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Merciless Eviction Discussion
5 hours ago
Definitely using this deck for my Alesha inspiration!
Have you considered Pia and Kiran Nalaar over Ponyback Brigade to lower the curve a bit? Also, Leonin Relic-Warder over Soltari Visionary or Duergar Hedge-Mage to pull the Fiend Hunter and Tidehollow Sculler trick on artifacts and enchantments?
I noticed in your write up you mentioned you were considering Wrath of God or Merciless Eviction. Have you considered Retribution of the Meek or Austere Command? Both of these give you a little more flexibility over what dies.
12 hours ago
I think this is pretty meta dependent. Board wipes are really useful to me because I'm the only one consistently playing combo. Most the other decks are pretty reliant on creatures so if I can wipe them 3-4 times at the right moments I usually have the game. If you are not needing board wipes then run the single target removal. Though you might pick up the card and have it close by in case your meta changes and you need the wipe. They are mostly just good vs tokens and aggro. You are in white so Merciless Eviction, Hour of Revelation, and others that hit more than just creatures are rather nice to have.
1 day 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.
1 day ago
Hey, long time no see!
Back with a few suggestions for you.
Why not Nevermore to block the already low-enough cards that could deny you a victory with Sigarda? Name either their commander, or, if they play those colors...
...or any combo piece if you know enough of the mtg possibilities.
Nylea's Colossus is a big beater with enchantment upsides.
Hope you find something you like in those!
2 days ago
I like your build, with a few exceptions, otherwise it looks solid. There are cards I run in my build that I'm not seeing in your build, and I believe you really need to run them.
First, a few creatures worth addressing. Kor Spiritdancer is a must, given the number of auras you are running, as is Sram, Senior Edificer. I would consider taking all of the Lieutenant cards and Thassa's Devourer out for some better options, such as Eidolon of Countless Battles, Auratog, and Phantatog. Why the atogs? Merciless Eviction and Return to Dust effects, primarily.
For auras, look into recursive enchants like Rancor. Ones I didn't see that you can track down are: Launch, Brilliant Halo, Spirit Loop, and Cessation. Aqueous Form can help you push through damage and set up your draws a little better, too.
I hope these suggestions help! I really enjoy this commander. Bant Enchantress is by and large my favorite archetype of all time. I'm the resident expert, in a manner of speaking, at my LGS because I've been playing it for so long (or variants). Good luck.
4 days ago
As a fellow Trostani lover, I can definitely agree with that statement. Unfortunately for me, my opponents always seem to have a boardwipe at hand...
Anyways... to my suggestions.
Ajani Goldmane can get freaking ridiculous in Trostani EDH. I remember one game where I got to 5480 life just by repeatedly populating Ajani avatars. (Unfortunately, I still lost because Commander damage is a bitch).
Crested Sunmare makes for a decent consistent indestructible token generator.
Bramble Sovereign can be nice as well, I haven't tested it out ingame yet.
Like you said: Trostani EDH makes opponents wish for a nuclear winter. You NEED more protection for your tokens. Heroic Intervention and Avacyn, Angel of Hope can work well for that. Teferi's Protection can work against Merciless Eviction or Mutilate.
1 week ago
Avacyn, Angel of Hope doesn't seem super on theme or really that useful. I mean, yeah, it's really good. But it's also 8 mana and for 8 mana I feel like you should be winning the game. Not just protecting your 1/1s or whatever you have out.
Pallid Mycoderm, Rot Shambler, Savage Thallid, Sporecrown Thallid, Sporemound, Sporesower Thallid, and Sporoloth Ancient. I think all of them are either overcosted for what they offer, or don't offer enough. I think the best out of these is Sporemound, but I'm not sure it's good enough. You don't really ramp all that hard, and you'll have so many 1/1s anyway that I don't think it'll matter if you get a couple extra. I think these could all be replaced by more 'value' oriented cards.
Verdant Force is simply overcosted. Remove.
Trostani, Selesnya's Voice is out of place. Populating a 1/1 for 3 mana and a tap is a bad feeling, and gaining 1 life from each is trivial and could be done with Suture Priest or any soul sister (and better too). Also Trostani's mana cost is steeper than it seems (from experience).
Fungal Plots is just kinda weak. I'm super against self-gy hate, and this is no exception. You're paying 4 mana and a card for a 1/1, and then you can maybe sac 2 more creatures for some life and a draw. There are much better options for card advantage AND tokens (I'll get into it later).
