As I move away from tokens I don't think that I will need Skullclamp as a draw engine. Enlightened Tutor can grab our most powerful spells and is generally one of the most efficient tutors in the format. Narset is one of the least consistent walkers and Elspeth is another token maker. Karn and Ugin are very high impact spells and should add some nice top end to the deck. I don't like Ugin's wrath as much in a deck with so many colored permanents, but he is very powerful by himself.
I'm also going to try running Austere Command in place of Aura Shards. I think a few wraths could benefit the deck and Aura Shards gets weaker the less token producers you have. I'm also thinking about how adding some wraths can influence my take on the equipment package. If I like more wraths I might remove some equipment and utility creatures for more control elements.
These changes are an attempt to streamline the deck. So far I enjoyed the reduction of ETB tapped lands. If these changes prove useful I will update the first thread.
This new version of Ajani is okay. Any card that adds +1/+1 counters to creatures is potentially useful in Atraxa decks using that theme. For superfriends decks this card is less useful.
This is a very useful wrath. The flexibility is what makes it playable. I could see this card getting played in commander for some time.
It is slightly less expensive to cast than Austere Command and there are certain metagmes where the artifacts mode will shine.
Sadly as with all Tezzys this one is very artifact based. This one isn't so artifact central that you couldn't run it. The ultimate is nice and the tokens can be useful blockers. This is one of my favorite Tezzerets for generic superfriends decks.
This card is alright. It is expensive removal but Atraxa's proliferate can keep it going for longer than usual. I wish you could do it at instant speed.
Commander 2018 Review:
This set has quite a lot of nice cards for the format. There are 4 new planeswalkers and plenty of stuff to talk about. Here are my thoughts on the cards that are relevant for this deck.
Ever-Watching Threshold is fairly nice as people are always interested in attacking you. Playing Atraxa and having a planeswalker in play is always something that seems to draw attackers.
Bloodtracker is an option for +1/+1 counter decks. The nice thing about this card is that you can flicker it and draw cards as well. It doesn't need to die.
Loyal Guardian is another option for counters decks. It curves nicely with Atraxa as you can play it the turn after her and then get counters.
Ravenous Slime is a powerful magic card and could potentially see play in eternal formats. It removes creatures from the graveyard and prevents all dies triggers just by being in play. It has counters which is always nice for proliferate decks.
Aminatou, the Fateshifter Aminatou is a cool card for lots of reasons. The art is very creepy and the abilities are all fairly powerful. My current build doesn't have much use for putting a card back on top of its library, but that can be nice in combination with fetchlands. The 2nd ability can be fairly useful for resetting planeswalkers. Flickering a PW this way resets its loyalty and all its activations. This goes nicely with The Chain Veil and Oath of Teferi. The ultimate can be achieved immediately with Doubling Season which is nice. While I always consider that a plus, this is an ultimate I almost never want to activate.
Arixmethes, Slumbering Isle I want to mention this card only because it has counters. It is not good in our deck, but if someone else is playing it you can proliferate it and make it harder to turn into a creature.
Estrid, the Masked Estrid is a very interesting card but I don't like it for our build. I think she will make a nice commander but she isn't good for Atraxa.
Windgrace's Judgement This Judgement is a powerful card. It is slightly expensive but it can remove lots of threats.
Forge of Heroes Forge is a card that I don't really like in this deck. It only targets commanders which I think makes it worse than Opal Palace. One can run it they really want it, but I think the colorless mana makes it worse in a deck with so many requirements.
I don't run a Superfriends list for Atraxa (more +1/+1 beatdown since my Narset list is Superfriends), but I do really like what Vivien Reid does in a creature based Atraxa. That emblem is readily attainable, and the +1 is great card quality. Great in a creature based list, I think, but not as much in Superfriends.
I am a big fan of Windgrace's Judgement, however, as I think it is sort of a broader Sylvan Reclamation that is going to hit more targets, both in terms of permanent types and number.
The Arixmethes interaction made me actually laugh out loud, and now I want to do that to someone.
Ever-Watching Threshold also looks like a great option. Prison cards are generally great in Superfriends builds, and the fact that it gives you more gas for people attacking you makes it almost as good as Propaganda et al.
I like Vivien as well. She looks like she could be powerful in your deck. I checked out the link in your signature.
Are you going to cut Sylvan Reclamation for Judgement? Windgrace's Judgement is more powerful but a little less versatile as you dont get the cycling ability. If it was me I would want both cards as they actually play nice together.
I think Ever-Watching Threshold will be a very valuable card one day. You only draw one card per combat. But it still lets you either draw extra cards or have planeswalkers in play for longer. I wish more cards like this existed or more cards said 'or a planeswalker.'
