Vraska the Unseen
+1: Until your next turn, whenever a creature deals combat damage to Vaskra the Unseen, destroy that creature.
-3: Destroy target nonland permanent.
-7: Create three 1/1 black Assassin tokens with "Whenever this creature deals combat damage to a player, that player loses the game."
|Have (2)||gildan_bladeborn , Forkbeard|
|Want (6)||Cactusman , Asfael , JazzCrimes , kingcraig , Jrm99 , Conderon|
Printings View all
|Commander 2019 (C19)||Mythic Rare|
|Duel Decks: Jace vs. Vraska (DDM)||Mythic Rare|
|Return to Ravnica (RTR)||Mythic Rare|
Combos Browse all
|Commander / EDH||Legal|
Vraska the Unseen occurrence in decks from the last year
Vraska the Unseen Discussion
5 days ago
Labone I'll preface this by saying I have not quite developed this deck to its fullest potential. My casual playgroup finds this deck very frustrating to play against in the casual meta, so I've abandoned it for now unfortunately.
For the planeswalker, Vraska the Unseen was originally in Garruk, Cursed Huntsman's spot. I choose Garruk for two reasons: he has card draw attached to removal which can net two two cards per dead creature when combined with Chevill. And secondly I simply like the theme of Garruk better. Any Vraska would still be a good addition, but I would personally not use Vraska, Swarm's Eminence for reasons I will explain below.
This is not a deathtouch tribal deck, this is a removal tribal deck. The difference being that this deck values simple removal spells such as Doom Blade over good deathtouch creatures such as Vampire Nighthawk.
From the cards you mentioned: Hooded Blightfang, Leyline Prowler, Vampire Nighthawk, Poison-Tip Archer, Ochran Assassin, Hornet Queen, Archetype of Finality, Gifted Aetherborn are all deathtouch creatures. While they are good creatures on their own, they are not the focus of this deck so they are left out for lower CMC removal spells.
Titan Hunter isn't a bad idea, lifedrain is a viable win condition for this deck.
Ravenous Chupacabra: A very mana inefficient removal spell. Without any recursion in the deck to make it shine, it doesn't stand up to the many 2 drop removal spells.
Hope this helps.
3 weeks ago
4 months ago
I’m not a big fan of Daarigaz. Too low impact for what this deck does. Yeah he’s a big body, but with all the sacrificing and tokens etb, I can often kill the board in one turn without Food Chain, and then if anyone is left Prossh finishes them off.
I like Garruk, Cursed Huntsman, but not for Garruk Wildspeaker. Wildspeaker ramps me every turn, jumping me from four to six, which is my sweet spot for casting Prossh the first time. If/when I can get Garruk out turn 2 (off a turn one Sol Ring) that means I cast Prossh turn three. Usually I want Purphoros and/or Impact Tremors our first, but the point is Wildspeaker is really strong. His minus provides fodder and blockers, and his ultimate (which is super easy to get to) ensures Prossh gets through.
Honestly, as much as her plus is useful and her ultimate is ridiculous, I evaluate planeswalkers for edh based on their first minus, and Vraska, Golgari Queen’s isn’t that good. It’s not terrible don’t get me wrong, but Vraska the Unseen’s ability to hit any permanent is really valuable. That being said her plus and her ultimate are basically useless to me...so I’ll think about a swap. Assassin's Trophy might be better...something to think about.
I tried Emrakul's Evangel out before, and the biggest thing for me is it specifies non-token. I have a high density of non-token creatures that I don’t really want to sacrifice, and while he doesn’t have to act until I’m ready for him, I just struggled to get the most out of him. I had more luck with Fresh Meat and even Caller of the Claw (which has the same non-token problem.) I’ll think about him again though.
I appreciate the feedback. I like seeing how people think about what I’ve put together. It makes me really think about why any individual card is here, and what the deck actually needs, so thank you. That being said this deck at the moment is actually taken apart. All my multicolor commander decks except The Mad King of Tristram live in my cube box for me to put together on the fly. That way I don’t have to have ten Misty Rainforests or Craterhoof Behemoths or whatever. I have them all sleeved the same and I can just build whatever deck I want in the moment. Also, the dragon is too strong and unfun for my playgroup, so he sits in the box more often than not so I can mess around with Yarok, Atla Palani and whatever else peaks my fancy that week. That and with COVID I haven’t played in a few weeks...but I definitely appreciate the feedback.
