|Commander / EDH||Legal|
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|Modern Masters 2017 Edition||Rare|
|From the Vault: Annihilation||Mythic Rare|
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Put all creatures on the bottom of their owners' libraries.
Miracle [[symbol:W[[ (You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.)
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16 hours 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
Take these over the guildgates
And you need these
These are good too. You want as few come into play tapped lands as possible, but the scry lands are always good.
Venser's Journal is a tossup if you want it or not
2 weeks ago
War Tax doesn't fit in the deck at all imo. You already need to spend a lot of mana on Isochron Scepter every turn, so another mana sink doesn't help you much. Similarly Fog Bank is just a removal magnet and can't block True-Name Nemesis. Every legacy deck will have either true-name to get around it, jitte/sofi to kill it, or they don't need combat to kill you. Or they're elves and will kill you through combat anyway.
Splashing white for Terminus and Monastery Mentor would be the best thing to do, but that would get really expensive, so the better answer might be Thing in the Ice Flip aggro as a backup plan. You still get screwed by True-Name Nemesis but you'd have a pretty good chance at winning combo matchups. You could even go as far as to sideboard 4 Delver of Secrets Flip for a surprise creature aggro plan in game 2. That may or may not work. Not sure.
2 weeks ago
Hello! I've been having some trouble recently with boardwipes such as Hallowed Burial and Terminus recently. I run a sliver EDH deck so destroy isn't as much of a problem as long as I can get my Sliver Hivelord out. Does anyone have any creative solutions to these other than just straight counterspells as I don't have a ton of room to add more. Thanks for your help.
1 month ago
ToolmasterOfBrainerd - Grixis will always run Peezy if only because Cabal Therapy + Young Pyromancer is the freaking tits. I would certainly expect an uptick in creatures that are hard to remove like True-Name Nemesis and Gurmag Angler across the format because Fatal Push is a hell of a card and Terminus doesn't see nearly as much play anymore.
1 month ago
for some reason i always end up back here for more swanky suggestions aha this round i got Madblind Mountain for you. Albiet strange at first glance but pretty nifty when you think of the applications, say you just Terminus/Hallowed Burial it lets you shuffle your creatures back throughout your deck instead of having them all stuck on the bottom. (or if an opponent fateseals you or something which is less common) also commons with the next suggestion of Mistveil Plains which is a way for you to recur in this deck most Boros decks have some issues with the recur factor. which then you could use Madblind to shuffle it up higher then just the bottom of you deck. Since they retain basic land type they count towards landtype mattters effects as well.
1 month ago
There's also the "Tron" deck (short for Voltron from the 80's cartoons because you have to assemble parts to make a big thing like the lion robots), it uses big mana to cast Karn Liberated and Wurmcoil Engine. That's called "tap out control".
It probably helps to focus less on the overall archetype and focus on cards and strategies that speak to you. You can add control elements to a midrange or aggro deck, like the version of Burn that uses Scrying Sheets for some late game card filtering. Storm decks often have Remand and a modicum of other counterspells to get them to turn 3 or 4 so they can combo off. There are Blue Black fairy decks out there, a sort of midrange control that uses cards like Bitterblossom, Vendilion Clique, and Spellstutter Sprite. That's probably the closest thing you'll find to a "big bad blue" deck in Modern, or "blue tron" which takes the Tron deck and adds blue for counterspells and Gifts Ungiven.
Certain archetypes can become unviable for long periods of time in Modern and Legacy. For awhile in Legacy, Blue-White turtle control was the best deck because of a unique confluence of powerful cards, specifically Sensei's Divining Top, Counterbalance, and Terminus. They had to ban Sensei's Divining Top because the deck was becoming too oppressive and stopping a number of other popular archetypes from being competitive. So now blue-white control is gone for awhile. But it will be back, as soon as something good enough to replace Sensei's Divining Top is printed or until people figure out how to make it work without the Top (believe me, they're already trying).
Think of it this way: Trying to force your own preferred archetype in a format where it's clearly not viable is like trying to swim against the current of the ocean. Better to "go with the flow" as it is. It's the same basic principle in Judo or Kung Fu. Don't fight against force, channel the force of your opponent, flow with it, and use it against them. That being said of course, if you think you have an idea that works, go for it. Somebody somewhere had to be the first guy to sleeve up Sensei's Divining Top and Counterbalance, and you never know unless you experiment and try. Better to experiment and fail than to have never tried at all.
1 month ago
Swords to Plowshares is the best removal spell in the game though, because the lifegain is irrelevant. You've just turned their big creature into a lifegain spell. They've spent...a 6 mana for a Wurmcoil Engine, and you've made them spend 6 mana for 6 life. They don't get anything else.
Path to Exile isn't played in legacy because giving them a land is generally better. It makes their Brainstorms and Ponders better, it gives them a land which is relevant in a form of Dazes and other stuff.
Remember, you are the beatdown, you will be negating that life gain and then some, just don't give them a land to let them hardcast Terminus.