The Great Machine of Evolution

The Machine Orthodoxy's truth is as follows:

"The last of the Not-Whole shall be discovered, though our eyeholes wince at their hideousness. Their bodies shall be absorbed and their imperfection shall be purged. The Machine Orthodoxy shall engorge the Not-Whole and their deficient isolation shall be obliterated in the Unity. Only then shall the last wounds in the Circle be healed. Only then shall this world compleat itself."

—Izathel, High Chancellor

Your opponents are the true manifestation of the Not-Whole: they are the weak and misguided who desperately cling to their heretical imperfection of embracing flesh. If you wish to spread the glory of Phyrexia and purge the weakness out of your opponents then this is the deck and more importantly - Commander for you. Atraxa is a force to be reckoned with - possessing enough keywords to overshadow most creatures, but her true strength lies in her last keyword: Proliferate. This ability plays into the central themes of the deck which incorporates counters to bolster the power of your own forces or weaken those of your opponents. The inclusion of a "Soft Lock" sub-theme utilizes enchantments and artifacts with Fading counters alongside New Phyrexia's Praetors to help control the battlefield and speed of play while your main wincon - Infect - brings your opponents closer to the sublime truth of Compleation.

This deck is an example of an "ideal" (as in monetary cost is not an issue, only the most efficient cards allowed - within context) Vorthos-ish Atraxa Infect deck. Infect counters alone cannot win games - the inclusion of +1/+1 counters, "stax-like" cards that remove or detain creatures , lands and resources are vital to overcoming the political and mechanical difficulties unique to the Infect wincon. For flavor, the deck includes each Praetor that had an active hand in Atraxa's creation. But the Preators' inclusion is more than just a whim - each one contributes to limiting opponent resources while bolstering our own - contributing to a Soft Lock (See Slang: Lockdown) on the board.

Just so it's clear - you only need 10 poison counters on an opponent for them to reach compleation - (See rule 104.3d). Infect damage cannot be healed or transferred - Phyrexia's touch is nearly impossible to remove. There is however, a big but to consider - playing such a unique and arguably strong wincon as Infect will place the pilot of this deck at a political disadvantage for most games. Infect/Poison counters are typically viewed (from my own personal experience) as a high priority for opponents to address. Sometimes the whole table pitches in to completely dismantle your boardstate and keep you from playing magic. To try and counteract this, it is always important to set the expectation. With this deck in mind, announce to your opponents the themes that are core to it's function: Soft Lock style creatures, enchantments and artifacts that can severely limit players' resources, and Infect. For opponents who wish to not experience the wonders that Phyrexia could bring them - give them a chance to express their opinion (and disgusting embrace of flesh) before the game starts.

On a good draw, the deck can consistently threaten to win between turns 4-6. But tends to settle between turns 6 and 8. According to the following the chart listed in The Command Zone podcast's How to Determine your deck's Power Level that would place this deck at a relatively high level of power. Not quite cEDH, but definitely at the stronger end of the spectrum.

There are no infinite combos in this deck. Instead, it functions with alot of interactions that build off of each other using Proliferate as the primary enabler.

A word of advice to my fellow compleated players who wield Infect (but mostly this is a reminder to myself): Always remember to start a game of commander with the turn 0 talk (basically ask if everyone is cool with playing against your deck) to avoid (or at least delay) getting hated out of the game early on. From my own personal experience infect tends to be at a political disadvantage (see Sliver Hate). So never try to take it personally when the board collectively obliterates your board - even though it does. Try to be more Zangief in your thinking:

"Then I have moment of clarity... if Zangief is good guy, who will crush man's skull like sparrow's eggs between thighs? And I say, Zangief you are bad guy, but this does not mean you are *bad* guy."

This deck is at it's most Vorthos when you find yourself playing archenemy - you aren't merely piloting New Phyrexia, you are New Phyrexia. Just remember the turn 0 talk, and remember to have fun.

P.S., I leave you dear reader with a fun little video: Completely & Unquestionably Accurate History: Dominaria - Chapter 3: The Phyrexian Invasion by WotC.

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Updates Add

As of today (1 April 2021) i'd like to celebrate a new milestone for this deck, as it is now the highest voted Atraxa, Praetors' Voice deck list on tappedout! I'm grateful to the tappedout community for contributing to the discourse of this build, helping to influence and guide the cards I select to help make this deck as efficient, powerful, and flavorful as possible. I don't think this deck will see any time at a cEDH table, but it is definitely playing with power. This, and all of my decks will always consider new cards as they are spoiled and released. Speaking of which, yes Strixhaven Stadium did catch my eye.

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It looks like it could really get scary between proliferation triggers from Atraxa and interaction with Vorinclex, Monstrous Raider . I can't claim this one, but this quote found on a reddit thread made me laugh: "The mental image of Vorinclex demanding that his team get two points per goal and the referee being too afraid to contradict him is getting a chuckle out of me." - whomwould. I'm still thinking on this one, but if I were to sub it in, i'll cut Parallax Tide , as it's a pretty controversial card to begin with - targeting lands and all. But then again i'm not entirely sure how players would feel when they just outright lose the game.

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Casual

89% Competitive

Top Ranked
Date added 2 years
Last updated 1 week
Key combos
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

16 - 0 Mythic Rares

51 - 0 Rares

17 - 0 Uncommons

12 - 0 Commons

Cards 100
Avg. CMC 3.02
Folders Mine, Interesting Decks to Study Better Later, infect, Commander, Planning to build, EDH builds, Decks, Really Awesome (and expensive) Decks, Commander, Decks that interest me, See all 95
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