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Vivid Marsh enters the battlefield tapped with two charge counters on it.
: Add to your mana pool.
[symbol:T, Remove a charge counter from Vivid Marsh: Add one mana of any color to your mana pool.
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Vivid Marsh Discussion
1 week ago
Animation Module Complete the combo and ride a cascade of energy, +1/+1s, and Servos.
Beastmaster Ascension Crazy buff is crazy.
Gemstone Mine More any color mana land to proliferate.
Gonti's Aether Heart Blink your non-charge artifacts with Brago/Venser; crack for an extra turn when you need it.
Meren of Clan Nel Toth whom you considered, is miles better as a value engine vs Skullbriar the growing dumb beater.
Merciless Eviction Because you are in color and nuking all Planeswalkers is often important.
Peema Aether-Seer 3 Energy Min, typically higher ETB; Occasionally pull utility dudes/generals into unfavorable combat
Tezzeret the Seeker Untap clasp/engine/modules/rocks; tutor out modules and Panharmonicon.
Vivid Marsh The four vivid lands in color are probably better here than using tri-lands.
Whispersilk Cloak Archangel, Atraxa, Basker, Brago, Roc
3 weeks ago
Nice, I also have an atraxa decklist. You might want to check it out, it could give you some ideas. I'm not sure how much play you've gotten with atraxa, but i've found that people really hate her, and tend to target her quickly (might just be my local meta) but having a way to get counters on her as she comes in is great. I see you already have Master Biomancer, but other cards with graft are a great way to get counters on atraxa. Cards like Plaxcaster Frogling, and Llanowar Reborn are FAN-TAS-TIC in this type of deck.
Also if we're talking about abusing counters, nothing beats Parallax Wave. As for other great (and very broken cards) in atraxa: Spike Weaver for infinite fog, Sage of Hours for infinite turns (its like Lighthouse Chronologist but your opponents can't stop you). Retribution of the Ancients turns counters into killing power. Odric, Lunarch Marshal, because your commander has FOUR KEYWORDS. And why not toss in Umezawa's Jitte to kill your opponent in no time with commander damage?
But I hear you saying: "this is to much mana, I can't cast all this!" WRONG. Atraxa has THE BEST four color manabase out of all the 2016 commanders. I see you have some of the vivid lands and one of the storage lands, grabbing the other two vivid's and storage lands from that cycle would be best. Vivid Marsh and Vivid Creek, Saltcrusted Steppe and Calciform Pools. You can also add lands that would normally only tap for 5 colors sometimes, but always tap for any color with atraxa. Like: Aether Hub, Mirrodin's Core and Gemstone Mine to name a few.
As for cuts? Cut all of the cards that don't have synergies with counters first, and then cards that don't Synergize that well after that. My picks for removal would be Bred for the hunt, commander's sphere, garruk wild-speaker, reveillark, zameck guildmage (sage of fables does this for colorless mana), and abzan falconeer.
Sorry for the long post, I did alot of brewing on my atraxa list. Let me know if you want more feedback.
3 weeks ago
1 month ago
1 month ago
Hey! Let me start off by saying that I sympathize with your budget as a college student and all decks I make are budget! I used to have a Saskia deck, but changed it into a Tana, the Bloodsower saproling sacrifice with Ravos, Soultender partner. It's quite different than this deck, but in the same colors! I might be able to help with a few cards. I had contemplated doing the very same thing you are doing.. Saskia infect is a great thing. Without further adeu, lets' get started.
What I have noticed about magic card prices is that the more "generally good" or universal the card is, the higher the demand, the higher the price. For people like us, we can make a deck good towards one specific thing and still have cheap cards become a part of a good deck.
I think that Polluted Delta could come out of the deck. it's not terrible, but is a little rich for our blood, we can do better. I would put in a Vivid Marsh. In fact all the vivid lands would be good options for you, running a 4 color deck. I assume that the reason you have polluted delta in the deck is because you own the card, I do that a lot too. My suggestion.. sell the polluted delta and get all of the vivid lands! While they enter tapped, your deck doesn't care about speed as much because you by nature are speeding up the game with your infect win condition.
Sacred Foundry as well, obviously a good card, but let's see if we can do better with check lands like Clifftop Retreat. Same thing with Godless Shrine, we can replace that with Isolated Chapel. While you have to have lands of either color, you would be surprised how often that comes into play untapped! I can count on one hand how many times it has entered tapped.
for your lands I also recommend Prismatic Omen
I feel like Angelic Destiny, while a good card, not quite what you need in this deck. I see that it is a one hit kill, but let's see if we can focus on getting your deck a little more unpredictable and efficient through instant buffs. Your creatures get through blockers and ALL THE SUDDEN THEY DO LETHAL as you throw down some quick buffs.
here's a list of those. You can decide what's best.
