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Commander / EDH Control Infinite Combo Multiplayer Primer Superfriends Tokens

Enral


Description

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Please upvote if you wanna MPGA!

This is my superfriends control/token flood deck with an explosive combo to finish the game. Idea is to deter aggro with token producing planeswalkers while assembling some utility planeswalker to lock up the board and win the game with a combo finish. This deck was tuned to thrive in a 75% aggrocentric meta and is reflected in my specific card selection. In my playtesting, it seems that having a bunch of tokens to act as chump blockers is an efficient and effective way of deterring aggro while letting me develop my boardstate which explains my choice of having half my walkers produce tokens. With the support of permissions and diversified removals, I can effectively play a game of draw-go without worrying about a massive boardwipe to reset my board. While there are several ways of building a superfriends deck including infect, pillowfort, or stax, I think that this build is a more fun and exciting way to pilot the deck while allowing the rest of the table to enjoy the game.

atraxa

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deep

Planeswalkers are powerful permanents that requires an immediate answer before they get out of hand. While there are specific removal spells like Utter End that can answer them, the usual way is through combat. The following points are a general guideline in minimizing the risk of deploying planeswalkers:

  • General assessment: What kind of colors/commanders are in the pod? Are they tapped out? Do you have a counterspell in hand to protect your walker from removal or permission? Is there a red player or Lightning Greaves (haste effect) in play?
  • Threat assessment: Are there creatures in play already? If yes, are they going to deal lethal damage to the walker?
  • Self-preservation: Is the walker self protecting? Can the walker produce tokens or neutralize a threat?
  • Immediate value: Does the walker benefit you immediately? Is it better to just wait for a Doubling Season or Deepglow Skate to deploy the walker to reap its immediate benefit?

Token Producers Show

Threats Neutralizers Show

Infinite Mana Show

Infinite Walker Activations Show

Deepglow Staff Show

Architect of Doubling Seasons Past Show

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Planeswalkers Show

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Here are some rulings regarding The Chain Veil that might cause some confusions:

  • You can activate TCV as many times as you can untap it, effectively enabling a slew of infinite planeswalker activation combos.

  • Once TCV is activated, it provides a new permission for all planeswalkers you control. This means that new planeswalkers cast after TCV was activated will still be able to activate twice.

My thoughts on pillowfort and superfriends:

  • Most pillowfort cards (like Ghostly Prison) doesn't stop opponents from attacking the planeswalkers thus making it a very unreliable and bad strategy for superfriends.

  • The most effective "pillowfort" cards are more akin to creature hate enchantments like Humility or token generation like Bitterblossom to block attackers.

  • I think that running more boardwipes and recursion is a better strategy than pillowfort for superfriends.

  • Stax is a much better alternative than pillowfort in superfriends helmed by Atraxa.

Hidden gems superfriends players ought to know:

Updates

"Starting with this set, all planeswalkers past, present, and future will have the supertype legendary. They will also be subject to the "legend rule." The "planeswalker uniqueness rule" is going away. What does this mean? In short, everything that's true about legendary creatures will now be true about legendary planeswalkers."

Holy #$#@ this deck just literally got a massive upgrade!

Comments View Archive

Valius says... #2

I think Captain Sisay could be fun in this kind of deck now.

October 9, 2017 11:15 a.m.

Enral says... #3

Valius: I would totally add Sissay if not for my one creature only Proteus Staff combo.

October 10, 2017 3 p.m.

Valius says... #4

Ahh gotcha

October 10, 2017 3:45 p.m.

The_Malkavian says... #5

I feel like I'm missing something that someone must have already mentioned...

But Rings of Brighthearth can't trigger a duplicate Basalt Monolith since it's a mana ability

And in the rules, "A mana ability is an ability that (1) isnt a loyalty ability, (2) doesnt target, and (3) could put mana into a players mana pool when it resolves."

October 19, 2017 9:52 a.m.

Right, but you can double Basalt Monolith's untap ability since it it is not a mana ability. See, here

October 19, 2017 10:01 a.m.

The_Malkavian says... #7

Oh... that's dumb

Thanks

October 19, 2017 10:13 a.m.

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