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Atraxa Superfriends

Commander / EDH GWUB

osumatthew


My Atraxa Superfriends list as it stands currently. Here are some of my card choice explanations and list breakdown.

1. Ajani Steadfast: While his +1 is relatively redundant given Atraxa's keyword soup, Ajani's -2 and -7 are really why he makes my list. He can distribute loyalty counters onto other planeswalkers to help fuel their loyalty abilities, and with Doubling Season out he can immediately ult and leave you with a massive blanket of protection that covers both you and your planeswalkers.

  1. Ajani Unyielding: For 6 mana, this Ajani has to do quite a bit to justify including, and I had cut him in earlier versions of the list. However, after refining the deck and cutting down on the number of instants and sorceries, I think he becomes good enough to run as a solid utility walker. His +2 should almost always hit at least one card, and having a repeatable Swords to Plowshares effect as his -2 is awesome removal. His ult is unexciting and you'll probably never want to use it, but all in all this Ajani is still a great role-player in the deck.

  2. Ashiok, Dream Render: Pretty much every deck wants some graveyard hate, and this Ashiok does that and more. For 3 mana, you get a 5 loyalty walker that prevents your opponents from searching their libraries. No more fetch lands or tutors for them! This, plus his -1 milling a player and then exiling each opponent's graveyard is quite powerful; it leaves your graveyard unharmed, and since it only costs one loyalty counter, you can repeat this every single turn as long as you can proliferate with Atraxa.

  3. Ashiok, Nightmare Muse: I didn't see much love for this walker when it was first spoiled, but Ashiok is a sweet midrange tool here. It protects itself as a +1, creating a fairly beefy token to protect itself and your other walkers. Plus, it punishes opponents for attacking into it. The -3 is reasonable removal, particularly when people have played out their hands. The ult is fairly situational, but can be extremely powerful, particularly given the amount of exiling effects that the deck runs.

  4. Elspeth, Knight-Errant: Elspeth makes for a great midrange walker. Both of her +1s are potent, the first generating you board presence to attack or block with and the second turning Atraxa into a 3 turn clock. Her ult is obviously insane and can be deployed immediately if you play her with Doubling Season. It's a shame that she doesn't make your walkers indestructible too.

  5. Elspeth, Sun's Champion: The other Elspeth is equally impressive. Her +1 creates substantial board presence and her -3 can wipe the board of most meaningful threats. Her ult is powerful, but not the most synergistic with what the deck is trying to do; regardless, Elspeth is a huge bomb to drop onto virtually any board state.

  6. Garruk, Apex Predator: 7 mana is a lot to ask, but Garruk offers a ton of versatility for the cost. He can get rid of pesky rival planeswalkers, create big, dangerous tokens to improve your board state, and kill creatures of any size. His ult is also extremely powerful, but only effective against a single opponent, so you'll only want to use it when you can be sure to get substantial use from it.

  7. Jace, Unraveler of Secrets: Jace is a rather unimposing walker. His plus is just better than drawing a card and his -2 is temporary creature removal. What really makes him shine is his ult. Countering the first spell each opponent plays during each turn is essentially game ending. The fact that Jace can use this immediately with Doubling Season while still sticking around afterwards really pushes this over the edge.

  8. Karn Liberated: Another new addition to the deck, Karn offers power for his steep 7 mana cost. Exiling any permanent as his -3 offers versatility not provided by most walkers, and with 6 starting loyalty, Karn can do this twice without any support. His plus is rather weak in a multiplayer format, but given that it's a +4, it shouldn't be a major hindrance. His ult is rather odd, but can be great to act as an annoying reset button if the game has been going in an opponent's favor, or a win condition if you've previously exiled many powerful cards with Karn.

  9. Karn, Scion of Urza: "Baby" Karn is also quite powerful. It can draw cards as a plus, even if an opponent gets to choose which one to give you. You can use this politically, to use an opponent willing to help you find answers, or just choose the player likely to give you the most favorable pick. Plus, you'll still likely be able to get the unselected cards anyways in time; even if Karn is removed, as long as you can return him, you can grab any card with a silver counter on it from exile. Plus, his -2 generates a nice little blocker to take hits, which can grow substantially based on how many other artifacts you currently have on the board.

