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Keep Friends Close, and your Superfriends Closer

Commander / EDH* Four Color GWUB Multiplayer Superfriends

booty.gang.captain


UPDATED 4/8 After Extensive Playtesting

as always, this deck is a work in progress and I would love your recommendations / critiques!

If you're looking for a far more budget (around $375 USD total) build, here is the untouched, original deck list from when I first began putting the deck together: Keep Superfriends Close, and Your Budget Closer

Hey all, this is a revised list of one of my favorite decks I've put together: Atraxa Superfriends. I took the first iteration of this deck (built around Christmastime this year) and thoroughly tested it online to help figure out what the deck was lacking. I also managed to trade for some valuable cards, so the budget for this deck is a lot higher (about $415.00 USD more expensive.) If you're looking for a more budget build, look to cut out fetch lands and add budget options, such as Mirrodin's Core and Vivid Marsh. Changing the land base significantly lowers the price, but also leaves the play-style of the deck mostly unaffected (besides the deck operating a little slower / less efficiently.) Long story short, I took some creatures and sorceries out, and made way for more pillowfort and boardwipe cards, as well as a few planeswalkers. Additionally, I added a few fetch lands and shock lands to help the deck run faster. I also updated the deck's description accordingly.

UPDATED 4/18 After Budget Increase

Turns out I have a bunch of Zendikar and Worldwake cards, including Celestial Colonnade. I've traded and sold some of them, so the budget has increased exponentially for this deck, mainly due to incursions of Demonic Tutor, Vampiric Tutor, Windswept Heath, and a few other cards of that nature. I added Basalt Monolith to help us get out bigger walkers like Ugin, the Spirit Dragon and Garruk, Apex Predator, and it also combos with Rings of Brighthearth for infinite colorless mana. Additionally, I added Enlightened Tutor to help us find Doubling Season or Oath of Teferi (or one half of the Rings + Basalt Monolith combo.)

UPDATED 5/28/18 Card Changes + Budget Increase

Removed Oath of Liliana and Oath of Gideon for (in my opinion) more potent spells: Oath of Teferi and Arena Rector (spoiled in Battlebond.) Also removed Thran Dynamo as I managed to trade for an Ensnaring Bridge. Going to playtest with the bridge to see if it is worth the inclusion, although I feel it will be.

Subbed out Vraska the Unseen for her Ixalan counterpart Vraska, Relic Seeker. I wasn't entirely sure about this change, but Relic Seeker has really grown on me. Even with a higher mana cost, she provides greater utility as she sticks around longer, maintains her permanent-destroying loyalty ability, and an possesses an ult that will almost always be more effective at killing a single player or swinging the board state in your favor.

Also subbed out an Island, a Forest and a Plains for new Battlebond lands: Bountiful Promenade, Morphic Pool and Sea of Clouds, because these lands are assuredly going to serve me far better than a basic land would in 99% of scenarios, as the only time I play EDH it is in a pod of four at the smallest.

UPDATED 6/6/18 Card Changes

Took out As Foretold and Nissa, Vital Force in favor of Settle the Score and Wheel of Sun and Moon. I cut As Foretold because it was a pretty large speed bump for our curve (i.e. mana rock turn 2-3 into a walker or Atraxa turn 3-4, etc.) and I cut Nissa because there are spells and abilities that do her permanent recursion much better than her, and that was the only reason I had her in the list. Settle the Score is on a test run in the list, as I think that the exile effect paired with the two loyalty counter increase to a walker was too good to pass up. Sun and Moon serves as a utility spell: cast it either on a troublesome reanimator deck, or cast it on yourself for added security. It also combos with Jace, Architect of Thought and Doubling Season.

UPDATED 6/11/18 Card Changes Subbed out Kiora, the Crashing Wave for Will Kenrith. Kiora just ends up being lackluster most times she is drawn, and Will's first two loyalty abilities are much stronger, let alone his ultimate ability which could be situationally useful. His first loyalty ability is what we look to abuse, as it can shut off just about any two troublesome creatures indefinitely as long as he is on the board.

