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Atraxa but it's fun

Commander / EDH* GWUB

Toxicology


Maybeboard


Ah, Atraxa... So Versatile. So notorious. The only true four color commander in her class. But what to do wthi her? +1/+! Counters? Duh. Infect? Sure, spicy. Superfriends? and miss out on all the Chandra's, Tibalts, and Sarkhan's? Not a chance.

But then I met the Myojin. And I played games with my budget Vivid lands. And I realized the true power of proliferate.

I really want to do energy as well. I think, though, that Atraxa Energy is a whole different deck. Proliferate only nets one energy per go around, so the payoffs I'd be looking at (like Aetherworks Marvel and Gonti's Aether Heart ) aren't worth it.

This deck is a bit silly, but can be explosive. I haven't had enough play testing with it, but as with all decks, more counters, tutors, boardwipes, and protection would make it more efficient. The problem is, after all the "auto-includes" of a 4/5 color deck, the Mystic Remora's, the Smothering Tithe's, the Rhystic Study's, you run out of room for jank. I build decks like these because it's exhausting to play the same suite of cards over and over.

But anyway, let's check out the deck!

  1. Myojin of Cleansing Fire - Boardwipe? Repeatable? Instant speed? Sounds ok. If he doesn't eat a Path to Exile, nothing deserves to.
  2. Myojin of Life's Web - Green's version of Omniscience. Allows for some instant speed shenanigans, as well as the obvious play of just dumping all your creatures from your hand. Be aware, though, that you can't put down the other Myojin with this ability. Their counters are on cast only.
  3. Myojin of Seeing Winds - Card advantage in it's purest form. A wonderful 1-2 combo with Life's web.
  4. Myojin of Night's Reach - Just mean. But fair. Mostly a Win more card, but very effective in shutting down games.

    Did you know that leveling up requires putting a 'Level counter' on it? I didn't, and scryfall didn't deign to show me. But yeah! when looking to build another deck, I realized that's how they worked. The downside of these is you have to level them up once before proliferate can tak over, but the effects of most of them are pretty sweet.
  1. Echo Mage - Do you like to copy spells? Even if they aren't yours? Thanks for the rampant growths, or the reversed removal spell. This card requires being answered, becuase he'll put in some work.
  2. Joraga Treespeaker - If you treat this as a 3 mana elf that taps for 2, that's all you need to know. Only two other elves in the deck, Evolution Sage and Ezuri, Claw of Progress, but that's all the synergy I need.
  3. Kazandu Tuskcaller - Probably chaff. But I like it. Provides nice little throw-away creatures.
  4. Lighthouse Chronologist - An absolutely busted card. A gauranteed win if you can max him out.

    This deck is explosive, but there's not really combos, so much as just great value. These two cards can act as some heavy hitters.
  1. Ludevic's Test Subject   - Oh, yeah, 13/13 for 4 mana.
  2. War Dance - Gotta love weird old cards. A nice little sleeper card, especially if it comes out turns 1 through 3. Should be able to one shot someone with Atraxa.

  1. Altar of Shadows - An absolutely terrible card. It's one of my new favorite. If you're looking to cut anythin, it's this, but it does a great job of being a looming threat.
  2. As Foretold - A powerhouse in this deck. If this card comes out on your side, and is unanswered, you will be exponentially faster. One of the only ways to cheat out Myojin and still get their cast trigger.
  3. Black Market - A classic.
  4. Mana Bloom - A card I've been wanting to make work for a bit. Probably better options, but it's cute, and the synergy is obvious.

  1. Arcane Signet - Yay auto include.
  2. Sol Ring - A very rare, unique card, but I think it has potential.
  3. Chromatic Lantern - Four Color deck, can't hurt.
  4. Cultivate
  5. Farseek

  1. Wishclaw Talisman - Budget. Politic potential. Allows multiple people to get ahead.
  2. Djinn of Wishes - Fun. Simple. Slow. If you have nothing else to do with your mana, he's cute.