I couldn't get the hyperlink to work in the preview, you'll have to copy and paste it, sorry.
Behind the Scenes pairs well with that strategy. Let your creatures get through unblocked and then drop a bomb on them with buffs.
Strionic Resonator will let you copy saskia's "it deals damage equal to its power to chosen player" to either the same person or to someone different entirely. DOUBLE KILL!
Siege Behemoth makes sure your damage gets through.
Pathbreaker Ibex could be good for ya as well.
it might be worth giving your creatures hexproof, since your creatures are the obvious target for spells. I would go with Asceticism for starters.
I love your Darksteel Mutation, that's just a great commander removal.
You could put in Dragon Throne of Tarkir and then any buffs you throw on sasia could go to all creatures.
if you ask me, you are running a lot of mana with all your land and the mana rocks, and yet your average cmc is just under 3, which will lower even more with the instant buffs you would put in. maybe go down to 34 lands? Play it by ear.
Well, great deck! you can go further to focus it in without breaking the bank, but it's scary already for sure! You got my upvote!
2 months ago
It really all depends on what your intent is with Atraxa.
Do you want it creature (+1/+1 counters / -1/-1 counters) heavy, planeswalker heavy, or somewhere in between?
Here's some suggestions (depending on budget, of course) for creature heavy :
Gyre Sage for massive mana later on!
For both builds :
Same for Aether Hub.
For the Planeswalker : Refer to my earlier deck link.
Hope that helps!
4 months ago
First of all I want to say that I read your description, so I know you are not trying to make a killer deck out of the bat. I'm going to give you some suggestions, I understand some might be a bit over your budget (even though I'll try and keep the more expensive cards only around a couple bucks) and some might not be as interesting for you considering your specific playgroup and your goal with the deck, but since EDH is the perfect format to develop a deck during longer periods of time, and I strongly encourage everyone who plays to do so in order to create an healthy and dynamic playgroup, I'm going to suggest some changes that will improve both on the power level and consistency of your deck.
My deck is more expensive (but still pretty reasonable considering 100 cards) but it performs really well in competitive environments without overpowering the board in more fun oriented playgroups. You can check it out and maybe you'll find some other cards you don't know about that might be good for you:
Commander / EDH*
SCORE: 8 | 4 COMMENTS | 635 VIEWS | IN 2 FOLDERS
About your deck now, I'll list the changes I'd make and try to explain why so you can pick and choose when you start making replacements.
You want your plays and reanimations to be more than vannilla creatures, doesn't matter if they make themselves larger if they are easilly blocked and killed, and definitely, if you are running cards over 2 power which are not targets for Alesha, they must enable something game ending, otherwise you are taking consistency out from your deck and not gaining anything in return.
As for noncreature spells I'd take out: Asha's Favor, Berserkers' Onslaught, Blue Ward, Fear, Messenger's Speed, Protective Sphere, Skeletal Grimace, Demystify, Dragonrage (this is kinda okay with double strike, but still, much better options), Harsh Sustenance, Pay No Heed, Profit / Loss, Showstopper, Tenacity, Uncaged Fury, Uncanny Speed, War Flare, Wing Shards (You have no reasonable way to enable storm, so for 3 mana there are numerous better removal options), Coercion (it's one use only. In a multiplayer game you can't possibly gain advantage from picking one card from one opponent in 99% of situations), Kytheon's Tactics, Spectral Reserves and Terashi's Grasp.
I'd take almost all of those auras and instants/sorceries because in my experience Alesha isn't suited for that. She is perfect for a toolbox commander, so you should enforce that and play effects like destroying enchantments, on creatures that you can recurr as you need them instead of on one spell that can be used once. Again, this is relevant because Alesha can use creatures over and over, but not noncreature spells. In decks like Dralnu and such, it would be the other way around. As for ways to pump your creatures, again, it's a one trick pony and then your opponents will be able to block or remove your threat's easilly. Double strike definitely is not the best option, since Alesha likes small creatures, and double strike on small creatures is underwhelming. The trick is to manage a way to keep the board under control, and win little by little or comboing off with something.
I won't change the land base because that's where most money is usually spent and I avoid that as well. Command Tower, Vivid Marsh and Vivid Crag are solid and not very expensive, but again, I don't usually feel the need to improve that much on mana base. But if you feel you are playing this deck for a long time, I'd recommend you pick up a Chromatic Lantern soon. It's insanely important, since Alesha is , and her ability costs so sometimes getting the colours you need for both soon in the game might be harsh. The lantern just saw a reprint so it's lower on price now than it's ever gonna be for a long time after.