UPDATED 8/2/18 Card Changes

Subbed out Djeru, With Eyes Open in favor of Thalia's Lancers because the ETB tutor held by Lancers is just strictly better: Djeru can only fetch walkers, while Lancers can tutor for walkers as well as spells like Yawgmoth's Vile Offering, Oath of Teferi, and The Chain Veil. Will consider subbing out a non-creature spell to let him back later if I like the idea of more planeswalker tutor effects in the deck.

Atraxa, Praetors' Voice is the reliable engine that makes this deck scary. It's ideal to drop her by turn three or four, and follow up with a planeswalker. Her amazing keywords on a 4/4 body are enough to deter most early creature-based threats, and her proliferate ability is nuts, allowing us to rocket our planeswalkers to their ultimate ability. If there are no immediate creature threats, feel free to drop a planeswalker first and then play Atraxa if you want an extra turn's worth of loyalty counters / planeswalker abilities. Sadly for us, Atraxa is always a high-priority target on the table due to preconceptions about her degeneracy in the commander slot, or that players will recognize her strength alongside planeswalkers. This will result in a lot of counterspells / removal sent her way, so don't feel too bad if she gets blown up by turn five or six. Just try to get as much value from her proliferate as you can, as re-casting her more than twice from the command zone will get quite pricey.

If there's one thing I've learned about planeswalkers in EDH, it's that people love to kill them. Make sure they don't do that through a number of ways: some planeswalkers, such as Elspeth, Sun's Champion, can protect themselves. Many creatures in this deck serve as combat deterrents, such as Silent Arbiter and Spike Weaver. If an opponent's board state is too much too handle, don't hesitate to hit the big red button with cards like Merciless Eviction and Austere Command.

This deck is probably best in a well-developed meta / playgroup in which there are no combo wins by turns 2-4, but players are expected to properly produce and answer threats with the possibility of a game-winning combo later on in the match. The wonderful thing about this list is that it can be turned into a competitive one with cards such as Tangle Wire, Smokestack, and Armageddon. Additionally, this deck can easily be powered down to your liking to match your playgroup by removing the fetch / shock lands, as well as removing the tutors. Doing so will dramatically lower the deck's price (and alter its consistency,) but still allow you to play a proper Superfriends deck.

For this version of the deck, I run a smaller set of creatures but I believe they do much more than before. Every creature either protects our planeswalkers or gives us utility based around them (i.e. Djeru, With Eyes Open.) Don't forget, Clever Impersonator can copy planeswalkers!
This deck, as of 7/15/18, has three infinite combos: the infamous Rings of Brighthearth and Basalt Monolith infinite colorless combo, and a 3 card combo starring Jace, Architect of Thought, Doubling Season and Wheel of Sun and Moon which I believe works to win the game instantly by casting every nonland card in our opponent's decks. Our last combo is a bit of a convoluted one involving Tezzeret the Seeker , The Chain Veil, and the previously mentioned Rings + Basalt Monolith combo. While it has a lot of moving parts, it can be much easier to achieve through tutoring and sometimes a favorable draw.

Jace + Wheel + Doubling Season Combo

  1. Have Doubling Season and Wheel of Sun and Moon in play, cast Jace
  2. Use Jace's -8. To pay the activation of the loyalty ability, he consumes all of of his loyalty counters and would normally go to the graveyard but Wheel of Sun and Moon sends Jace to the bottom of our library.
  3. Now Jace's ability resolves and you have your pick of each player's library, taking one nonland spell each to cast. For your first search through your own library, choose Jace (Architect) again and re-cast him along with whatever spells you picked from your opponent's decks (one or two counterspells would be wise for your first selections just to protect any important spells.)
  4. Re-cast Jace off of his own ability, rinse and repeat using steps 1-3 to either combo off instantly or cast every single non-land spell in your opponent's decks, and at that point you win anyway.