Thanks for inviting me to the primer. Love to participate.
Yesterday me and my playgroup played our first casual commander game and we had a blast. We all choose a pre-con and upgrade it to our liking most of us play magic at FNM level so you can say we are all somewhat competitive Though truth be told, everybody just wanted to have fun and we absolutely did. EDH is such a fun format.
I choose Breed Lethality from the recent Reprint Commander Anthology 2 as the base of my deck and build on to the existing theme of +1/+1 synergies, with a little tokens subtheme. Most of the changes where done with cards i allready owned. The only really expensive part i needed to add was Doubling Season which i felt could not be excluded.
After playing the games i'm fairly confident i was the one who puts out the most power each turn, which had led to situations where i was the target of removal. People soon realised my "small" creatures grow extremely fast. This had led me to believe i need even more protection for my own board.
I'm open to advice on what would work too and what could posibly be cut. This last aspect of EDH deckbuilding was the hardest part in the past few weeks
Hey there Smaug thanks for commenting. I really like your deck it has a lot of good synergy in it.
If you want to protect your board I have a few suggestions. I think Glen Elendra Archmage is a good option. If you combine it with any card that adds counters to it, you can remove the -1-1 counters and keep persisting it.
While not as on theme as Archmage, Atraxa has access to both Teferi's Protection and Heroic Intervention. In a similar vein, counterspells fit here as well. I just want to say I love the inclusion of Stubborn Denial, excellent choice.
You could also go a different way and run things like Greater Good or Evolutionary Leap. Both of these cards make it way less profitable for your opponents to remove your creatures.
A little off topic but I like Rishkar, Peema Renegade as he could provide so much mana in a deck like this.
Cuts is about the hardest thing to do. It is my least favorite thing about playing Atraxa so I feel your pain. Here is a list of cards I dont like all that much. None are terrible or anything but these are the cards I would start with if I was looking for room. They are in no particular order.
Thanks for your response.
Funny thing is, both Glen Elendra Archmage and Rishkar, Peema Renegade are in my collection and both were in my 99 somewhere along the way to the final 99 i played.
I discovered Glen Elendra Archmage is kind of a nonbo with all the counter doubling effects so i took it out for one of the counterspells and Rishkar, Peema Renegade made room for Generous Patron for more card draw and politics. I felt i allready had enough ramp.
In hindsight this was probably a good call because my dudes didn't really stick.
I like Nissa and Eternal Witness. I think they're both pretty good options.
Its fine about the topic. I actually include card options for most Atraxa strategies in the 'Additional Strategies' section. I added a section to the primer with guest decks and put a link to your post in it.
Glen Elendra is bad with Doubling Season but its fine otherwise. I can understand if you don't want any nombos in your deck.
I dont like Dusk Dawn because Living Death is better IMO. With a sac outlet you can get all your guys back and rebuy their abilities. With graveyard hate you can really break the symmetry. You can also just cast it after people have removed a lot of your creatures.
I like Nissa and Eternal Witness. I think they're both pretty good options.
Its fine about the topic. I actually include card options for most Atraxa strategies in the 'Additional Strategies' section. I added a section to the primer with guest decks and put a link to your post in it.
Seen the link, thanks for the inclusion!
Glen Elendra is bad with Doubling Season but its fine otherwise. I can understand if you don't want any nombos in your deck.
Big edit here: This is obviously not as bad as stated here, i was just searching in the wrong direction.
The Graft mechanic, the allready included Master Biomancer and Bloodspore Thrinax all do the job.
Plaxcaster Frogling will definitely be added to the list as it serves dual purpose as both ETB counter engine and protection. Awesome card and on curve!
I dont like Dusk Dawn because Living Death is better IMO. With a sac outlet you can get all your guys back and rebuy their abilities. With graveyard hate you can really break the symmetry. You can also just cast it after people have removed a lot of your creatures.
Dusk // Dawn can be pretty asymetrical by itself. wiping the board when other's get to big (not wide tokens elves et all though) and gets back every creature from our yard with a few rare exceptions. I've yet to play the card but the card advantage should be amazing.
Hey all, I'm looking to get some feedback for my Atraxa build for your typical causal 4-player games. I'm playing the +1/+1 counters build which is largely based on the pre-con with upgrades using what I could obtain at the time. If there isn't another threat dedicated to Atraxa +1/+1 counters, then I hope this thread would be beneficial to others also looking to build the deck.