What to include then? I'd change a lot, but since you are playing a deck made of what you had laying around, I understand if you don't. I'll go over a few that you should include if you want to improve on the list and you can pick and adjust as you feel it's right. Also, probably all of these will be in my deck, so you can check it and see if there are other options there that you'd want to play instead of those I suggested you'd switch out:
Let's take the more expensive ones out of the way: Reconnaissance (is key to keep attacking with Alesha for her ability even when your opponents have shields up), Cathars' Crusade (this is the way I usually win) and Anafenza, Kin-Tree Spirit (in a smaller scale, but also good to make creatures bigger and enables one of the easiest combos available too). I believe these are slightly over your budget, but they definitely pull more than their weight. I'd run these no matter what, but Cathars' Crusade is the one that I can't stress enough for you to try out.
Nekrataal, War Priest of Thune, Ingot Chewer (and slightly more expensive Big Game Hunter) are those creatures I recommended for you to run and recurr with Alesha for the effects you had on noncreature spells.
Zulaport Cutthroat and Falkenrath Noble will give you value when your small creatures die. Brutal Hordechief gains you life as well, and lets you choose blockers as you please, most times it's relevant to push through lethal damage and people don't notice that until it's too late.
Goblin Bombardment will let you shoot something in response to your creatures getting killed.
Sol Ring is a must include in every EDH deck and is cheap as it has ever been right now, Rakdos Signet, Boros Signet and Orzhov Signet are very relevant ways to ramp and fix your mana a bit, while Burnished Hart gets lands of your deck at an impressive rate.
And finally these aren't in my deck, but I believe should be in yours: Ichorclaw Myr, Core Prowler, Septic Rats, Ichor Rats and Whispering Specter. You should have more than a couple infect creatures to ensure you can finish someone once you start hitting with infect damage.
I hope this was of help, it's really cool you are making a deck out of scraps, per say, so you can easilly bring new players in, that's something admirable, since most times the biggest barrier to new players is the intricate play levels of their potential playgroups. I usually lend my decks to new players until they feel comfortable enough with the format to build their own, but that kind of approach making almost a "limited" EDH deck is pretty cool and perfect to help new players improve. As I said, EDH is perfect to improve deckbuilding in time, so that's an awesome way to kick it off!
4 months ago
At your request I took a look and wanted to offer some suggestions to make this stronger. That being said I have no idea of what your budget is like or how your acquire cards. Take what I say with a grain of salt.
What I would consider adding:
Isolated Chapel - self explanatory
Reliquary Tower - should be in every deck as a means of preventing discard due to mana flood/screw
Vault of the Archangel - you're running a deck where the creatures are your win condition, it's in your colors, might as well have the ability to abuse lifelink/deathtouch
Serra's Sanctum - super pricey for a single card, but well worth it in this sort of deck
Luminarch Ascension - 4/4 flying angels for 1W is pretty big, drops early, can be a target for sure, but value is there.
Land Tax - any ramp is good ramp, and this is one of the best
Erebos, God of the Dead - Great for card draw, side note of preventing others from gaining life
Orzhov Signet - more ramp, color fixing
Aura of Silence - tax opponents playing enchantments/artifacts, doubles as a removal spell. 100% necessary
Blind Obedience - tax opponents, possible life drain. Tempo card to make sure that you get to hit more often than they do
Mortify, Utter End, Anguished Unmaking, Path to Exile, Swords to Plowshares, Sudden Spoiling & Return to Dust - your instant removal package is abysmal, you have to be able to answer threats as they show up. Best case scenario, you make tokens with Daxos at the end of the turn before yours and you save your spot removal. Worst case scenario, you use the removal and make less tokens, but you don't die to a combo or something you can't deal with before your next turn. Can't stress enough how important Instants are in this format.
Cards I would remove:
Daxos's Torment - a 5/5 flier on your turn that can't block is mediocre outside of recovering from boardwipes, even then, it's too slow.
Nyxborn Shieldmate - too weak of an effect. I get the "Enchantments matter" theme, but it's a slot better used for removal
God-Favored General - you don't have a reliable way to get evasion, so this will be chumpblocked and die more often than not. Daxos's effect is on cast, not etb, so it's a big gamble for a small effect.
Celestial Archon - somewhat decent, but I have concerns about it being a worthwhile addition.
Blessed Spirits - too vanilla, gets big too slowly as it's based on cast so you can't abuse it with Daxos
Vivid Marsh & Vivid Meadow - you're running 2 colors, you don't need these. If you're going to run a land that ETB tapped, it might as well be one of the other numerous lands that comes in tapped that gives you an additional effect such as Scoured Barrens