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If you use the Rector I'd get Humility as the nr 1 target. This card is so awesome and sick and it reminds people of using enchantment removal that is not implemented on a creature...
March 27, 2017 10:55 a.m.
There are so many ways to play with the colours Atraxa provides and I would say the whatever your plan is, the deck is best when you focus on exactly that strategy instead of doing a bit of this and that.
In our playgroup we have two Atraxa decks at the moment. One player has an infect deck, which means very fast aggro because infect kills with only 10 damage in a 40 life format. His plan is obviously getting a very fast start and dealing a good amount of damage with an infect creature (not necessarily lethal damage, but enough that a player can be killed with 2 or 3 proliferates later). This deck is running no fancy shit with counter meddling and other stuff that does not win the game. Earliest kill is turn 2 with a perfect hand, usually it's turn 3-5.
I play the other Atraxa deck here around and mine (Atraxa's super(un)friendly Stax) is basically creatureless. In my deck I focus on disabling most of what other decks would like to play. Humility, Pendrell Mists, Ensnaring Bridge, Moat, Tangle Wire, Nether Void, Land Equilibrium,...Atraxa's proliferate ability can be used well in this build, as it makes everything better than it already is, but I don't really need her to win. usually I win with planeswalkers (I only play those whose ultimate will really end the game or whose other abilities are really needed in the deck) or with the classic combo Helm of Obedience+Leyline of the Void. My only creatures are Academy Rector, Gilder Bairn, Deepglow Skate, Crystalline Crawler, Lodestone Golem, Trinket Mage, which are basically only additional tutors, powerful utility creatures or stax pieces. This deck doesn't win fast (in terms of making an opponent lose the game), but it can potentially lock down the game starting in turn 1 or 2 and then I have time to find my win options. It often wins by creating a hardlock under which only I can keep playing...you can concede then.
I personally think that slow creature based strategies are far too risky, unless they use a huge lot of disruption in order to deal with control and combo. Playing infect in commander certainly gives you an advantage because most decks are not equiped to play against aggro with only taking 10 damage in total. It's also a lot cheaper to build than a control version. You can focus on green and black and only splash the other two colours for very powerful spells and you don't necessarily need an expensive mana base for that. you would really have to focus on that though...90% infect creatures plus absolutely needed non-infect helpers, enough removal for everything that could shut down creatures/attacking and a lot of cheap or free pump spells.
As for the counterspells you currently use: I would say they are all too expensive. If you don't want to buy Mana Drain and Force of Will you should at least get Spell Pierce, Mana Leak, Arcane Denial, Disallow, Remand, Memory Lapse, maybe Swan Song, Daze, Twincast, Misdirection...reliably getting double blue in a four colour deck is hard enough so if you want to play counters you should choose those that cost only one coloured mana or can be cast for free. Those with double blue should be really worth their effect.
For speed I usually play the standard artifact package with: Sol Ring, Mana Crypt, Mana Vault, Grim Monolith, Chrome Mox, Mox Diamond, Mox Opal, Lotus Petal, Voltaic Key, Coalition Relic and the Mirrodin Talismans in the colours I need. In four colour decks Chromatic Lantern is also great. It always depends on your budget though how much artifact speed you can use...some of these are not among the cheapest cards. Btw I don't think doubling season will drop in price anytime soon. There won't be a reprint in a standard legal set so if it comes again it will be in a conspiracy or masters set, of which not so many are opened.
March 27, 2017 10:07 a.m.
I would say the most annoying thing about Jace is that he has so many cards dedicated to this one character (while in the past we didn't even get to see certain characters on any cards, or be printed as a legendary creature, although they were important for the story) and except for 2 or 3, they are all pretty much useless in most formats.
We didn't get to see Urza on a card and we had to wait until time spiral to see Mishra as a legend, I don't know if there is even ANY artwork including Yawgmoth and they were all powerful and important characters. Wizards don't want to throw out a card that actually is as powerful in the game as the character is in the story...back then they just didn't give them a card at all, today they give us a shitload of mediocre Jace planeswalkers every year.
I don't follow the story as much as I did during Mirrodin or Kamigawa, when I actually read the related books, but even then I had the feeling that Wizards had a general problem with representing characters of the story on cards in a way that actually resembled their importance and strength as described in the books. If they can't (or don't want to) make another Jace like the mind sculptor, they should at least make him less important and powerful in the story now.
March 24, 2017 6:58 a.m.
I play reanimate and animate dead, also Oblivion Crown in addition to what is listed here. I have a green suns zenith too but I've cut the oracle of mul daya because I don't have it anyway...and it seems discarding the dredge land is more important than playing additional lands. And mox diamond is in the deck as well, I need to update the list according to the real deck sometimes!