My list: tappedout.net/mtg-decks/30-07-18-atraxa-11-counters/?cb=1533429217
I know know my mana base isn't optimal but it's just what i was able to get at the time. I am looking now for get better lands when possible.
Overall I've had fun with this deck because it can have super explosive turns, can outgrind most other opponent's, and the creatures to can grow big enough to threaten lethal almost anytime. However, the deck often takes a while to set up and is VERY weak to boardwipes.
I'd like to know what cards I could add to address the decks weaknesses, since I've been playing only Standard the past two years and don't know much about other potentially good cards. Any other comments and feedback would be appreciated too!
Hey all, I'm looking to get some feedback for my Atraxa build for your typical causal 4-player games. I'm playing the +1/+1 counters build which is largely based on the pre-con with upgrades using what I could obtain at the time. If there isn't another threat dedicated to Atraxa +1/+1 counters, then I hope this thread would be beneficial to others also looking to build the deck.
My list: tappedout.net/mtg-decks/30-07-18-atraxa-11-counters/?cb=1533429217
I know know my mana base isn't optimal but it's just what i was able to get at the time. I am looking now for get better lands when possible.
Overall I've had fun with this deck because it can have super explosive turns, can outgrind most other opponent's, and the creatures to can grow big enough to threaten lethal almost anytime. However, the deck often takes a while to set up and is VERY weak to boardwipes.
I'd like to know what cards I could add to address the decks weaknesses, since I've been playing only Standard the past two years and don't know much about other potentially good cards. Any other comments and feedback would be appreciated too!
I run a similar strategy and it's a lot of fun.
The only critique i have on your list from a casual point of few is that you play a lot of very greedy cards and very limited ways to fix (fetch) your mana in that direction. Double or even Tripple G, W, B, U make those cards really dificult to cast even with proper fixing.
I've actively tried to skip on tripple mana symbols of one color, limit the double mana symbols in my deck to two main colors (GU) and a third "secundairy" (W) and splash the fourth (B). I did this with a manabase that fixes pretty easilly.
The deck runs a lot smoother, if you can reasonably cast what you want whenevery you want to.
Appart from that, there are some interesting cards in your list. As Foretold is one of them. Seems very strong if it sticks. Also like the inclusion of the new dual lands. They should be pretty good in multiplayer commander.
Hey all, I'm looking to get some feedback for my Atraxa build for your typical causal 4-player games. I'm playing the +1/+1 counters build which is largely based on the pre-con with upgrades using what I could obtain at the time. If there isn't another threat dedicated to Atraxa +1/+1 counters, then I hope this thread would be beneficial to others also looking to build the deck.
My list: tappedout.net/mtg-decks/30-07-18-atraxa-11-counters/?cb=1533429217
I know know my mana base isn't optimal but it's just what i was able to get at the time. I am looking now for get better lands when possible.
Overall I've had fun with this deck because it can have super explosive turns, can outgrind most other opponent's, and the creatures to can grow big enough to threaten lethal almost anytime. However, the deck often takes a while to set up and is VERY weak to boardwipes.
I'd like to know what cards I could add to address the decks weaknesses, since I've been playing only Standard the past two years and don't know much about other potentially good cards. Any other comments and feedback would be appreciated too!
I run a similar strategy and it's a lot of fun.
The only critique i have on your list from a casual point of few is that you play a lot of very greedy cards and very limited ways to fix (fetch) your mana in that direction. Double or even Tripple G, W, B, U make those cards really dificult to cast even with proper fixing.
I've actively tried to skip on tripple mana symbols of one color, limit the double mana symbols in my deck to two main colors (GU) and a third "secundairy" (W) and splash the fourth (B). I did this with a manabase that fixes pretty easilly.
The deck runs a lot smoother, if you can reasonably cast what you want whenevery you want to.
Appart from that, there are some interesting cards in your list. As Foretold is one of them. Seems very strong if it sticks. Also like the inclusion of the new dual lands. They should be pretty good in multiplayer commander.
Appreciate it. I'll keep that in mind. I realize I do have a couple of very greedy cards but my logic is that these are cards that I would ever want to play in the late game, giving me plenty of time to assemble those double and even triple mana symbols. That being said I'm probably going to take out Myojin of Night's Reach; I thought it'd be sweet to have that lockdown with Atraxa proliferating the divinity counter and constantly having my opponent's dump their hands but in practice it is actually hard and clunky to pull off and the reward isn't nearly worth it.
If you want to beat boardwipes you can run more recursion. I like Living Death and Smaug likes Dusk // Dawn. Eternal Witness is always good. Faith's Reward is another option. Cauldron of Souls is pretty nice as you can remove the -1 counters with your +1 counter sources. I like counter spells to stop them as well.
