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Sungrass Prairie Discussion
4 days ago
Do you get land screwed, color screwed or unable to play cards a lot of the time because lack of mana production? The Avg. CMC for this deck is 4.6, that's really high without playing any ramp. No Sol Ring? I'm kind of confused, do you not like ramp in Commander? Some of your Planeswalkers can ramp, but that doesn't help you if you can't play them.
My suggestions are to add ramp and improve the manabase by cutting a large portion of the come into play tapped dual lands. I understand that Planeswalkers are price expensive and they take up a huge portion of the total cost of this deck, but the manabase is really bad. It would help the deck a lot to fix it.
You're playing green you can advantage of land ramp spells. You can accommodate land ramp by cutting a large portion of the come into play tapped lands such as Elfhame Palace and other lands like it for Basic lands. For a budget manabase with green you're much better off playing more Basic lands and cards that can tutor for the Basic lands then lots of come into play tapped dual lands. The Tri lands are great: Arcane Sanctum, Seaside Citadel, Opulent Palace and Sandsteppe Citadel, but these lands are powerful enough that coming into play tapped while bad is fine. This will speed up over all game play because Basic lands enter play untapped. Other lands to consider are the BFZ duals: Canopy Vista, Sunken Hollow and Prairie Stream. The BFZ lands have good interaction with both Basic lands and Check lands, Sunpetal Grove, etc.
For a budget $30-$40 manabase I suggest playing:
- The four Tri lands
- Four Pain lands: Caves of Koilos, Llanowar Wastes, Underground River, Yavimaya Coast
- Four Check lands: Sunpetal Grove, Glacial Fortress, Isolated Chapel, Drowned Catacomb
- Three BFZ duals: Canopy Vista, Sunken Hollow and Prairie Stream
- Two Filter lands: Sungrass Prairie and Darkwater Catacombs
- Command Tower, Exotic Orchard, Forbidden Orchard, Ash Barrens, Dreadship Reef, Opal Palace
- 5 Plains, 4 Forest, 2 Island, 2 Swamp
Dreadship Reef is a land that uses counters, great with Atraxa. Opal Palace is good with Atraxa because if you use it to play her she gets a +1/+1 counter which she can start proliferating, growing herself.
I recommend this manabase and adding a ramp package of:
- Cultivate, Farseek and Kodama's Reach
- Sol Ring, Fellwar Stone
- Everflowing Chalice and Astral Cornucopia
Cornucopia and Chalice use counters which Atraxa can proliferate making these rocks pretty powerful. Even though your playing some board wipes that destroy all artifacts I still think having some artifact ramp is important to play Planeswalkers. It's more important to have the mana to play Walkers than wipe the board.
To make room for these ramp packages I recommend cutting some of the less powerful Planeswalkers because holy shit there's 28 total of them. Walkers like Jace, the Living Guildpact, Nissa, Voice of Zendikar, Kiora, the Crashing Wave, Gideon, Champion of Justice and Dovin Baan. Also Praetor's Counsel and Primal Surge are just too mana expensive for the deck. Nevinyrral's Disk, Decree of Pain and Terminus are too slow and your playing a lot of other better cheaper mana board wipes. Terminus while powerful needs some set-up to be, Brainstorm and you currently have no malipulation of the top of your library.
Good luck with your deck.
1 week ago
A lot of game stores (at least around me anyways) also discourage mass land killing. A crucible effect + Ghost Quarter is fine, Armageddon is frowned upon.
I actually have an Anafenza list myself, so if you would like, you can look at my land base (I use very few fetches because money isn't worth it to get them yet), but you also could find some spells/creatures you like. My deck is muuuch more midrange and focused on ramp and the word "exile." My deck doesn't have issues closing the game when it gets there, but from my testing, its a slog until you get there, then the decks wins by a large margin.
Also, my deck is a touch on the pricey side when it comes to the lands, but I rarely have mana issues. I would say look into the pain lands (Caves of Koilos (<2$), Llanwar Wastes(<2$), Brushland($10)), the "Tainted" cycle, Tainted Field and Tainted Wood, Sungrass Prairie, and others for nice fixing.
1 month ago
6 months ago
Sungrass because it works to filter any mana into the colors you need like a slightly less versatile, much less expensive Wooded Bastion. Grasslands is a strictly better(for this deck) Evolving Wilds/Terramorphic Expanse because it can grab some of your dual-colored lands like Canopy Vista. And Krosan Verge for general ramp.
6 months ago
7 months ago
I think you should cut the Soul Sisters. The only real payoffs I can see are Aetherflux Reservoir and Well of Lost Dreams, which doesn't seem like enough to justify the slots. Trostani can already gain you the life you need for those, so I wouldn't bother.
Fertile Ground seems like an odd choice to me. You are a 2 color deck, so having a cantrip that just fixes your mana doesn't seem that great imo. For fixing, I'd run Selesnya Signet, Wildfield Borderpost, Utopia Sprawl or Talisman of Unity instead, since they also ramp you. I'd also cut Mana Bloom. Cryptolith Rite seems better in this deck.Other ramp suggestions: Skyshroud Claim, Nature's Lore, Sol Ring, Avacyn's Pilgrim.
As for lands, it looks like you're on a budget, so I'll keep it simple. Canopy Vista, Command Tower, Sungrass Prairie, Fortified Village, Temple of Plenty, Savannah and Vitu-Ghazi, the City-Tree are all pretty nice options and easy on the wallet.
Zebra Unicorn too
i'm just going to send you the rest of the cards on facebook, i got bored typing out this entire thi