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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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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

  • Umezawa's Jitte: The amount of creature control and aggression deterrent from this card cannot be underestimated. It effectively turns any of my tokens into a massive threat while threatening removal if they decide to turn their creatures sideway at me.

  • Inkmoth Nexus: This will be my alternative win con. All I need is to deal a puny infect damage and let Atraxa do the work. It is also great with +1/+1 counters and pump abilities provided by my walkers and can become a surprised deathblow with Umezawa's Jitte.

  • Nature's Claim: Realized that I need a cheap source of artifact/enchantment removal. Krosan Grip was in contention but since superfriends is pretty mana intensive, having the need to only leave 1 mana up much better.

  • Ob Nixilis of the Black Oath: This is currently in testing. Since I am playing in a rather aggrocentric meta, having the ability to generate a beefy flying token when cast is huge to protect my walkers. Also another alternate win condition in conjunction with infinite chain veil activations.

Comments View Archive

August 12, 2017 11:21 a.m.

Enral says... #2

Lord.of.Innistrad: That card doesn't impact the board as much as I like too. I prefer hard removals in that case.

August 12, 2017 11:40 a.m.

It was more for proliferating your permanents rather than removal :)

August 12, 2017 6:25 p.m.

I'm a newbie to EDH and deck-building in general, but I suppose I'll give the best feedback I can.

Firstly, the layout and organization of the description is great! I love it when people capitalize on that, because it makes everything a lot easier.

As far as the deck itself goes, having all planeswalkers certainly intrigues me, but sounds like it could be a fun and challenging deck to run. The four-color mana-base may make things harder (but I have no experience with anything over two colors, so I'm not one to talk, haha..). I will say, though, that if you plan on buying this deck on paper, good luck..?

(Also, I know you aren't really focusing on adding more cards, heh, but I believe Sorin, Grim Nemesis could be able to generate a lot of tokens, card draw, and life, especially with the last ability, since the game starts with 40 life. Just a suggestion, though, of course!)

Well, uh, that's all I've got, haha. Sorry I can't offer more of a detailed mechanical feedback.

August 14, 2017 12:07 p.m.

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