Tezzeret + Chain Veil + Rings / Basalt Monolith Combo

The steps to reaching the combo may vary, as you may need to stall the game as long as possible to use only Tezzeret to tutor for all three artifacts, but should really only be attempted if you can draw into / tutor one of the combo pieces beforehand as the combo takes four cards to work.

  1. Have Tezzeret the Seeker at five loyalty counters.
  2. Use Rings + Basalt to get infinite colorless mana.
  3. Use Tezzeret's -X ability for 4 loyalty counters, putting The Chain Veil into play.
  4. Use your infinite colorless to pay for The Chain Veils's ability, allowing Tezzeret to active another loyalty ability. Use Tezzeret's +1 ability to untap The Chain Veil.
  5. Repeat step 4 for infinite planeswalker activation to send Tezzeret to infinite loyalty counters, and more importantly infinite planeswalker ability activation for any other planeswalkers on the board.

When it comes to just our planeswalkers, there are no infinite combos persay, but there is one particular combo that might as well be infinite. If you manage to get the emblem of both Tamiyo, Field Researcher and Tamiyo, the Moon Sage you basically just win. Every spell(!) that would enter your graveyard goes into your hand and you can cast it for free. Disgusting if paired with an abuse-able spell such as Path to Exile or Deploy the Gatewatch, and absolutely degenerate if partnered with a Teferi, Temporal Archmage ultimate.

While we don't look to combo to infinity and beyond, we do have some incredibly strong synergies between our planeswalkers and their supporting cast.

It would be a crime to not include Doubling Season in a superfriends deck. The much-anticipated reprint of this card in the Battlebond set dropped the price down to a more manageable $45 (although I'm sure it's going to change at some point soon.) Even though the card comes with a hefty price tag, it returns huge dividends for us whenever it sees play. The card, if played early enough, can win you the game as early as turn 4 or 5. If it is left unattended for any longer than a few turns, you will certainly win the game outright anyway.

The Chain Veil, and more specifically, Rings of Brighthearth can generate massive value for us. The Chain Veil allows us to use extra mana to accelerate our planeswalkers and strengthen our board, while the Rings can just straight up break the game, as they can copy planeswalker ultimates (looking at you, Sorin, Grim Nemesis and Jace, Architect of Thought.)

While every planeswalker in this deck is capable of affecting the board state in your favor, here are some walkers that have proven to be incredibly successful in my playtesting.

The previously mentioned Tamiyo, the Moon Sage and Tamiyo, Field Researcher are nigh unbeatable together, but are incredibly strong on their own. Field Researcher gives you much welcomed card draw, and the Moon Sage can tap down bothersome permanents or disrupt combos. Either walker's ultimate (isolated or otherwise) is game changing, and puts you in good standing to win.

Teferi, Temporal Archmage, in my opinion, is one of the strongest planeswalkers ever printed and is a superstar in this deck. Every loyalty ability is just fantastic, and his ult is just straight up unfair as it enable planeswalker ability activation at instant speed on every single one of our opponent's turns. As one of the strongest planeswalkers this deck has to offer, if you protect him properly you should walk away victorious.

Ajani, Mentor of Heroes was really the dark horse of this deck's powerhouses. I didn't think much of him when I added him to the list, but he soon turned into one of my most reliable and powerful draws. His first +1 loyalty ability can turn Atraxa into an ever-growing voltron monster, and his second ability provides exceptional card advantage. His ultimate, while kind of silly, can save your bacon or help you seal the game. An incredibly flexible and powerful walker, he will always serve your board state well.

Jace, Unraveler of Secrets is my favorite planeswalker in this deck, and I don't think it's just because I'm a mono control player at heart. He provides excellent card advantage (something this deck needs badly) and he can deal with creature threats. His ult, however, is absolutely back-breaking. I have yet to lose a game in which I got Jace's emblem out before turn eight. The card forces your opponents to devote resources pointlessly, losing spells and multiple turns' worth of mana in the process. This will almost always provide you the opportunity to cast spells uninterrupted, as even counterspells cast on your turn will be countered by Jace's ultimate emblem.

