|Commander / EDH||Legal|
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|Commander Anthology Vol. II (CM2)||Uncommon|
|Iconic Masters (IMA)||Uncommon|
|Commander 2016 (C16)||Uncommon|
|Dragons of Tarkir (DTK)||Uncommon|
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Draw a card for each creature you control with a +1/+1 counter on it. Those creatures gain indestructible until end of turn.
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Inspiring Call Discussion
2 days ago
Here are some more counters matters budget friendly cards not on your list you may want to consider running:
on phase IV
1 week ago
+1 for your deck.
I've a similar Atraxa deck that focuses on +1/+1 counters (cause Superfriends theme is too pricey to make given that I don't own that many Planeswalker to begin with and Infect theme is kinda "unfriendly" for my casual play group).
I'd recommend more ways to put +1/+1 counters on your creatures so you can start proliferating away, Planeswalker does this pretty well:
As the build relies on having a good threshold of creatures in play to swing in for the win, I'd recommend having some ways to protect them too:
Inspiring Call - Protection and card draw, 2 in 1 sweetness!
Lastly, a fun card that lets you cast things for free:
Hope you find some of these suggestions useful, cheers! Be sure to check out my decks to and leave your upvotes and comments!
My Atraxa Deck
Commander / EDH
SCORE: 1 | 9 VIEWS
My Favourite Spellslinger Deck
Commander / EDH
SCORE: 46 | 56 COMMENTS | 3478 VIEWS | IN 9 FOLDERS
2 weeks ago
Looks fun , here is some fodder from edhrec that could be good too
Poison-Tip Archer, Ashnod's Altar, Cultivate, Zulaport Cutthroat, Sakura-Tribe Elder, Mentor of the Meek, Thallid Soothsayer, Rishkar, Peema Renegade, Smothering Abomination, Thallid Omnivore, Ivorytusk Fortress, Inspiring Call, Song of Freyalise, Abzan Ascendancy, Retribution of the Ancients, Evolutionary Leap
3 weeks ago
Your problem in trying to go faster is you have a four color commander. I think most of the builds that really "break" her tend to be linked superfriends builds, but I'm not completely sure.
I think what will help you the most is to run serious amounts of card draw and mana ramp, in the forms of both dorks and rocks. Your dorks need to give different colors, so the likes of Birds of Paradise and Utopia Tree are great. Quirion Elves give you the option when you play them to choose what other color you need most at the time. Land tutor spells that work really well with dual lands, like Farseek, Nature's Lore, and Skyshroud Claim give you great fixing ability, along with the fetch lands, if you can afford them. Zendikar Resurgent will give another effect like Mirari's Wake. Rishkar, Peema Renegade also makes any critter with a counter on it into a mana dork. Solid creature in this deck. Also, Cryptolith Rite. Play it.
Pir, Imaginative Rascal gives you another Atraxa-like effect. I'd consider playing with some of the old-school Spike cards to get more critters with counters on them in play.
Solid card draw options include Rhystic Study, Rishkar's Expertise, Shamanic Revelation, and Inspiring Call is a pretty awesome surprise against some board wipes (I see you have this one in your list).
Now, the main way you can speed up Atraxa is by upgrading your mana base, which is the single easiest way to drive up the price of a deck. Old-school duals are the way to go, but not everyone has that option. Barring that, get some cards like City of Brass and Reflecting Pool, and a Gemstone Mine is a card without a drawback if you have Atraxa out. Basically, the fewer lands you have that come into play tapped, then the faster and more efficiently you can utilize your mana. The cheapest way to improve Atraxa, in my opinion, is to build it like an old fashioned "5-Color Green" deck, but in this case it will be 4-Color Green. So green will be your base color, which gives you access to all the mana dorks you'd want, and the sorcery speed cards that let you fetch the lands to fix your mana. Also, you get Zendikar Resurgent, which is card draw and mana ramp in one card, and Cryptolith Rite and Rishkar, Peema Renegade. Green also has good card draw spells, like I mentioned above. So build a green shell for the deck, and sprinkle in what you need from the other colors to focus on your plan.
I hope that helps. I really like taking the precons and molding them into something more my style. They're a great spring board. I hope this helps out some. If not, there are plenty of awesome folks on here that will have some good information to offer.
1 month ago
Vulturous Zombie is a super fun card, but I'm not sure what you'd like to move around for it. Probably a sideboard card, in the event you need to get over waves of tokens / are up against a lot of flying.
Kalonian Hydra is an absolute must in this deck.
Avatar of the Resolute is a perfect mid-to-late game card. Yes, while he costs merely , he's best played later on when your board is a bit bigger.
Ridgescale Tusker is a super fun card. I run it in my Selesnya Counters deck.
Inspiring Call is perfect for full-swings and card advantage. Since it's an Instant, you can cast it during your opponent's turn and draw a ton of cards and not be forced into discard immediately as you only discard down to 7 during your own end step.
Predator Ooze is just outright awesome.
Dragonscale Boon is a nice card, but I think it is redundant at this point.
Ancestral Vengeance is actually kind of a nice black card for +1/+1 counters, though it may be inappropriate in this deck. It's really good to kill Indestructible creatures. You hit them for lethal, then 2nd main phase the AV onto them and they die to state-based-actions. But I'm not entirely sure how viable it is in a deck like this.
You'll want to bolster (hehe) your resources a bit more. Typically, running 1x of everything is a bad idea, but since it's casual I'm assuming this was built with cards laying around. It's a nice foundation to work with, so I hope I was able to make some good suggestions for you! :D
1 month ago
Okay so just going through my list here, I can split it into a couple lists: counter producers, counter enhancers, and counter synergies.
Counter producers give +1/+1 counters to things. Among them are Anafenza, the Foremost, Bloodtracker, Chasm Skulker, Daghatar the Adamant, Dragonscale General, Drana, Liberator of Malakir, Hangarback Walker, Heroes' Bane, Managorger Hydra, Mikaeus, the Lunarch, Prime Speaker Zegana, Toothy, Imaginary Friend Citadel Siege, Curse of Predation, Ajani, Adversary of Tyrants, Cathars' Crusade, Echoes of the Kin Tree, and finally, arguably the best of this group, Ajani, Mentor of Heroes.
Counter enhancers increase the counters placed on things: Gilder Bairn, Pir, Imaginative Rascal, Vorel of the Hull Clade, Winding Constrictor, Doubling Season, Hardened Scales, Primal Vigor, and Solidarity of Heroes.
Boy oh boy do I hope that's enough to get ya started. There you go.
1 month ago
So the think that jumps out at me is there's 1 thing that can draw cards. This is an issue. A commander deck usually needs about 7-17 things that can draw cards, or you'll run out of hand and be left hoping to topdeck whatever you need at the moment. There are plenty of cards that work overtime, fitting the +1/+1 counter theme and drawing cards at the same time: - Fathom Mage - Bred for the Hunt - Armorcraft Judge - Bloodtracker - Implement of Ferocity - Inspiring Call - Lorescale Coatl, if you want to lean further into this whole draw thing - Mindless Automaton - Novijen Sages - Prime Speaker Zegana - Toothy, Imaginary Friend
These are all suggestions. I don't know what your budget or meta is. Good luck with the deck.