All of these are threats that need to be answered. Slow at first, but can really spiral out of control. Allows us to work around and recover quickly from boardwipes, as well.

  • Gutter Grime - Ahh, gutter grime. One day I'll make that Ooze tribal deck.
  • Midsummer Revel - Wow, this would be a busted card if it were 2 or 3 mana. Still cool.
  • Ominous Seas - A perfect card in this deck. By no means unbalanced or broken, but 8/8's are cool.
    1. Archmage Ascension - Nonsensically busted card. Love it. Again, slow, but abuseable when reached.
    2. Bloodchief Ascension - Lifegain is cool, I guess. A somewhat boring card, but thematic.
    3. Luminarch Ascension - 4/4 with flying, instant speed? Pretty nifty.
    4. Quest for Renewal - Love this. Great synergy with Echo Mage and Kazandu Tuskcaller

    1. Daxos the Returned - There are 23 Enchantments in this deck. He is yet another token maker, with the potential to pump out absolutely massive threats.
    2. Meren of Clan Nel Toth - The only Recursion in the deck. Noice synergy.
    Besides Daxos, I'm not a huge fan of the experience counters. But they get the job done, and work well in the deck.

    1. Maulfist Revolutionary - Counter doubler. Useful no matter when it comes out.
    2. Winding Constrictor - Again, a beautiful doubler. I'd avoid it if you're paying against infect, though.
    3. Doubling Season - More like Duh-bouling season. Noone is surprised this is here.
    4. Together Forever - Keep your good stuff alive. Not a huge fan of double white, but it's a solid card.
    5. Vorel of the Hull Clade - Double them up.

    1. Midnight Clock - Great Card
    2. Night Dealings - Ok-ish card. Can help with consistency.
    3. Nikara, Lair Scavenger - Works ok, especially if you're drawing hate from the table
    4. Private Research - Throw this on someone's early threat. If you throw it on a commander, noone will take it out for you. Throw it on a decent turn three play, or something like Solemn Simulacrum, and your boardwipe will refil your hand.
    5. Surrakar Spellblade - This will draw hate, and the deck is not very optimized to use it. Kind of a red herring. There are 9 total cards in the deck which will throw the first counter on there. Half are wraths.
    6. Magic Mirror - Another great card in this deck.
    This is the only card with the ability counters from the Ikoria. Mostly a winmore, but cool synergy. You'll never regret having either card out.

    1. Luminous Broodmoth - Keep your cool stuff
    2. Mystic Decree - Keep those flyers down.

    1. Contagion Clasp - A classic
    2. Contagion Engine - Yet another Classic
    3. Contentious Plan - Synergistic Glue
    4. Evolution Sage - A Classic
    5. Gilder Bairn - Counter Doubler
    6. Grim Affliction - Synergistic Glue
    7. Inexorable Tide - Gasoline on a campfire
    8. Steady Progress - Synergistic Glue
    9. Tezzeret's Gamble - Synergistic Glue
    10. Deepglow Skate - Counter Doubler
    Ramp on a land. Take a turn off with them, use them for explosive plays.

    1. Calciform Pools
    2. Dreadship Reef
    3. Saltcrusted Steppe
    Do you like Sol Ring? I think these lands are pretty freaking sweet.

    1. Hickory Woodlot
    2. Peat Bog
    3. Remote Farm
    4. Saprazzan Skerry
    In any Atraxa deck, these are 5C lands.

    1. Vivid Creek
    2. Vivid Grove
    3. Vivid Meadow
    4. Vivid Marsh

      Half! of the 'experience counter' legends have red:

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    Updates Add

    We've lost a good cycle of cards. Ugh. The synergy. The class. The mana batteries . So great. But so, so slow.This cut had to be done, and is an important step in changing the deck from a fun concept to a playable deck.

    Blue Mana Battery, Green Mana Battery, White Mana Battery, and Black Mana Battery are replaced with Rampant Growth, Sol Ring, Farseek, and Mirari's Wake.

    Comments

    97% Casual

    Competitive