I’m going to get away from the landfall build the next time I put this together. I’m thinking goblins with Krenko, Mob Boss...we’ll see how it goes. There’s two goblintop deck tutors for him now so that should be fun.
5 months ago
5 months ago
Mairsil, the Pretender- I love this card because it enables combos that normally are not and his effect is just narrow enough without being too restrictive to allow creative deck building. Even makes bad cards like Shauku, Endbringer into pretty awesome cards.
Stuffy Doll- Who doesn't like voodoo dolls? Weird interactions and punishments are my jam. I was tempted to put Manabarbs as another of my 3 but there might be Repercussions if I did that. These cards are all up side :) They also hurt my opponents without actually stopping them from doing their thing.
Vraska the Unseen- Could have put Liliana's Contract, Felidar Sovereign, Mortal Combat or any of those other similar cards. I'm sure you can see what these have in common. For me these serve a few purposes. First closing out the game needs to happen eventually. I enjoy long games where everyone gets to do something but someone has to win too. Second I've shut some people up after they complain about me winning with combo "all the time". These don't require any combo, they just synergize with the deck they are in.
I am very much a combo player but I enjoy weird things that shouldn't happen or happen rarely more than the typical combos that happen all the time. I also enjoy when something isn't a combo but has the same game ending capabilities. I love seeing what someone's deck will do too but don't expect to do it without some form of punishing effect going on.
6 months ago
How about going straight GB?
- 4 rhino - 1 obzedat - 1 Unmaking from the main deck
4 loxodon, - 2 anafenza -2 dromoka -2 kambal - 1 trophy (you have 5 in the 75 cards) from the SB
6 months ago
I actually think this could be interesting. You'd have to lose the flexibility of rarity. Lock in the rarity and sorting becomes easier. It would take a while to sort each game though. With that kind of set up time I think you could go further with changing the rules to make it worth it.
Maybe have objectives that if you meet them grant some kind of bonus.
Or planeschase type effect that you get along with each commander, but only benefits the owner of the commander.
I'd Increase life total and required commander damage.
7 months ago
I'd say pick better friends. When judging a planeswalker in other decks, you mainly look at the first 2 abilities and judge how protected a planeswalker is after Plus-ing or how vulnerable they are after Minus-ing and how planeswalkers can protect themselves.
Let's look at how we usually evaluate planeswalkers. Garruk, Cursed Huntsman . 5 Loyalty > Pretty Good Body that can take a bit of damage. A 0 ability isn't the best, but it makes blockers that your opponents don't want to attack into because Garruk gets bigger. -3 kills any attackers while also drawing a card. -6 Win the game with Combat Damage. We're usually going to be looking at the first and second abilities, however, as it can't be easy in all situations to get to -6
Not in Atraxa though.
The amount of loyalty that a planeswalker can get in one turn is much higher than normal, so we instead look at the Ultimates and the Second abilities mainly. A planeswalker in this deck can minus all the way and still live and generate value. Therefore, we play planeswalkers that are stronger in a vacuum
Sure, Kiora or Ajani, the Greathearted are great with creatures on the board and things to interact with, but on their own, they don't go anywhere. On the other hand, a planeswalker like Venser or Teferi may be hard to get to ultimate in a normal game but is almost a guarantee in an Atraxa deck.
For most decks, you look at how averagely the planeswalker does. For example, Jace, the Mind Sculptor . Maybe, in a game, you bounce a few things, brainstorm a couple of times, and start to fateseal. However, Jace's ultimate is very hard to get just by using his +2, so very rarely would we base his power just off that. But in Atraxa, with added proliferate, we can easily get the ultimate for Jace and basically win on the spot.
