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: Gain .
: Gain or . Underground River deals 1 damage to you.
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Underground River Discussion
multimedia on atraxa
23 hours 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.
1 week ago
1 week ago
Exotic Orchard, Llanowar Wastes, Yavimaya Coast and Underground River are some cheap lands you could use. High Market and Viscera Seer can send your creatures to the graveyard in response of a exile spell/ability, so you don't really lose them. Blighted Woodland, Myriad Landscape and Bad River are nuts in this deck, since they can repeatly get more lands in play. Ghost Quarter and Tectonic Edge are also great.
1 week ago
Hey, saw your forum topic asking for help.
Cards to consider adding:
- Phyrexian Dreadnought
- Phyrexian Soulgorger
- Vector Asp
- Invisible Stalker
- Buried Alive
- Frantic Search
- Careful Study
- Fact or Fiction
- Jace, Vryn's Prodigy Flip
- Wharf Infiltrator
- Looter il-Kor
- Corpse Connoisseur
Dreadnought in your graveyard is a 12/12 with trample for one mana with Lazav. Dreadnought and Asp in your graveyard is a combo. Become Dreadnought with Lazav attack and in combat become Asp, make Asp have infect for and kill an opponent with trampling 12/12 infect. Soulgorger is a 8/8 for three mana, also good. Buried/Windfall/Frantic/Careful are all potential early game plays to get creatures into your graveyard. Windfall/Frantic/Careful can also draw which is helpful. Buried is pretty important because it can tutor for and put up to three creatures into your graveyard at one time for three mana. It alone can set up the Dreadnought/Asp combo. Jace/Wharf/Looter can be early game creatures who can be repeatable ways to draw while also putting a creature into your graveyard.
Cards to consider cutting:
- Deadly Visit
- Mephitic Vapors
- Never Happened
- Severed Strands
- Stolen Identity
- Vicious Rumors
- Dimir Charm
- Necrotic Wound
- Barrier of Bones
- Dimir Spybug
- Watcher in the Mist
- Whisper Agent
- Jace Beleren
Lands to consider adding:
- Watery Grave
- Underground River
- Morphic Pool
- Sunken Ruins
- Darkslick Shores
- Choked Estuary
- Cephalid Coliseum
- Creeping Tar Pit
Good luck with your deck.
2 weeks ago
It seems weird right? I like goldfishing on paper, but testing other people's deck online is quite interesting although a bit strange.
Some thoughts, I really like Plaxcaster Frogling a lot haha always have that protection up and can protect Atraxa. And out of the 15 games I played, Sylvan Library is just amazing, the life gain from Atraxa is enough to offset the damage taken from the extra draw. Early game Everflowing Chalice is super strong, and Leyline of Anticipation + Defense of the Heart is a good way to sneak in the Praetors. The only weakness I see so far is the early game, where you don't have much effects, but that's okay because your mid game is definitely strong. Your most important colors is Green/Blue so most of the time I fetch for Breeding Pool as it's essential to play for about 40% of your spells. I mostly tutor for card draw whenever I get a tutor, so top options for me is Sylvan Library, Rhystic Study, and Jin-Gitaxias. If card draw is already established I go for protection for Atraxa.
Mana base wise, I never really had a problem, my only issue was with the Hideaway lands, I'm not too fond of them mid or late game. It's alright early game but I would replace it for better mana fixing lands. Even pain lands are a good alternative like Yavimaya Coast, Adarkar Wastes, Brushland, Caves of Koilos, Llanowar Wastes, and Underground River.
3 weeks ago
I kinda like what I see here but I'd try to have closer to thirty creatures as critter beatdown is how Zombie Tribal decks roll (or should that be shamble?)
My favourite Zombie is Forgotten Creation - he's crazy for drawing the cards you need and being able to fill that 'yard to the brim with hungry undead is super cool.
Dark Salvation is great late game when you can sink heaps of mana into it and straight up killing a threat is always a bonus.
Adding Living Death to my Zombie Tribal deck definitely resulted in more wins so chuck one in here for sure.
1 month ago
Hey, I saw that you were looking for advice and there are a couple things that I could recommend. I'll go over a couple things, but I'll start off with the manabase since you said it was the thing you were looking to change most. Also, it's a bit long, but it should help you for what kind of a manabase makes a competitive one.
First off, there are several good replacements for duals, first and foremost being shocks, but since it looks like you already have those looks like you're already half way there.
Basically I would focus on removing any and all lands that come in tapped, because if you want your deck to be competitive, you need to be sure that every turn you take is as optimized as possible. A turn where you could be doing two manas worth of stuff you are only doing 1 manas worth of stuff which essentially means you are playing a turn behind. It's a bit of a simplistic way of explaining it, but that is the best explanation why without going into too much detail. Other lands I would highly recommend, firstly, are the pain lands. These are very effective replacements as well. ( Sulfurous Springs, Underground River and Shivan Reef ) find homes in many competitive decklists you will find. The filter lands are pretty good replacements as well, as they get you the colors you need with added fixing. They only issue is that the t1 plays they provide can be kind of awkward, but should only be really taken into consideration the faster and faster your deck is; In your case they should be a good fit though! They are Sunken Ruins, Graven Cairns and Cascade Bluffs. Also, it may seem weird, but adding every kind of fetch that can even get you one of your colors effectively gives you access to all the colors you could need! You could run all 9 fetches besides Windswept Heath, which seems like a pretty good deal to me, though if you have to pick and chose I would focus on the ones that give you your most important color (blue) first. This goes the extra mile in truly "optimizing" your mana base, and over the long run it thins your deck and makes it more consistent.
