|Commander / EDH||Legal|
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|New Phyrexia (NPH)||Rare|
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( can be paid with either or 2 life.)
Creatures can't attack you or a planeswalker you control unless their controller pays for each of those creatures.
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Norn's Annex Discussion
4 hours ago
Flip Mesa Enchantress Sphere of Safety Open the Vaults Torment of Scarabs Curse of Exhaustion Curse of the Nightly Hunt Curse of the Pierced Heart Curse of Oblivion
Curse of Vengeance Curse of Shallow Graves Open the Armory Chromatic Lantern Arid Mesa Isolated Chapel Norn's Annex
1 day ago
Cards I'd consider adding:
Primevals' Glorious Rebirth can be a huge swing.
Aminatou, the Fateshifter has tons of utility for little mana.
Elspeth, Knight-Errant comes down early, protects herself, can allow Atraxa to kill someone with 3 hits and her ult makes any threats you have very hard to deal with.
Oath of Gideon makes tokens to protect your walkers with, generally speeds up your ult clocks, and enables some sneaky combos, like allowing some walkers to instantly ult with doubling season that previously couldn't or allowing Tezzeret the Seeker to find The Chain Veil and stick around to untap it.
Oath of Teferi is a bit expensive manawise, but allows your walkers to go bonkers.
Shalai, Voice of Plenty can block, provides hexproof to the team as well as you (it's surprising how many annoying things say "target player") and comes with a built in Gavony Township to pump your tokens with.
This is very meta-dependent, but you look somewhat light on removal. I'd consider at least one 4-mana wipe (Damnation, Wrath of God, Day of Judgment, Supreme Verdict) and one or two more exile effects for hard to remove must-answer threats (Descend upon the Sinful, Swords to Plowshares, Anguished Unmaking, Utter End, etc.) unless you really never feel like you need them.
I've seen Deploy the Gatewatch get bad/no hits too many times to be a huge fan of it. Definitely a flavorwin though.
I'm not sure how necessary Gilded Lotus is, considering all your other ramp. Your Landbase doesn't look like you need the colorfixing, and 5 mana seems like a lot to still be ramping, even if you get 3 mana back.
Vraska the Unseen just ended up being an overpriced killspell most of the times I played her, and even if she ults, the tokens still have to untap, and not be blocked, to kill someone.
Liliana, the Last Hope's ult is very nice, but imho not really worth her other 2 pretty useless abilities.
Lastly, seeing as how high quality your landbase is, I'd consider carefully cutting back on the basics and replacing Cultivate with a Farseek and maybe a Nature's Lore. I'm running 37 lands with a pretty trashy base and rarely run into problems, but if you're rather safe then sorry when it comes to lands, that's understandable.
Good luck and have fun playing!
1 day ago
Great Design and cool deck! Always good to see another one who has succumbed to the sweetest Voice in the Multiverse ^^
I'd definitely add more ramp, especially considering your relatively high avg. CMC and low landcount. Fixing shouldn't be a problem with that manabase, but the earlier you can cast a walker and a sweeper on the same turn, while keeping a counter or removal open, the better. I'd start with Nature's Lore, maybe Three Visits if you have one. Stuff like Cultivate or Kodama's Reach would require a few more basics. In terms of artefact based ramp, Coalition Relic, Astral Cornucopia and Everflowing Chalice can all work wonders in this kind of deck. Creatures like Birds of Paradise, Noble Hierarch or Sylvan Caryatid are more susceptible to removal, but can block to protect a walker in a pinch.
Phyrexian Scriptures is a nice allrounder, brings a boardwipe and graveyard-removal. If you can't get extra counters on there the turn you play it it's kind of slow though, and the wipe whiffs against artifact decks. Definitely a meta call.
Constant Mists protects both your face and your walkers, unlike Ghostly Prison. Spike Weaver does the same, with some sweet proliferate synergy. If you want prison effects, look towards Sphere of Safety, Norn's Annex, Archangel of Tithes or Baird, Steward of Argive, maybe Crawlspace or Silent Arbiter. Personally I'm not a big fan of those cards, but that might be because of my meta.
With your current list I'd probably run Shalai, Voice of Plenty over Privileged Position. The fact that she has legs, can Gavony Township tokens from your walkers and is another hit for cavern of souls outweighs her being somewhat easier to remove and not hitting artefacts or enchantments imho. That might change if you add cards like Enlightened Tutor or Academy Rector, in which case Position being an enchantment would become significantly more relevant.
With both Planeswalkers and Avacyn, Angel of Hope in the deck you might want to consider Armageddon or another source of Mass Land destruction. It's a highly controversial wincon and if your playgroup is against it I wouldn't bother running it, but if you actually play it with a clear path to victory in mind, I personally think it's fine.
Considering that your walker count is somewhat high even for a superfriends list, I'm kind of surprised to not see Tezzeret the Seeker or Garruk Wildspeaker, both of which can ramp you and work wonders with The Chain Veil, especially if you have some 2+ mana sources.
Feel free to take a look at my List and tell me what you think.
Good luck and have fun playing!
4 days ago
If the main idea of the deck is to get out Assault Suit and equip it to Gisela, you might want to think about running things like Ghostly Prison, Crawlspace, and Norn's Annex because if a deck like Krenko, Mob Boss or Rhys the Redeemed gets a hold of Gisela, you'll be in trouble - even if they can't swing Gisela at you
Leave / Chance is another great Boros Charm effect, and it can also take away Gisela from a problematic opponent
1 week ago
Giving this list a second look, I'm not sure you want Azors elecutors at all. It's a fun card, and feels very satisfying to win with, but isn't entirely compatible with your deck.
Detain slows down your opponents and gains you tempo, but it does not lock down the board completely. Looking at the cards you have here, it will take a lot of mana per turn to keep your opponents' locked down completely, which is what Azors elecutors really requires.
You'd probably be better off with some powerful and difficult-to-remove finisher; but I understand wanting to go with the style points of Azors elecutors.
As for cards to consider cutting:
Blood Clock - way too slow for Modern. By turn 4, your opponent is already looking to win, and they can always just return their worst card or pay an insignificant amount of life.
I think you could also stand to cut some of your under-performing Detain (or pseudo-Detain) cards, and then run more copies of your best ones.
1 week ago
I just believe that it you are going to run so many payoff cards for topdeck manipulation then extra turn spells make a lot of sense. My first instinct would be to cut the cards that don't directly help your topdeck matters/powerful etb/planeswalker strategy such as Norn's Annex.
And a little advice, Expropriate is far more powerful than it first looks because you get a vote so worst case scenario you get one extra turn and 3 permanents of your choice or best case scenario you get 4 extra turns from 1 card. This card wins games by itself.
2 weeks ago
Decimator Web is worth mentioning and so is Throne of Geth. She's pricey but Elesh Norn, Grand Cenobite is phenomenal for infect decks. Also, adding a Crawlspace or Norn's Annex can help a lot in multiplayer.
Nvm on the last 2. Just saw Ghostly Prison.
4 weeks 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.