probably tied for most out of nowhere.
1 month ago
To go with the infect/-counters theme you could put Black Sun's Zenith in there, along with the legendary woman.... Whose name escapes.... Who stops you getting negative counters. Also, to maybe help even the playing field would it be helpful to have something like a Silent Arbiter in there. Also, a Mimic Vat could be helpful with the Ichor Rats, or maybe add a Putrefax in there? Just ideas
2 months ago
Always cool to see a creaturebased Atraxa deck!
Altered Ego is a nice manasink, and with so many creatures with effects on them can do insane stuff. Or you just copy something fun from your opponents.
As for euqipment, Helm of the Host is manahungry, but works well both with Atraxa and with other creatures with big bodies and/or strong effects.
I might be completely missing something, but with no cards with devoid in your list I'd probably replace Corrupted Crossroads, even with a basic.
2 months ago
I'll link you to a buddy's deck of mine.
40-45 lands is way too much, you should be fine running 36 lands at first and than adjust from there. Adjusting your curve is also an idea you think about before you buy the cards. Think about the essentials for your deck before adding on cards that gives synergy, and than add in cards that will help you get results.
3 months ago
So, looking at your meta, I see that your opponents use alot of decks known for speed. With that in mind, and since I'm not 100% sure what issues specifically you're having Im gonna focus on suggestions to make your deck faster, and I'm going to try to avoid super expensive cards since I'm not sure how much you're looking to spend.
First thing I'd do is to swap Plague Wind out. If you really want a 9 mana board wipe, In Garruk's Wake is strictly better, but honestly I don't think I'd even go for that. Cyclonic Rift seems like the best bet since you definitely need to hang on to your creatures, so I do like the use of one sided wipes, but with edgar's ability to flood the board you may want to add some universal wipes like Wrath of God too.
I would probably add Lotus Cobra here. Granted since you don't have fetches he isn't at his best, but he makes each land effectively produce 2 mana the turn they come in, one of which also fixes any color shortages you have. That makes atraxa's 4 very specific mana cost easier, and gets her out faster. And with your deck, it looks like you need a fast atraxa.
Cryptolith Rite is sort of a second rishkar for you, which also helps get atraxa sooner.
Champion of Lambholt has the potential to be an absolute powerhouse in this deck.
Now on to more meta-specific suggestions. Meren and Gitrog are both very graveyard reliant decks, so grave hate will give you an edge. Rest in Peace, Relic of Progenitus, and Bojuka Bog should be enough. To deal with Skithryx, add Melira, Sylvok Outcast then proliferate your opponents poison counters for the win. Ichor Rats is probably a good add too since it gives the Skithryx player a poison counter and puts all of your opponents on a very fast clock. If Edgar is a problem, add pillow fort cards like Propaganda or Ghostly Prison. The vampires are only scary en masse, and even one pillow fort effect is enough to keep him from sending everything your way.
3 months ago
3 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.
Ichor Rats occurrence in decks from the last year
All decks: 0.01%
Commander / EDH:
All decks: 0.03%