I like the deck overall. You could probably cut Reliquary Tower and Temple of the False God for colored mana producing lands. This should help if you're having fixing issues. Truth is, with this many colors and muticolored cards there will always be some fixing issues. I experience it with my mana base as well. It is pretty rare but it does come up.
If you want to beat boardwipes you can run more recursion. I like Living Death and Smaug likes Dusk // Dawn. Eternal Witness is always good. Faith's Reward is another option. Cauldron of Souls is pretty nice as you can remove the -1 counters with your +1 counter sources. I like counter spells to stop them as well.
I like the deck overall. You could probably cut Reliquary Tower and Temple of the False God for colored mana producing lands. This should help if you're having fixing issues. Truth is, with this many colors and muticolored cards there will always be some fixing issues. I experience it with my mana base as well. It is pretty rare but it does come up.
If you post a decklist in the forum I'll link to it in the main post. I'm not crazy about linking away from the site.
I'm always on the lookout to get better lands. Ideally I would like to have all fetches and Shocks available in Atraxa's colors but I'm also trying to maintain at least some kind of budget and those enemy- colored fetchelands are quite expensive!
Reveillark and Demon of Dark Schemes provide recursion which is what I think this deck needs. Although I'm starting to find the Demon questionable since it's best dropped against a big board of weak creatures (likely Tokens) and I have no other sources of energy counters. Which begs me to ask: how well do you think energy cards work with Atraxa? Having energy in Standard, I can definitely attest that they are best when you have a full set of them, and I wasn't sure if singleton would render them unplayable. However since you brought up the issue of mana fixing, I'm wondering if the following cards might be feasible?
If you check the primer there is a list of lands in the card options section. Many of them are cheaper and there are more options than just the cards I run.
I think energy can be fine. I wouldn't call it unplayable, but it probably isn't the best option. I do like all the cards you mentioned. If you can get Atraxa down to keep the energy supply up they're all very useful.
Last wednesday we playd some more games. During those games i payed special attention to cards that were great or lackluster either on their own or in conjunction with others. I noticed some things.
In general, i feel i need more card draw and more interaction/protection. To make room, i feel i have to make cuts, mainly in the creature department.
Disclaimer. I feel haven't even seen 50% of the deck in action so theres that. Also for every card that doesn't do anything when entering the battlefield on this list counts: "If it sticks". Each creature is a pretty good threat on it's own when i untap with it. But it's all very fragile, so i decided to discount that factor when comparing. What i am trying to do is up the game with immediate effects.
Cards that felt great every time i played them:
-Sunscorch Regent - This card easilly is the best of the "you-cast-i-grow" creatures, followed by Forgotten Ancient for being an engine.
-Fathom Mage - A shureshot value engine in the deck. It grows rappidly and draw a bunch of cards.
-Zameck Guildmage with Chasm Skulker - So much value for two mana, when factoring in a doubling effect things just go nuts. Love this engine.
-Astral Cornucopia and Coalition Relic - All the mana in the world from one card. Proliferating or curving from Winding Constrictor into these things is crazy.
Honareble mentions:
-Kalonian Hydra - The mother of "if you untap with it" cards. If someone holds up removal or a boardwipe. This is the target/moment.
Cards that felt lackluster:
-Generous Patron - This guy just seemed so flexible in theory. Politics, counter distribution and card draw. The only problem was every time i wanted the card draw, i had nothing to share with and every time i could. i didn't want to or just didn't have the desired impact on the board.
-Ishai, Ojutai Dragonspeaker - This one just comes in to low at 4cmc, if it sticks for two whole rounds it growd out of hand, but just by itself it's not enough. we can cast 3/4 flyers with upside for 4cmc and gain immediate value. Flavorpoints aren't enough.
-Sphere of the Suns - A two mana rock that taps for any colour at least three times seems great in a deck that can proliferate, and it is. But i feel i have enough mana and enough ramp and i generally prefer the 3cmc Coalition Relic for it's ability to charge.
Cards that felt meh:
-Sultai Charm - I felt i kept this thing up as an Enchantment/Artifact removal spell more than anything else. is that worth 3 mana? The fexibility is great but in comparison Dromoka's Command is an engine enabler with some removal stapled on it. For that reason it was included. In practice it does just that. Being an enabler and a removal spell together at 2cmc is great value. Anyway. This could very well be Vindicate.
-Altered Ego - Great when it's good, meh when it's not. Was originally included to copy Enduring Scalelord to create two very big boys. Though that one got cut.
