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Atraxa

All these squares make a circle

This is a recursive combo deck so all these rectangular cards (squares?) make a cycle (circle) to kill the opponent.

Why atraxa?

Perfect for our colors, evasion, lifelink, great blocker. Proliferate is great in many instances. Cheap to cast or recast if needed.


Pros to Atraxa:

Great colors for our plan-tutors, HD, DD, really any plan

lifelink+evasion- restoration of life is life is good and evasion is good (her other keywords are good)

unexpected combo-people expect the common Atraxa builds, see other Atraxa decks use.


Cons to Atraxa:

While Atraxa is a good "glue" for combo builds but she herself does not help the plan much. Planeswalker decks are not good due to reliance on the commander or certain cards. She doesnt help break the balance of stax effects, and will not likely to be cast.


Other Atraxa decks use:

-Planeswalkers: Atraxa can proliferate them. Downside, they are too dependent on doubling season or semi stax to function

-Stax: We can't break the tie as easily as other stax generals. Good for Parallax Wave/Parallax Tide/Tangle Wire but awful at breaking symmetry.

-Doomsday: worth a test but I would need to change the balance more.


This deck's strong suits:

interchangability of combo pieces-boonweaver giant can either get us the HD we need, or lead into any creature we need.

speed- see math calculations below based on goldfishing

mana efficiency- our combos either refund mana, use the least mana possible, or win on the spot with room for counterspells

adaptability- combo pieces can be changed depending on situation


This deck's weak suits and explanation for each:

Dedicated graveyard hate- Our combo relies on the graveyard, so any cards that stop the graveyard must be removed immediately

Blood Moon/Magus of the Moon/Pale Moon- We need to produce mana. The only combo immune to this is postmortem lunge for boonweaver and killing through infinite sacrifice loops. (see below)

Counter wars- We only have so many slots for counterspells. We have limited resources to combat opponents but we should have enough to protect our combo and stop 1-2 combos. Silence and Grand Abolisher/Dosan the Falling Leaf usually helps the most here.

Torpor orb/Hushwing gryff/stranglehold-we should have enough destruction and exile effects to halt this though. Obvious reasons why these hurt.

Stroke of genius-congratulations, we played ourselves.


kydele+ravos

thrasios+ravos

or really any partners that yield a commander identity of

Viewer suggestions to test: None remaining

Le Math:

n=15 e(n)=3.6667

n=20 e(n)=3.85

so expected turn win: turn 3.85 standard deviation .8529

n=15 e(n)=3.5333

n=20 e(n)=3.45

so expected turn win: turn 3.45 standard deviation .6689


Infinite sac loops: in progress

  1. Sun Titan+animate dead+Renegade Rallier
  2. Saffi Eriksdotter+Renegade Rallier
  3. Saffi Eriksdotter+Sun Titan
  4. Angel of Glory's Rise+Fiend Hunter
  5. Angel of Glory's Rise+Saffi Eriksdotter
  6. Fiend Hunter+Sun Titan

Sac Outlets:

  1. Ashnod's Altar
  2. Altar of Dementia
  3. Cartel Aristocrat

Combo List:

  1. Hermit Druid- standard dump your deck into your grave, cast dread return and win the game through laboratory maniac
  2. Infinite sac+zulaport cutthroat=your opponents die
  3. Infinite sac+altar of dementia=Opponents mill their deck
  4. Infinite sac+ashnod's Altar=Infinite colorless mana
  5. breakfast hulk combo (acts as a hermit druid)

This deck has a critical mass of tutors, recursion and interchangeable parts so the combos can be assembled through multiple routes. This deck naturally follows the humans route since angel of glory's rise can bring back all humans then be looped with fiend hunter. Boonweaver giant can fetch the other parts of the combo. This is quite possibly the best mana base for our combo, our mana dorks tap for any color, and is most mana efficient. Each piece can be replaced for the highest combo effectiveness. The most likely win cons while playing will be: Laboratory maniac win, zulaport cutthroat kill, and opponents decking out in that order. The win can be tutored at any point and can be stalled depending on boardstate, opponents board, opposing stax pieces, and incoming threats that opponents can play.

Thanks for viewing. Feel free to leave a comment or question if you would like. Have a card you think would be better here? Drop a suggestion or comment. Thanks again and have a nice day.


If you would like to see another deck with a similar concept, check it out here:

AStaxa Druid

Commander / EDH* ceji3

SCORE: 2 | 9 COMMENTS | 121 VIEWS


If you would like to go to the cEDH list:


[List - Multiplayer] EDH Generals by Tier

Commander / EDH* thegigibeast

SCORE: 817 | 6753 COMMENTS | 882329 VIEWS | IN 619 FOLDERS


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Date added 7 years
Last updated 6 years
Legality

This deck is not Commander / EDH legal.

Rarity (main - side)

9 - 0 Mythic Rares

56 - 1 Rares

22 - 0 Uncommons

16 - 0 Commons

Cards 103
Avg. CMC 1.87
Tokens Bird 2/2 U, Spirit 1/1 C
Folders cEDH, cEDH, Atraxa adaptive build, Comp. EDH, Competitive, atraxa, EDH, Commander, Upgrade: Atraxa Reference
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