All in all, the changes I would make would look something like this -Canyon Slough, -Crumbling Necropolis, -Grixis Panorama, -Path of Ancestry, -Smoldering Marsh -Sunken Hollow, -Temple of Deceit, -Temple of Epiphany, -Temple of the False God
and do this
+Sulfurous Springs, +Underground River, +Shivan Reef, +Sunken Ruins, +Graven Cairns, +Cascade Bluffs, +Cephalid Coliseum, also these are pretty good, but the worst of the bunch I've recommended, +River of Tears, +Tainted Isle, +Tainted Peak. Additionally Ancient Tomb is amazing as well, so I would recommend that as a long term investment too. (plus it goes in every edh deck ever so it's non-exclusive!).
Apart from lands, there are a couple of things that I think you could use to increase the consistency of your deck and some of the combos that you seem to be going for. Going over enchantment's first, as there is a short list, I would consider taking them all out personally. Search for Azcanta Flip is a more value oriented card popular in decks that try to attain long term value and want games to go long. Storm isn't quite looking for this, and for that, I think it doesn't do enough for what 2 mana will grant you especially if you are looking to "speed up" the deck. Very often competitive decks can't afford to play things that don't do anything right away, so even though the card is great, it needs to fit a certain role in a deck. I also think that Jace's Sanctum also comes to the "too slow" argument as well, but I think that if you are looking at least for a semi-competitive option, this is fine to keep in. Also for Thousand-Year Storm I have seen some discussion floating around in the competitive community that it could work really well as a win con in a similar oriented style deck, but the huge argument is paying 6 mana for a spell that doesn't do anything, or win you the game right away. Regardless, I think for what your deck has going thousand-year storm seems like it could prove well if it is working well for you.
Otherwise, there are just a couple of cards such as Jaya Ballard, and Docent of Perfection Flip that really stuck out to me. Personally, I don't think that the amount of mana they are is really worth the investment, and I would rather play cards that help setup the win. To go off this, I noticed that you were playing Isochron Scepter, so why not replace those other cards and play Dramatic Reversal which is a near 2 card combo with the scepter? To utilize this combo you would need to play more things that tap to give you mana, but adding mana rocks will make your deck faster and I would recommend adding more anyways. In general this combo is low investment, high reward because none of the cards that you play to make the combo work arn't progressing you towards your endgame anyways. For the mana rocks you could add, I would highly consider cards such as Mox Opal, Mox Diamond, Mana Vault, Mana Crypt, Chrome Mox which are the high profile options, but for leaning more on a budget any of the signets are also highly viable (Izzet Signet, Dimir Signet, Rakdos Signet). In general this will increase the speed of your deck and make it more turbo charged. You won't find many competitive decks without these!
Lastly, I'd just like to briefly mention the best counterspells for competitive EDH. In general it is widely agreed upon that for combo decks in general, you want your counterspells to be as cheap and efficient as possible. Some of the most favored are Force of Will (i saw that you have that one), Pact of Negation, Flusterstorm, Delay, Mana Drain and Swan Song (also on the list). Secondarily, people do play Counterspell but it is often outclassed by the ones I mentioned prior. Also, there are other counterspells that people will play for more narrow purposes and should be played specifically for the meta you are expecting to play in. These are Negate, Mental Misstep, Spell Pierce(only for decks looking to win t2-t3 really),Arcane Denial, Remand etc... (here's a useful link if you want to know more: https://www.reddit.com/r/CompetitiveEDH/comments/5k0tef/a_lexicon_of_cedh_counterspells_and_some/ )
In general I would cut the counters that are 3+ mana, because there are just better options out there if you go looking, and hopefully that page can give you some good insight for what counterspells are the right choice for you. And that will about wrap things up for me without going in too deep.
Yeah, so I could go over every card piece by piece, but that would probably be an entire article on it's own. It really because what makes a deck "competitive" is kind of an ambiguous term in the grand scheme of things. I'm not 100% sure every recommendation I make fits what you are looking for, so it's hard to analyze what cards are truly good/bad without sitting down and discussing it directly. Also, since there are legitimately several different version of a deck that 1 commander could hold, I think I'll just leave you with some resources that can further your cEDHing. Here are some of the competitive edh resources that I like to visit, and hopefully they can serve you well too!
also here is my Kess storm decklist if you want to take a look!: https://tappedout.net/mtg-decks/nekusar-we-legacy-storm-now-cedh/
It's always good to have another person in the community, so I'm glad that your interest has been peaked! Hope to see you around and feel free to message me if you have any other questions!
1 month ago
Here's some land recommendations to both speed up the deck and give them more utility. All recommendations are under $20.
Lands to swap:
Sunken Hollow instead of Rupture Spire
Underground River instead of Shimmering Grotto
Morphic Pool instead of Transguild Promenade
Drowned Catacomb instead of Grixis Panorama
Tainted Isle instead of Esper Panorama
Since you don't need to fetch a lot of basics, I'd swap a few basics for dual lands to ensure you always have your colors, ~10 basics is more than enough for a deck
Creeping Tar Pit
Utility Lands worth including:
Temple of the False God
Nykthos, Shrine to Nyx
Field of Ruin
Tolaria West (Transmute this land, to fetch another one you need)
Crypt of Agadeem
Spire of Industry
Shizo, Death's Storehouse
Hall of the Bandit Lord