|Commander / EDH||Legal|
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|Commander Anthology Vol. II (CM2)||Common|
|Commander 2017 (C17)||Common|
|Commander Anthology (CM1)||Common|
|Commander 2016 (C16)||Common|
|Commander 2013 (C13)||Common|
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: Gain .
, : Gain one mana of any colour in your commander's color identity. If you spend this mana to cast your commander, it enters the battlefield with a number of +1/+1 counters on it equal to the number of times it's been cast from the command zone this game.
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Opal Palace Discussion
multimedia on atraxa
1 week ago
Hey, good start, nice Doubling Season :)
To begin to make upgrades I suggest first focusing on the manabase. When playing a four color Commander you want to consider more dual lands because mana fixing from lands is very important to have the right colors when you want them. Lots of Basic lands in this case is not the direction to go with the manabase. You still want some Basic lands for cards like Cultivate, Kodama's Reach and Battle lands, but dual lands should be priority. There's several budget duals in Atraxa's colors.
Budget lands to consider adding:
These are Rainbow dual lands. Called Rainbow because they can make one mana of any color. Command Tower is one of the best lands in Commander for any Commanders who are more than one color and Tower is budget. Exotic Orchard is not as good as Tower, but when playing four colors it's pretty unlikely that you'll be in a game where this land doesn't make a color of mana you want. Opal Palace is a good land with Atraxa because it can make any one color of mana while also giving Atraxa a +1/+1 counter which is great with her proliferate.
If you're going to play lands that ETB (enter the battlefield) tapped then the Tri lands are your best budget option because they give you one of three choices of colors which is good for mana fixing.
The Pain lands are good budget dual lands because they always ETB untapped and can make either colorless mana or colored mana. You don't have worry about the one life loss to make colored mana in Commander especially since Atraxa has lifelink.
These dual lands are one or two different land types that's good for land ramp spells Farseek and Nature's Lore. Two of the best land ramp spells in Commander because they can tutor for and put a dual land directly into play. Ramp that lets you put a dual land into play is very good when playing four colors. The Battle lands (Vista, Hollow and Stream) are two different land types, for instance Canopy Vista is a Forest and a Plains. This means Farseek can tutor for it because it's a Plains and Lore can tutor for it because it's a Forest.
These are Rainbow mana rocks. Lantern is a good artifact to play when playing four colors because it really helps with mana fixing since any land you control can make any color of mana. It's also ramp since it can tap to make one mana of any color. Fellwar is a two drop and like Exotic Orchard it cares about what colors of lands your opponents have, but this is fine since you're playing four colors, it will be pretty rare that you can't make a color of mana you need with this rock.
Good luck with your deck.
2 weeks ago
And of course keep in mind proliferate requires creatures to already have a counter on them, so Inexorable Tide requires casting spells, creatures on board, and counters on those creatures to do anything really. Maybe Teferi, Hero of Dominaria as he can untap lands to have available for Sygg’s ability. Paradox Engine is another option.
2 weeks ago
Your mana curve peaks at 4 mana and you have Mirari's Wake, so it might be interesting to invest in 2-mana land ramp options, so you can cast your 4-drops on turn 3 to get your plan going. I suggest Nature's Lore and Farseek. Gyre Sage grow up and ramp quickly, while Rishkar, Peema Renegade can put the first counter on creatures so you can proliferate them and tap them for mana when needed. I would take out Ikra Shidiqi, the Usurper (you need to hit someone to profit on her - she is better on a lifegain/token deck), Primal Amulet Flip (you don't have many essential sorceries to be copied) and Custodi Soulbinders (a really slow card) for them. // Orzhov Advokist serves double duty: she deters opponents from attacking you if they accept the offer, and also put counters on your creatures for free. Inexorable Tide is free proliferate while you cast your spells. Lim-Dul's Vault is a better tutor than Diabolic Tutor (maybe you should run both). // I would also upgrade the removal package to make it more versatile: Utter End instead of Sylvan Reclamation, Anguished Unmaking instead of Viridian Corrupter (if you want to win with infect, you have to fully commit to it), Abzan Charm (great versatility) instead of Mortify. Swan Song (better because cost less) or Arcane Denial instead of Mystic Confluence (5 mana is a lot to hold in a proactive deck). If you need even more removal, Beast Within and Swords to Plowshares are cheap ones to pick. // In terms of finishers, you could swap out Tuskguard Captain for Herald of Secret Streams. Odric, Lunarch Marshal has great synergy with Atraxa, Praetors' Voice. Champion of Lambholt, Managorger Hydra, Chasm Skulker and Cathars' Crusade require quick answer, or else they win you the game. // In the card advantage department, Bred for the Hunt, Path of Discovery (also create counters), Shapers of Nature (also create counters), Zameck Guildmage and Etched Oracle are repeatable draw while Rishkar's Expertise, Prime Speaker Zegana, Painful Truths and the aforementioned Abzan Charm are 1-shot card draw. I recommend replace Manifold Insights and Mirrorweave with Rishkar's Expertise and Prime Speaker Zegana. It is important to have about 10 ramp sources, 10 draw sources, 5 target removal and at least 3 boardwipes, and you should look for cards that can do more than 1 thing (like Abzan Charm) because they are the most versatile (therefore valuable) cards in your deck. // Guildmages' Forum is a strict upgrade over Opal Palace, because it can put counters on other creatures. I would also reduce the number of tapped lands in the deck, so you can reliably play something on turn 2. Blossoming Sands, Thornwood Falls, Tranquil Cove, Azorius Chancery, Dreadship Reef (doesn't provide colors right away) should be the first ones to be swapped. Some nice cards that enter the battlefield untapped are Caves of Koilos, Llanowar Wastes, Yavimaya Coast, City of Brass, Mana Confluence, Reflecting Pool, Bountiful Promenade, Sea of Clouds, Morphic Pool, Gavony Township, Watery Grave, Hallowed Fountain, Godless Shrine, Breeding Pool (the last 4 are all getting reprinted).