March 24, 2017 1:41 a.m.
hoardofnotions I played the deck once yesterday and won in a game of three people. Early game was dominated by Strip Mine and Crucible of Worlds, which slowed down the other combo deck on the table with Arcum Dagsson and then when my frog hit the table it only took one turn to find the dredge land and a discard outlet and it killed in the same turn with Psychosis Crawler and infinite card draw. I had to mill my library (and shuffle it back with Ulamog) twice to find a way to get 5 mana for the crawler with only one remaining untapped swamp and no more remaining land drops for the turn. Only Rain of Filth could do that. so I had to mill until I found it...
Absolutely funny to play the deck but in the future I can just explain what I do when I have the dredge/discard combo rather than drawing every second card in the deck and repeat with Ulamog if I haven't found the kill yet.
March 23, 2017 6 a.m.
Whatever you think is worth getting 9 mana and two planeswalkers in turn 2 wyatt0781, haha
Yesterday I had an absolutely sick start:
Turn 1: Inventors' Fair, Chrome Mox (imprint Pendrell Mists, Grim Monolith, Voltaic Key, untap Monolith.
Turn 2: Gemstone Mine, Mox Opal, 5 mana from Monolith/Key + from mox and Mine for Nissa, Vital Force, untap Gemstone Mine and play Tezzeret, Agent of Bolas.
Turn 3: Sphere of Resistance, Power Conduit
Turn 4: Armageddon, game over!
Would you rather donate a part of your liver or half of your lungs?
March 23, 2017 5:49 a.m.
The prices shown on this page are definitely too high though. Vampiric can be bought for 15 Euro, demonic for a bit less, enlightened is available for under 5 Euro and long term plans is not worth thinking about the price. Ebay or magiccardmarket are like less than half the prices shown here...
March 22, 2017 1:32 a.m.
I'm also not a fan of the bottled cloister trick...I have thought about using it in commander multiple times but eventually I always felt it was too risky. Someone removes the cloister in their turn and your hand is gone. Not very cool.
I would consider Sphere of Resistance and Thorn of Amethyst over Defense Grid, because you aim at having a huge lot of mana with tron and the posts anyway. Lodestone Golem is great too if you play mostly artifacts AND it beats for 5 dmg while slowing down the opponent.
March 21, 2017 8:19 a.m.
Infernal Tribute looks fine...I guess I'll remove Necropotence competely because it's too bad with the discard combo (which would be a winning combo, so it has to be preferred over a card that only helps in preparing the combo turn).
I've added Ulamog to keep dredging infinitely until I have a kill on my hand. The online test gave me several hands for a turn 3 kill, which happens easily with Squandered Resources and Natural Balance. turn 3 would be sacrificing 2 or 3 lands, playing natural balance, gitrog monster, draw 5 cards with 5-7 mana floating and that's it with a somehow decent draw. luckily the deck can go aggro as well, so I don't need to press hard for the combo when it's too risky.
March 21, 2017 6:21 a.m.
I play (white) Stax in Legacy and there's no real way around having 4 Chalice and Trinisphere in the deck. Maybe 3 Trinisphere, because its effect is not cummulative (Chalice can be cast for different X if you get more than one) but you need to have them and you want to play them on turn 1 if possible. You can do very much with the rest of the deck, playing almost creatureless or going for a rather aggressive strategy, but some parts are absolutely necessary.
That would be for you:
- 4x Ancient Tomb
- 4x Metalworker (plus at least one Staff of Domination for the combo)
- 4x Chalice of the Void
- 3-4 Trinisphere
It may seem to reduce the fun a bit, when you can't make every "cool" creature work but trust me, there's nothing more fun than a turn 1 trinisphere...
March 21, 2017 3:45 a.m.
Also, Trinket Mage with only one target to tutor for is awfully weak. It's a great card but you need some sort of toolbox to make it relevant in any stages of the game. For example Pithing Needle, Engineered Explosives (nice with Academy Ruins and Crop Rotation/Sylvan Scrying to tutor for it, also makes a good pile for Intuition with Crucible of Worlds/Academy Ruins/Engineered Explosives or Regrowth), Aether Spellbomb or some mana rocks such as Mana Vault, Voltaic Key, Lotus Petal, Chrome Mox and a bit more expensive Mana Crypt, Mox Opal, Mox Diamond.
I wouldn't recommend lands like Simic Growth Chamber, because they are very much fun for the first person, who happens to have a Strip Mine, Wasteland or any other land removals in the early game and it sets you back like 3 turns. It happened so often and recently I've not seen anyone play these lands anymore because they are so risky. If you combine them with Amulet of Vigor (also a target for Trinket Mage) they are good, but alone they suck.
March 21, 2017 3:27 a.m.
Thanks for reminding me of the imp...actually everything that lets me discard for free is good, Wild Mongrel for example.
Do you know something that lets you sacrifice not only lands but any permanents for a good effect? I might want to sac necropotence after getting the infinite dredge combo.