Intangible Virtue is out of place. An army of 2/2 vigilance's isn't amazing, especially because your saprolings WANT to die (to slimefoot and Blood Artist and others), so tapping to attack isn't an issue. You already have other, better, team buffs so I don't really think this fits.
Night Soil is just kinda meh. It's a tougher restriction than it seems (both from the same yard).
Along with this, I don't like Necrogenesis in general, but at least it gy-hates opponents and is something you can do if you have mana left up. An early cut if you still wanna cut some stuff, but fine to leave.
Primal Vigor can backfire hard. I don't think it's worth tbh. Also the mana cost is steep for something that doesn't do anything by itself.
True Conviction is just super out of place, and that mana cost is super rough. Absolutely cut. If you were gonna have a mana cost with WWW, it's gonna be Avacyn (but it's gonna be neither).
Verdant Embrace is just too costly for what it does and what you need. If it was like 3 mana and didn't give the +3/+3, that would work, but as is it's too costly and you'll almost certainly not get a lot of value from it because people will murder the creature it's on immediately.
Honestly, I've never liked Second Harvest. It's a terrible card if you're losing and if you cast it and win, you probably would've already won anyway. It seems like win-more to me. Most cards that do nothing on their own I think are kinda meh.
I have no idea how to feel about Vona's Hunger. I'd consider removing just because if you're using this to clear a board, they're gonna keep their best shit anyway, and this is pretty trash against other token decks. The mana cost and instant speed is a nice +, but I'm not sure it's enough here.
You have a lot of lands. I like running fewer lands (35) but having about ~10 sources of ramp. I'll try to figure some out as we progress.
Fungal Sprouting does nothing on it's own and I am having a tough time envisioning it being really useful. Getting 5 1/1s is great for Ghave, but for 4 mana and sorcery speed, I feel you could be doing more. It's fine for now, but consider it an early cut if needed.
Glare of Subdual. This is a tough one. On the one hand, tapping down the voltron player (Seth's cats or my dragons or Zac's Tuvasa) is super dope. On the other hand, tapping is not removal and it relies on you having a creature to spare to tap. It's also 4 mana. I'd probably remove. If it was 1WG, I'd think it was good.
I strongly recommend not having more than 8 enchantments. You have 16 right now and that's just too many without some heavy enchantment recursion.
Okay. We got through it boys. Let's go to our suggestions and recommendations. This next section will include cards in your maybe board that I think are good and should go to mainboard.
Anafenza, the Foremost, because who doesn't like incidental GY hate on an aggressively costed body. 3 mana for a 4/4 that GY hates is something that your opponents need to answer, and more often than not their removal will be worth more to them than Anafenza is worth to you.
Elenda, the Dusk Rose is a card I've always wanted to work and this might be it. Being able to sac a huge board and then herself seems like great value. The issue with Elenda is that she can be exiled, but your commander is a sac outlet which protects against that. I think she could be a powerhouse in this deck ESPECIALLY because her tokens have lifelink. Never underestimate lifelink on tokens.
Juniper Order Ranger is just gravy. 5 mana for a boi that gets progressively larger and boosts your board is something that needs to be answered to. This will either force a boardwipe or spot removal and honestly either a win for you.
Shalai, Voice of Plenty is good. Really good. I don't think it's bad to put it in this deck.
Retribution of the Ancients is super interesting and could be a powerhouse. I'm inclined to include it as instant speed removal that works on indestructible things at a minimum cost to yourself seems very good. Sure, you'll be using 3-5 counters each time, but ideally that won't be an issue since. Also it's at a mana cost price you just can't do better than.
Everything from maybeboard I didn't mention is a no.
End of Maybeboard Recommendations
Uhh, where's my babe Elspeth, Sun's Champion at?? 6 mana for either a conditional boardwipe that won't hit you that often, or for 3 token bois seems like a good deal. And if you manage to ult, you win. No one can stop a flying army of 3/3s.
Eldrazi Monument. We already talked about it but just wanna have it written down here.
Pir, Imaginative Rascal. Fucking gravy. Works with Ghave super well but also Elspeth and also your dudes who put spore counters on themselves. This is a must include. I'm kind of surprised he wasn't already in the list tbh.
Fecundity can be absolutely nutty. Sure, it helps your opponents, but it is very unlikely it'll help them more than it helps you. Also a may trigger so it won't hurt you if you don't want it to.
Dark Prophecy is also insane, tho the self damage could become hazardous. I'll recommend some things to combat this as the card is a powerhouse, even with the BBB mana cost. Remember, being at 5 life and winning is the same as being at 40 life and winning.
