Creatures without flying can't attack.
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1 day ago
1 day ago
There are so many ways to play with the colours Atraxa provides and I would say the whatever your plan is, the deck is best when you focus on exactly that strategy instead of doing a bit of this and that.
In our playgroup we have two Atraxa decks at the moment. One player has an infect deck, which means very fast aggro because infect kills with only 10 damage in a 40 life format. His plan is obviously getting a very fast start and dealing a good amount of damage with an infect creature (not necessarily lethal damage, but enough that a player can be killed with 2 or 3 proliferates later). This deck is running no fancy shit with counter meddling and other stuff that does not win the game. Earliest kill is turn 2 with a perfect hand, usually it's turn 3-5.
I play the other Atraxa deck here around and mine (Atraxa's super(un)friendly Stax) is basically creatureless. In my deck I focus on disabling most of what other decks would like to play. Humility, Pendrell Mists, Ensnaring Bridge, Moat, Tangle Wire, Nether Void, Land Equilibrium,...Atraxa's proliferate ability can be used well in this build, as it makes everything better than it already is, but I don't really need her to win. usually I win with planeswalkers (I only play those whose ultimate will really end the game or whose other abilities are really needed in the deck) or with the classic combo Helm of Obedience+Leyline of the Void. My only creatures are Academy Rector, Gilder Bairn, Deepglow Skate, Crystalline Crawler, Lodestone Golem, Trinket Mage, which are basically only additional tutors, powerful utility creatures or stax pieces. This deck doesn't win fast (in terms of making an opponent lose the game), but it can potentially lock down the game starting in turn 1 or 2 and then I have time to find my win options. It often wins by creating a hardlock under which only I can keep playing...you can concede then.
I personally think that slow creature based strategies are far too risky, unless they use a huge lot of disruption in order to deal with control and combo. Playing infect in commander certainly gives you an advantage because most decks are not equiped to play against aggro with only taking 10 damage in total. It's also a lot cheaper to build than a control version. You can focus on green and black and only splash the other two colours for very powerful spells and you don't necessarily need an expensive mana base for that. you would really have to focus on that though...90% infect creatures plus absolutely needed non-infect helpers, enough removal for everything that could shut down creatures/attacking and a lot of cheap or free pump spells.
As for the counterspells you currently use: I would say they are all too expensive. If you don't want to buy Mana Drain and Force of Will you should at least get Spell Pierce, Mana Leak, Arcane Denial, Disallow, Remand, Memory Lapse, maybe Swan Song, Daze, Twincast, Misdirection...reliably getting double blue in a four colour deck is hard enough so if you want to play counters you should choose those that cost only one coloured mana or can be cast for free. Those with double blue should be really worth their effect.
For speed I usually play the standard artifact package with: Sol Ring, Mana Crypt, Mana Vault, Grim Monolith, Chrome Mox, Mox Diamond, Mox Opal, Lotus Petal, Voltaic Key, Coalition Relic and the Mirrodin Talismans in the colours I need. In four colour decks Chromatic Lantern is also great. It always depends on your budget though how much artifact speed you can use...some of these are not among the cheapest cards. Btw I don't think doubling season will drop in price anytime soon. There won't be a reprint in a standard legal set so if it comes again it will be in a conspiracy or masters set, of which not so many are opened.
4 days ago
@Immortalized Ooh interesting suggestion. I didn't really think of that before. Just not too sure what to take out for them because I want to keep the enchantment theme. Also a general thanks for all the suggestions guys! Because someone suggested it and I think it fits the deck's theme I'm putting The Tabernacle at Pendrell Vale in the maybeboard. I'm also moving Moat to the maybeboard in favour of Island Sanctuary because it's much more realistically obtainable and accomplishes most of what Moat did.
5 days ago
As for using life as win con.. Serra Avatar with lifelink and unblockable is gg.
1 week ago
I like it, Slivers are friggin' terrifying. There's a few fun synergies within like your All Is Dust and Ghostflame Sliver and Pulmonic Sliver and Moat.Do you really have a Moat? But I totally love this deck! It's got the staples of the average Sliver deck and then some weird funky stuff. All the Sliver generals work well together, especially Sliver Queen and Sliver Hivelord. All in all, I would totally play this.
1 week ago
@BrotherofTarmogoyf Hey thanks. Great comment! Yeah I use this deck on UnTap too haha! I definitely considered Phyrexian Arena because it's a really strong enchantment and has some synergy with Solitary Confinement like you said. However I guess the intention of this deck was to use Enduring Ideal which doesn't synergize with card draw since you can't play the cards in your hand. I'd definitely recommend it as one of the replacements for Moat in a budget version though and I will put it in the maybeboard when I finally get around to it. I didn't think of Ensnaring Bridge before although I did consider other artifacts such as Crawlspace, but at the end of the day this is an enchantment deck and artifacts would be all but useless once Enduring Ideal is cast. Thank you for your suggestions though I appreciate them. Have fun.
1 week ago
I would try to cut your deck down to 60 cards for consistency.