Of course it's golgari signet...and I think I can take a mox diamond from my legacy deck for this one. I need to pull a few cards from commander decks anyway when putting that together for playing. I've also found an abrupt decay, which I will put in here, some other removals for artifacts and enchantments too, in exchange for the creature removals, because I probably won't need these
March 20, 2017 6:27 p.m.
That's MUD without the good parts...You definitely need chalice, trinisphere and at least ancient tombs in addition to your other lands. It's way too slow for legacy without.
March 20, 2017 6:16 p.m.
I usually play Stax and Tezzeret is often used to get a Ensnaring Bridge or Tangle Wire so he would require some better targets than you have at the moment. I'm no fan of the many spot removals you run anyway, at least in commander I'm more for global effects that shut down more players at once. Words if wind falls in the same category, you just have to be sure you use it correctly. Several 0-1 mana artifacts are great and you could absolutely cut quite a few lands for those.
As fir words of worship, that's a repeatable trick with Oloro. Pay 1 to draw a card when you gain life, pay 1 to skip the draw and gain 5 life, pay 1 to draw and again 1 to skip the draw and gain 5 life...that's 2 mana for 5 life, as often as you wish and in the end you can just pay 1 to draw and don't skip it with words. With Sanguine bond it's pretty much a killing combo, you don't necessarily need the infinite part there.
March 20, 2017 1:11 p.m.
I'm currently building on a Gitrog Monster combo deck with some spare cards. It looks alright but sometimes in the tests I get stuck in the combo turn...trying to find the right balance between protection and smooth combo play. I haven't played this deck for real yet, first chance is on wednesday.
Commander / EDH*
SCORE: 1 | 16 VIEWS
March 20, 2017 9:26 a.m.
Looks fine in general, I would include some of the better planeswalkers though, especially Jace, the Mind Sculptor and Tezzeret the Seeker . Words of Wind and Words of Worship are also great with Oloro.
March 20, 2017 9:22 a.m.
Humility is definitely needed in a deck like this. Also Dueling Grounds is great to protect the planeswalkers (especially with Maze of Ith). Ensnaring Bridge is perfect too, my nr 1 tutor target for Tezzeret the Seeker (why isn't that in there?)
You could also think about your choice of planeswalkers. You seem to play quite a few that do creature related stuff while you play only 9 creatures in the deck, so these mostly rely on creature producing cards to do anything good. I would rather go for a more or les creatureless strategy and use the tokens as protection, not as requirement for some of the walkers to be good. If you aim at the ultimates only, Academy Rector to get Doubling Season is a good trick.
March 20, 2017 6:53 a.m.
Of course the good Jace, Jace, the Mind Sculptor but I also have Jace, Unraveler of Secrets in my deck. These two draw cards and that's the most important aspect I'd say...you always want to be ahead of your opponents and want the best quality draw you can get. In the beginning I had much more threats in the deck but now it's more about finding the one perfect bomb and protect it.
You can have a look at my deck here: Thieves of the Multiverse
March 19, 2017 10:02 a.m.
Sylvan Scrying, just like Crop Rotation is great if you have at least one or two lands in the deck, that you absolutely want to have, such as Gaea's Cradle, or in other decks maybe The Tabernacle at Pendrell Vale, Maze of Ith...lands that justify actively searching for them. Unfortunately, lands that you really want to waste a tutor on are usually expensive.
March 17, 2017 4:43 p.m.
TheVectornaut I have to disagree here, mostly because having access to more speed (and also the means to prevent too fast plays) is what makes formats with a larger card pool more interesting. Having the possibility to kill in turns 1-4 doesn't mean the games won't ever last longer, the possibility of these powerplays simply increases the tension in the game. Last week we played Legacy for fun at the local shop and it took us over 1,5 hours to finish a match with 2:1. Later on our commander regular's table we had an even higher power level and the decks that had potential turn 1-4 kills would take half an hour or more to eventually push their win through all the obstacles on the table...
What I mean to say is: the accelerating mana rock creates tension in the game, the slow colour fixing mana rock is mostly crap. There are fetchlands and duals for that, no need to play an artifact that has a more than 2:1 cost/production rate, if it hasn't some other good ability like Chromatic Lantern or Coalition Relic or can draw cards or whatever.
Signets are great colour fixers, also the talismans from Mirrodin...but they only cost 2 and produce 1 without a drawback, which is reasonable, and still they aren't often seen in modern, because even in a format that has no access to accelerating mana rocks with a 1:1 or 1:2 cost/production rate there are better methods to fix colours. This says a lot about just how irrelevant mana rocks with a drawback are apart from the most casual or limited environments.
March 17, 2017 4:37 p.m.
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|Playing since||Classic Sixth Edition|
|Avg. deck rating||4.62|
|Favorite formats||Legacy, Commander / EDH|
|Good Card Suggestions||141|
|Last activity||2 days|