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Atraxa's Angels (Group Hug) -Not Even Half Done Ye

Commander / EDH*

Mushromancer


Haven't done the lands yet and I have cuts to make. >50% of the value of the deck is in like 6 cards, which aren't necessary at all, I just really like them and wanted them in here.

So, Atraxa. She's pretty strong, used in pretty aggressive and mean decks, and is rightfully groaned about for being a threat.

But what if it didn't have to be this way? What if Atraxa could be seen as a force of good and friendship in the world of EDH? What if, instead of murdering people with your big/big Atraxa, you just sat back and not only did the standard helping with lands and drawing cards, but also proliferated the counters of your fellow players when they wish it? I believe there can exist a group hug Atraxa deck that seeks to help everyone while containing enough power to save people from potential threats as well. It is with this goal in mind that I present the my in-progress vision of an Atraxa group hug deck.

This isn't designed to be full on group hug. A significant portion of the deck is group hug, but the rest focuses on self-protection (pillow fort and making your stuff difficult to kill), some amount of removal for will of the council type decisions concerning players and their threats (Ayli and Karlov for removal), a bit of control (Like SPell Blast and Stifle), and 2 distinct player removal options should push come to shove. Additionally many of the creatures exist to just ramp and make tokens so you can defend yourself adequately. Think of it as group hug/pillow fort that just wants to sit around and defend itself, offering help where it can. Additionally it is designed to be heavily political with its removal, only using it to save the player or for political gain. It has standard group hug stuff, no need to go into that. However, I wanted to focus more on life gain than card draw/extra lands because that tends to make people accelerate uncontrollably. While I am trying to help with this deck, I don't want things getting too crazy. Instead, I wanted to be able to help people shore up life to absorb those big hits commander tends to have, and to help them recover if they're beginning to slip. In this way you're less of a ramp bot for the others players at the table and more of a medic, which should win you some political standing among those you've helped. There's plenty of card draw help in here as well.

As for the player's benefits: 20/60 cards directly help opponents, the rest either help them a bit, help them indirectly, or only help you. For instance, Aetherflux Reservoir isn't helping any opponents, but it does give you a powerful weapon even in group hug, an actual wincon to use. Assault Suit indirectly helps your opponents. Put it on a big creature or something like Thune and let your opponents make her stronger for you while gaining life for themselves. Everyone wins. Spike weaver lets you fog for yourself and opponents. Spike feeder gives you infinite life with thune.

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