Ajani, Caller of the Pride - What creatures? Atraxa maybe, but what creatures will you have early in the game? 1/10
Ajani, Mentor of Heroes - Pretty OK in that it can dig for more planeswalkers. Don't play it for the Counters, you have very few creatures. Gain 100 Life would be used as a panic button, not something you should try to get to, just keep using his second ability until you find better planeswalkers. 5/10
Ajani, the Greathearted - Puts loyalty counters on things. Gives creatures vigilance, which makes them able to block and protect the planeswalkers, but there are few creatures here that block well. 6/10
Ajani Unyielding - Getting to swords something every turn is very powerful, and he digs for more planeswalker. 8/10
Ashiok, Dream Render - Why? Bojuka Bog and Scavenging Ooze are both on color here? As is Aven Mindcensor , which, if you're looking at that static ability, is WAY better because the bird can attack and has flash. It may look worse because it still lets them look at the top 4, but this is 100 card singleton, your opponents never get what they wanted. Also, the flash is super relevant because, against Ashiok, people just hold their tutors until Ashiok is gone, but the bird can come unexpectedly, basically nullifying at least 1 tutor 1/10
Jace, Arcane Strategist - Draws 1 card, but for 6 mana. Can't put counters on creatures you don't have. 1/10
Jace, Unraveler of Secrets - First ability is already good, the second one can make for some pretty good locks, and the ultimate really stalls the game and lets your other planeswalkers build loyalty. 8/10
Jace, Wielder of Mysteries - Drawing 7 cards makes for a pretty good ultimate, even if he's a little hard to cast on turn 4. Very possible to draw 7. 7/10
Liliana of the Dark Realms - The worst Liliana. It doesn't do enough since everything is tied to your Swamps. Sure with Urborg, it's good, but 1 in 98 (You can't fetch Urborg because in your library it isn't a Swamp). Play Liliana, the Last Hope because EMBLEM. 1/10
Mu Yanling - The only real good thing is the minus because you only have 2 haymakers that would want to attack. The Ultimate would be good in a creature in a creature deck because it lets you attack without blockers, but this isn't a creature deck. Also, your proliferate is not fast enough to keep up with -3 every turn. Mu Yanling, Sky Dancer is cheaper and protects herself while providing extreme endgame value. 4/10
Sorin Markov - "Oops you're dead". Sorin will always -3 on the turn he comes in obviously. However, with enough proliferate, you can Mind Slaver eventually after that. As your opponent tries to claw back, you'll be able to waste all their work. 8/10
Teferi, Temporal Archmage - Pretty good Ultimate with some card selection thrown in. 8/10
Ugin, the Ineffable - Most of your colorless spells are Ramp so static is kinda a meh. However, having played Ugin Jr., the manifest ability is quite good and provides a more interesting form of card advantage. Also, in this deck, you'll be using the -3 a lot more. 8.5/10
Ugin, the Spirit Dragon - The perfect planeswalker for this deck. A powerful ultimate that usually take ~3-4 turns can be done in 2 and can put more planeswalkers into play. 10/10
Venser, the Sojourner - Don't know what you'll be flickering, but it can just be anything for value and still probably be good. Extremely powerful ultimate; wins games. 9/10
Vraska the Unseen - Controls the board and, in this deck, wins the game a lot faster. Versatile removal with the -3, which can be used a lot more often. 9/10
In general, I don't think you have enough proliferate. You have 3 spells with the word proliferate and one of them is Atraxa. You do have a lot of cards that would work great with more proliferate that aren't planeswalkers. Doubling Season, Blightsteel, and Shalai would all work super well with more repeatable proliferate. As with most tribal decks (This is sort of just Planeswalker Tribal), you do need to find the balance between Creatures of the tribe and Tribal Boosters. For example, why play Rhystic Study or Enlightened Tutor when you can just play another Planeswalker or Proliferate card. These cards are there specifically for value, but the Planeswalkers and Proliferate cards are your value engines.
Planeswalkers are very powerful, which is why Atraxa is one of the most popular Commanders, so play more of them. Will Kenrith for value, Tamiyo, Field Researcher for value, Teferi, Hero of Dominaria for more value. Take a look at these planeswalkers to see what to play. These planeswalkers by themselves are incredible and win can easily win games. However, with Atraxa, things get even better