Loyal Guardian is a new card which could do work. Early cut, but I'll put it here if you need to fill out your creatures.
Heroic Intervention is the single best protection spell in green. It's basically a green Teferi's Protection for your turn and it cannot be overstated how good it is at the right time. It is the difference between "I win next turn" and "Man nice boardwipe, GG." And for 2 mana too. It's bonkers. Must include.
Cryptolith Rite is disgusting. You've played slivers so you know how good Gemhide is. This is too. I think this is a must.
Zulaport Cutthroat is nice redundancy for your combo win and also nice incidental lifegain (which helps counteract Dark Prophecy's life cost).
Forgotten Ancient is bonkers. Will always become a threat and require removal. It's just good.
Hangarback Walker is solid. Dump whatever mana you have into it, gives you something to do EoT, and you'll almost always get the death trigger since your commander is a sac outlet.
Scavenging Ooze. Graveyard hate is good, and incidental synergy with counter is even better. Just a super efficient card and usually comes something that needs to be removed sooner rather than later. Using the ability as an instant in response to a 'return from graveyard' spell is a joy.
Abzan Charm is good at any point of the game. Removal, counters, card advantage. Maybe the best charm out of all of them. Cannot be overstated. This is a must include.
You have no boardwipes. What the hell. You need at least 4 in almost every deck, but you will be fine with 3 here since you have Elspeth and Dictate of Erebos. I recommend Day of Judgment, Merciless Eviction (best boardwipe ever printed ever), Austere Command (wipe everything but your 0 CMC tokens and you'll usually open a board up for swings) and Living Death. More on Living Death below.
Living Death is a pet card of mine. Mostly because of how bonkers it is. 5 mana for a boardwipe that makes everyone sac their hexproof/indestructible creatures, and then get's you everything you need back. Ideally you'll have something like Aura Shards or Dictate out as you cast this to thin your opponents board afterwards. Also, with Anafenza, Necrogenesis, Scavenging Ooze and Bojuka Bog, you should be getting more value back than anyone else consistently.
Dread Return is good. 4 mana to bring something back is the going rate and saccing 3 creatures to bring something back is double upside since more often than not saccing creatures is good. With Blood Artist that gains you 3 life and someone loses 3, with Fecundity or Dark Prophecy, you just drew 3 cards for FREE. Stupid.
Elesh Norn, Grand Cenobite is always always always a powerhouse. Clears the board and puts you absurdly far ahead in terms of board presence. If you have the money, put it in.
I know you're not huge on tutors, but Razaketh, the Foulblooded and Sidisi, Undead Vizier are good. Can help find answers or just combo pieces to close out a long game. If you only want one, put Razaketh because at the end of the day, an 8/8 flample for 8 is good.
Carrion Feeder is good because instant speed sac outlets with incidental counter value is good. Sac a creature, get a counter, remove counter to get another creature is good. Essentially, with Fecundity/Dark Prophecy, Ghave, and Carrion Feeder out, they read "Pay 1 mana, draw a card" and that's good. Add in Blood Artist and it's even better, and add in Pir and Ashnod's and you win. 5/6 card combos are still combos. Also Carrion is a 1 mana sac outlet and that's really good.
Requiem Angel is a card I've always wanted to use but never found the place. This might be it, chief. Essentially doubling your token count for ability activations and sac triggers, plus turns your measly 1/1 saps into 1/1 fliers, which is a huge boost.
I'd remove Aura Mutation and replace it with both Putrefy and Mortify. The reason is that I often find myself holding onto Aura Mutation hoping to get good value from it, but oftentimes I should just use it on a 2 drop enchantment like Cryptolith Rite or something. Mortify and Putrify also double as modal cards, making them never a dead card if you draw them.
You need more ramp. There is no way around it. But you need more. Cultivate, Kodamas, Nature's Lore, Farseek, etc etc. No mana rocks besides Sol Ring. You're green, use it. You could also run things like Primal Druid that give value when they die, since this is a sacrifice deck. I'd scryfall "dies/enter search library land battlefield" and choose your favorite.
Mindless Automaton just seems fun. Depending on how easy it is to put counters on stuff, this may work. Early cut for sure.
Thats all I got for now. I'll comment again if I think of more.
1 week ago
Came here from your youtube channel, that Merciless Eviction was brutal. Just wanted to see what in God's name that pile of cards was meant to do.