Jace, Architect of Thought has a miniature Fact or Fiction on a stick which can be nice, but the real reason he made the All-Star team is his ultimate. I have ALWAYS won the game the turn I manage to pop his -8 ability. Doubling Season helps with this tremendously. I play in a half casual / half competitive playgroup (well tuned decks with some infinite combos, but nothing crazy competitive) and I always find the spells from people's decks that will ensure the win. You simply need to grab 2 combo pieces and 2 counterspells. It hasn't failed me yet, but I know my advice may be anecdotal. Regardless, I think he's an auto-include just for his potential explosiveness.

Narset Transcendent is a criminally under-rated planeswalker. Her first two loyalty abilities are incredibly useful on their own, granting us potential card advantage or explosive turns with a copied Settle the Score or Deploy the Gatewatch. Her ultimate, which is normally quite attainable due to her absurdly high 6 starting loyalty counters, will end the game on the spot against any deck that isn't entirely creature-based. Most EDH decks rely heavily on non-creature spells, either as their entire win condition or important support cards. Due to her completely one-sided ultimate emblem, she is a go-to if you want to end the game as quickly and as convincingly as possible.

Savor the Moment is just cheese. An extra turn's worth of activated planeswalker abilities (and Atraxa proliferation) for three mana? Yes please. This card is just another great way to accelerate your board state or, as is the case the majority of the time this spell is cast, flat out win the game with a powerful planeswalker ability or two.

PROS: The deck itself is very unique. Superfriends is a deck archetype that is well known, but not attempted very often due to budget constraints or your individual playgroup (either the deck will be too strong if you're in a casual-only environment or too slow if you're in a highly competetive, combo-based meta.) Even with this power level fluctuation, the deck is also very flexible and can be tuned to your own playgroup and personal preferences quite easily.

The deck is very fun to pilot almost every game and stays fresh, as each hand poses new combinations of planeswalkers and support spells that you must properly utilize to win. Unlike other decks at this power level / budget, this deck can easily win without looking for the same one or two infinite combos every game.

You get to flex on your friends with your vast collection of planeswalkers.

CONS:

As previously stated, power level is an issue with this deck. It will blow most casual decks out of the water, but flounder against highly competitive decks whose only goal is to bust out a combo win as fast as possible. However, cards can be taken out and added quite easily to alleviate this issue.

This deck REALLY suffers against counterspells. If your meta is rife with control decks, you may want to consider throwing in more instant-speed protection / interaction, but this comes with the price of removing potentially powerful support cards.

The deck, while incredibly fun to pilot, is very challenging to pilot to a victory. Planeswalkers naturally draw hate from across the entire table, and it can be quite frustrating to watch every single planeswalker you own get countered or removed or beaten to death as a bigger threat at the table remains unchecked.

All recommendations / critiques are welcome, as I am brand new to the superfriends deck theme.

thanks in advance,

booty.gang.captain

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Casual

95% Competitive

Date added 6 years
Last updated 5 years
Exclude colors R
Splash colors WUBG
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

30 - 0 Mythic Rares

46 - 0 Rares

10 - 0 Uncommons

2 - 0 Commons

Cards 100
Avg. CMC 3.77
Tokens Beast 3/3 B, Emblem Ajani Steadfast, Emblem Elspeth, Knight-Errant, Emblem Elspeth, Sun's Champion, Emblem Garruk, Apex Predator, Emblem Jace, Unraveler of Secrets, Emblem Narset Transcendent, Emblem Sorin, Lord of Innistrad, Emblem Sorin, Solemn Visitor, Emblem Tamiyo, Field Researcher, Emblem Tamiyo, the Moon Sage, Emblem Teferi, Temporal Archmage, Emblem Venser, the Sojourner, Emblem Will Kenrith, Pirate 2/2 B, Soldier 1/1 W, Spirit 1/1 C, Treasure, Vampire 1/1 B w/ Lifelink, Vampire 2/2 B, Vampire Knight 1/1 B
Folders superfriends
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