All creatures have "At the beginning of your upkeep, sacrifice this creature unless you pay (1)."
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Pendrell Mists Discussion
9 hours ago
I love the deck seems pretty brutal if you are playing vs green decks...which is all the time for most of us! So I got a few ideas for you.. Now I know this is a big change but it seems like you could swap out the mill strategy and zombie tribal cards for a color control strategy to compliment your primary game plan of green hate, along with a new commander to go with it. Lazav, Dimir Mastermind seems like a better commander for this idea since you are likely killing creatures a lot. I was thinking color changing cards like Whim of Volrath, Glamerdye, Crystal Spray, Alter Reality, Spectral Shift, Trait Doctoring, Mind Bend, Sleight of Mind, Vodalian Mystic and especially Blind Seer will give you much more control. You can also stop ramping with Shadow of Doubt, Mindlock Orb, Pendrell Mists, Energy Flux.
2 weeks ago
Propaganda, Collective Restraint, Burning Sands, AEther Barrier, Pendrell Mists, Overburden, Smoke, Mudslide, Crawlspace, Meishin, the Mind Cage, and possibly AEther Flash could all be good, depending on your meta and list. The Tabernacle at Pendrell Vale is likely the best, but is typically out-of-budget for most players. Combine those with some wraths, and you should be set to survive until you can combo out. Without seeing your deck though, all of this is kinda a shot in the dark.
1 month ago
Pendrell Mists as a sub for Tabernacle :)
S'what I did for my build
Commander / EDH
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1 month ago
Well, it's a quick kill, that's why. The cool thing is, oloro gains life no matter where he is, so together with a sort of stax strategy (I've made an actual stax list with oloro) you can easily hit one opponent with the reservoir without additional lifegain. If you don't like that one I would include another combo to quickly end the game...with many tutors you can always go for that plan whenever your opponents give you too much time.
1 month ago
You could start with cutting all the mediocre planeswalkers and enchantments that are not doing anything for creating a lock (because you say that is your plan here).
...There are so many cards that can effectifely create REAL locks, but I can't see how this current list could do that. I think you should cut a lot of irrelevant creatures here, because the most powerful lock pieces are enchantments and artifacts. Usually people can't run as many removals for these card types to prevent all of them from staying on the table, if your deck is full of that stuff.
1 month ago
Here's a legit idea.
Replace Jace Beleren who helps your opponents find answers to you, has low initial starting loyalty, and actually attracts a huge amount of irrational anger if you don't plus him (he's funny like that).
Instead run a card like Pendrell Mists or The Tabernacle at Pendrell Vale in order to drain your opponents of creatures and mana. Of course, this attracts some level of hate. As a subtstitute, you can run a less hateful card such as Teysa, Envoy of Ghosts or a simple Oblivion Stone.
If you don't feel like running this type of card, Open the Vaults is a super fun card in commander. Generally, it's incredibly dangerous, but you run enough lockdown cards that this might be a good idea
1 month ago
readerrw07 I don't know, probably because I don't have one and I'm not sure if I need another tutor, actually a bad vampiric for 100 bucks...
What would I cut for another tutor? I've already removed Strionic Resonator and Pendrell Mists today and replaced them with Trinisphere and Everflowing Chalice. The deck is already very tight and I could only think of maybe removing a land.
2 months 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.