11.Narset, Parter of Veils: Narset is annoying. There's no way around it. Once she hits you should expect opponents to swiftly target her. Fortunately, her passive ability makes it less likely that they'll be able to find the answers they need. This plus her ability to find other walkers and non-creature cards on an efficient 3 CMC walker makes her an excellent inclusion.

  1. Narset Transcendent: Original Narset is mainly here for her ult. Her +1 will often draw you a card, but her -2 isn't very useful in this deck. But, with 6 starting loyalty, it's feasible to get her to 9 even without Doubling Season. Once you drop her ult, the game will typically end as opponents are unable to play substantial parts of their decks.

  2. Nissa, Voice of Zendikar: Self-protection on cheap planeswalkers is hard to come by. Nissa is one of the few 3 mana walkers that can create tokens for protection, and as a +1 no less. Her other abilities are rather lackluster, but being able to start churning out blockers for your later walkers is invaluable.

  3. Ob Nixilis Reignited: Ob might not be the most exciting walker around, but he checks the right boxes. He draws cards on a plus, kills creatures on a minus, and has a powerful, if admittedly not game ending, ult. With all of this in a fairly easy to cast package, Ob is a natural choice for super friends.

  4. Sorin, Grim Nemesis: One of the weaknesses of planeswalkers tends to be that they struggle in attacking multiple opponents. Sorin is an exception, with a +1 that draws you cards while draining each of your opponents. His -X is a versatile way to deal with creatures and other walkers and his -9 will essentially end the game if you can untap with your vampire horde.

  5. Tamiyo, Collector of Tales: WAR Tamiyo is basically a Swiss army knife for the deck. She can stop discard and sacrifice strategies cold and being able to put cards into your yard for reanimation and offer an Eternal Witness effect as her -2 makes for a flexible walker. She might not be overtly powerful, but she offers a ton of options.

  6. Tamiyo, Field Researcher: This Tamiyo on the other hand isn't subtle at all. Her plus will nearly always draw you cards, considering you can target either you or your opponent's creatures, and her ult is absurd. Pretty much any super friends deck should be running this one.

  7. Tamiyo, the Moon Sage: The original Tamiyo can be strong, but she mainly relies on her ult to create an insurmountable value advantage. Her plus can be okay for locking down one particular permanent and her -2 can draw a ton of cards if used at the right time, but her ult is definitely the selling point for her.

  8. Teferi, Time Raveler: Ah Teferi, how everyone despises you. For 3 mana, you can lock out many kinds of reactive strategies, and he can immediately replace himself while setting an opponent back. Teferi is good and definitely deserves a spot in the deck.

  9. Teyo, the Shieldmage: Teyo looks pretty weak, but looks can sometimes be deceiving. Giving you hex proof can stop many kinds of harmful abilities, but his real strength is with his -2. Creating a 0/3 blocker on a 3 mana walker is great. These will block most early creatures and allow you to more safely play additional walkers onto the board. Teyo himself can make two of these with no extra support and then continue to stick around, making him a solid early play.

21.Tezzeret, Artifice Master: Tezzeret does it all: he draws you cards, creates evasive blockers, and his ult can end games fairly quickly. As a mono blue walker, he's easy to cast and he only costs 5 mana. Not much more to say.

  1. The Wanderer: Removing creatures is good, especially when you can exile them. Tacking on a passive ability that prevents all noncombat damage that would harm you or your permanents is excellent.

  2. Ugin, the Ineffable: Ugin offers the 2 things that you want in a planes walker: Card draw and removal. The fact that his card draw happens to create 2/2 creatures as well makes this card a no brainer. The passive discount on colorless cards isn't busted in this deck, but you'll still be likely to get a great deal of value from it with 3 other colorless plane walkers and several artifacts.

  3. Ugin, the Spirit Dragon: Original Ugin might be the most expensive walker in the deck at 8 mana, but he's more than worthwhile. Being able to bolt any target as a +2 or wipe the board with his -X is great. If you ever hit his ult, you're probably winning the game, given the amount of pressure that you can immediately put out with 7 permanents.

  4. Vraska, Relic Seeker: Like Tezzeret, Vraska offers pretty much everything. Her +2 creates an evasive blocker, and her -3 gets rid of most types of permanents while also giving you an extra resource in the treasure token. While her ult only hits one opponent, it's still likely enough to take out any player that you target with it.

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Casual

95% Competitive