Maybeboard


Intro

Hello everyone,

Ever since I started playing MTG I've loved Planeswalkers, which I know is most people, but I did and still do! You don't get to play many in Standard/Modern which were the two formats I started playing. Once I got into EDH and found out Superfriends decks are a thing I HAD to make one! The problem is, my playgroup is VERY competitive as am I. I want to have fun, but I want to win.

I'm trying to make an Atraxa Superfriends deck that is as competitive as possible. I know this deck will never be a true CEDH deck but I'm planning on getting it as close as possible. To accomplish this I really had to refine my game plan, what am I really trying to do with this deck? The answer may seem pretty obvious but I want to play walkers and ult them, early and often. I've had this deck for close to a year now and have already made significant revisions moving towards this goal. I feel like it's finally close enough that I'm ready to move it out of prototype.

The deck is definitely better than it's earlier versions and I feel like it's getting close to being "done". The main issue seems to be, the amount of time it takes to setup my board combined with the fact that everyone knows how strong walkers can be if left unchecked so I'm immediately a target when I start playing them, even without Doubling Season on the field, if I play a walker, it's getting attacked. To combat this I've moved the deck into heavy control using board wipes, counter spells, and pillowfort effects to slow down the game while I stabilize. I also needed a decent amount of ramp to make this happen so I can play more than one spell per turn.

I'm still heavily playtesting the deck and making changes. As such, the maybe list is quite large right now as I find things I may want to try or cards I have already swapped out that may go back in. Suggestions for both additions and removals are welcome, however please keep them with the theme of this deck which is walkers and protecting them until I can go off. I will try to keep this updated as best as possible.

To make it easier for myself and others to see the various parts of the deck I have categorized most of the cards in the deck breakdown below. Some cards may be in multiple lists as they can be used in multiple situations. I've also split some sections walker/non-walker.

Also, big shoutout to my playgroup for helping me tweak this deck for the last year!

-Evolintent-

Deck Breakdown

Board Wipes (7): Cyclonic Rift, Damnation, Merciless Eviction, Supreme Verdict, Toxic Deluge, Ugin, the Spirit Dragon, Wrath of God

Non-Walker Card Draw (6): Chromatic Orrery, Commander's Sphere, Fact or Fiction, Sylvan Library, Tezzeret's Gambit, Rhystic Study

Walker Card Draw (8): Jace, Architect of Thought, Narset Transcendent, Tamiyo, Field Researcher, Tamiyo, the Moon Sage, Teferi, Hero of Dominaria, Teferi, Master of Time, Teferi, Temporal Archmage, Teferi, Time Raveler

Counter Spells (5): Dovin's Veto, Fierce Guardianship, Force of Negation, Force of Will, Mana Drain

Protection (4): Dueling Grounds, Humility, Tainted AEther, Teferi's Protection

Ramp (14): Ancient Tomb, Arcane Signet, Chromatic Lantern, Chromatic Orrery, Commander's Sphere, Farseek, Kodama's Reach, Mana Crypt, Mana Vault, Nature's Lore, Skyshroud Claim, Smothering Tithe, Sol Ring, Three Visits.

Proliferate/Counter Increases (6): Atraxa, Praetors' Voice, Deepglow Skate, Doubling Season, Inexorable Tide, Karn's Bastion, Tezzeret's Gambit

Tutors (8): Call the Gatewatch, Cruel Tutor, Demonic Tutor, Enlightened Tutor, Grim Tutor, Imperial Seal, Tezzeret the Seeker, Vampiric Tutor

Win-Cons

Although there are a couple of ways to combo out with the deck. It can also win by oppression, some of the emblems are so strong players will concede especially if there is more than one emblem on the field.

Combo 1: The Chain Veil + Tezzeret the Seeker + Chromatic Orrery = Infinite Walker activations. Can win through Ugin, the Spirit Dragon pings or Ashiok, Nightmare Weaver via mill

Combo 2: The Chain Veil + Teferi, Temporal Archmage + Sol Ring + Mana Vault or Sol Ring + Mana Crypt = Infinite Walker activations. Can win through Ugin, the Spirit Dragon pings or Ashiok, Nightmare Weaver via mill

Other win-cons: Sorin, Grim Nemesis ultimate can win games with attackers and Jace, Architect of Thought ultimate can pull win con's from other peoples decks as well as your own.

Emblems: Elspeth, Knight-Errant, Jace, Unraveler of Secrets, Narset Transcendent, Tamiyo, Field Researcher, Tamiyo, the Moon Sage, Teferi, Hero of Dominaria, Teferi, Temporal Archmage

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Casual

100% Competitive

Revision 9 See all

(1 year ago)

-1 Grim Tutor acquire
Top Ranked
Date added 3 years
Last updated 1 year
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

26 - 0 Mythic Rares

53 - 0 Rares

6 - 0 Uncommons

8 - 0 Commons

Cards 100
Avg. CMC 3.42
Tokens Elk 3/3 G, Emblem Elspeth, Knight-Errant, Emblem Jace, Unraveler of Secrets, Emblem Narset Transcendent, Emblem Tamiyo, Field Researcher, Emblem Tamiyo, the Moon Sage, Emblem Teferi, Hero of Dominaria, Emblem Teferi, Temporal Archmage, Food, Soldier 1/1 W, Spirit 1/1 C, Treasure, Vampire Knight 1/1 B
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