3 weeks ago
OTHER: Run cheap (colored) 1 drops/cantrips, if you cast four spells a turn, even if they are one color, Ramos still gets four counters.
4 weeks ago
For your first deck I would recommend something in two colors. You get more than a single color but the mana base is still easy to put together. 3+ can be a little tricky...
Of the ones you have mentioned though I would highly recommend either Marchesa. They are just an absolute blast to play. My Divine Decree is a bit expensive but shows that Queen Marchesa has a lot of play styles. My black rose I just put back together with cards I had lying about so it is semi-budget, The Ever Returning Rose.
For Marchesa, the Black Rose you do need some key pieces like Unspeakable Symbol or you are going to have a tough time keeping +1/+1 counters on your guys. With recent prints of Guildmages' Forum and Forge of Heroes plus good old Opal Palace it is a pretty good time to get in on the black rose band wagon. My version really revolves around entering and leaving the battlefield, effects like Dire Fleet Ravager going off every turn really puts the hurt on people. It takes a little bit of setup to do that though.
My Divine Decree is a group slug deck with pillow forts to stop the relentless onslaught from my pals as I drain their lives away. People really underestimate the power of Manabarbs until they have to pay for their big hitters, lol.
4 weeks ago
Okay, I'm back! Some good color-fixers that I have found helpful in 5 color decks: Ancient Ziggurat, Thran Quarry, Reflecting Pool, Opal Palace, Holdout Settlement, Unknown Shores, and Cryptolith Rite.
I would personally swap some of these for lands that enter tapped. It'll help speed up the land base while still making sure you have good color options. You can also go with things like Zendikar Resurgent, Mana Reflection, and Mirari's Wake. I would also consider shifting the and base to be more basics and using fetch cards like Myriad Landscape and the panoramas to thin the deck and get even more creatures out. Obviously you'll have the tutor ability going strong, but this will help early game and also give you protection from things like Blood Moon and Ruination, which would make this deck scoop 9/10 times.
Some other cards that could speed things up are the classic Bear Umbra, Urza's Incubator, and Cryptic Gateway. With such a creature-heavy deck, the latter can be really powerful because you can use your weenies or important cards to help get more ground-pounders out. It also allows you to put a creature on the battlefield during an opponent's turn at instant speed, which in this deck could be a killer surprise. I'd also consider adding Call to the Kindred in. It's a weird card to play and can make a creature a big target, but it would probably get you a free creature every turn.
I think my only other suggestion is Distant Melody, if you find your running out of a hand later in the game.
Again, I really enjoyed looking this deck over. Great work!
1 month ago
1 month ago
I ended up opting for Whisper, Blood Liturgist and Avacyn, Angel of Hope rather than Whip of Erebos, but I'll admit it was ultimately a thematic descision; they just seemed to be a better fit with the other cards I was working with: Whisper with Athreos, and Avacyn with Kaalia.
As far as the lands go, I am a little nervous about having lands that don't tap for black mana, simply because the cards I'll be casting from my hand are pretty limited to 4 artifacts, 6 enchantments, and 38 Shadowborn Apostles. Because of this, getting a land early on that does not tap for black mana can drastically reduce the speed at which I play and sac Apostles.
Buuuuuut I'll admit that both of these look far more promising than the Opal Palace I've got now, so I'm definitely making a change! Westvale Abbey Flip doesn't really have anything for me, as I've already got plenty of clerics and at a much more comfortable cost, and the Demon it transforms into is powerful, but otherwise boring. Vault of the Archangel, however, needs to be in my deck immediately! Being able to extend lifelink to my non-angel creatures and introduce deathtouch to my already crippling battlefield presence is just too good to pass up! #AddingItNow