-Inspiring Call - AWESOME when it's good, meh on it's own. This is a synergy piece and would probably not get cut. Just had games where i really needed the draw, but i felt i needed to hold on to the card.
Cards that will be added:
-Plaxcaster Frogling - YES! An engine and protection and synergy a 3CMC. On curve for anything i want to do. Awesome addition
-Glen Elendra Archmage - That extra bit of protection i sometimes need. Works great with the frog too!
-Pact of Negation and/or Swan Song - For those times i really need something cheap to protect my boys/board.
-Bane of Progress - Very important piece of boardwipe in my meta stapled on a synergistic beast. Get's rid of pillow fort type cards, enchantress stuff, cheating artifacts and the like. Sure it can also remove some of my key pieces. But we are a creature centric deck and don't rely on artifact ramp that much so we can do without.
Cards that i really want to add but don't exactly know what to cut for:
-Greater Good - A sticky way to gain great value out of dying or stolen beasts. Covers many bases.
-Cyclonic Rift and/or Wrath of God - two boardwipes feel a little lean, and that reset could come in handy sometimes.
-Vindicate - Just an answer all problems card.
-Nissa, Vital Force and/or Eternal Witness - Get back some key pieces during the games seems like great value.
-Pir, Imaginative Rascal and Toothy, Imaginary Friend - Cantripping Counter-Doubler with awesome planeswalker synergy (The just mentioned Nissa ults upon ETB making all my lands cantrip for instance), or a seccond Chasm Skulker type effect to go with Zameck Guildmage. Like Generous Patron though, this looks great on paper but could be a trap and needs two slots for max value.
Honareble mentions:
-Genesis Hydra - Could potentially be good value from 5CMC and up. Scales great in the late game and sets your board up after a wipe. Its situational though.
-Mycoloth - Seems crazy value, but like so many, requires to come around.
-Heroic Intervention - Like Inspiring Call but without the synergy. A counterspell would probably do the trick in most cases too.
-Thrasios, Triton Hero - Seems a great card, expensive though and as of yet no ways to abuse it.
Please let me know how you feel about these cards, and what would be an option to cut for them. I don't mind cutting into the threat department to add some more resiliency/interaction.
Also, how do you feel about the pre-con cuts i allready made. Did i miss anything?
Last wednesday we playd some more games. During those games i payed special attention to cards that were great or lackluster either on their own or in conjunction with others. I noticed some things.
In general, i feel i need more card draw and more interaction/protection. To make room, i feel i have to make cuts, mainly in the creature department.
Disclaimer. I feel haven't even seen 50% of the deck in action so theres that. Also for every card that doesn't do anything when entering the battlefield on this list counts: "If it sticks". Each creature is a pretty good threat on it's own when i untap with it. But it's all very fragile, so i decided to discount that factor when comparing. What i am trying to do is up the game with immediate effects.
Cards that felt great every time i played them:
-Sunscorch Regent - This card easilly is the best of the "you-cast-i-grow" creatures, followed by Forgotten Ancient for being an engine.
-Fathom Mage - A shureshot value engine in the deck. It grows rappidly and draw a bunch of cards.
-Zameck Guildmage with Chasm Skulker - So much value for two mana, when factoring in a doubling effect things just go nuts. Love this engine.
-Astral Cornucopia and Coalition Relic - All the mana in the world from one card. Proliferating or curving from Winding Constrictor into these things is crazy.
Honareble mentions:
-Kalonian Hydra - The mother of "if you untap with it" cards. If someone holds up removal or a boardwipe. This is the target/moment.
Cards that felt lackluster:
-Generous Patron - This guy just seemed so flexible in theory. Politics, counter distribution and card draw. The only problem was every time i wanted the card draw, i had nothing to share with and every time i could. i didn't want to or just didn't have the desired impact on the board.
-Ishai, Ojutai Dragonspeaker - This one just comes in to low at 4cmc, if it sticks for two whole rounds it growd out of hand, but just by itself it's not enough. we can cast 3/4 flyers with upside for 4cmc and gain immediate value. Flavorpoints aren't enough.
-Sphere of the Suns - A two mana rock that taps for any colour at least three times seems great in a deck that can proliferate, and it is. But i feel i have enough mana and enough ramp and i generally prefer the 3cmc Coalition Relic for it's ability to charge.
Cards that felt meh:
-Sultai Charm - I felt i kept this thing up as an Enchantment/Artifact removal spell more than anything else. is that worth 3 mana? The fexibility is great but in comparison Dromoka's Command is an engine enabler with some removal stapled on it. For that reason it was included. In practice it does just that. Being an enabler and a removal spell together at 2cmc is great value. Anyway. This could very well be Vindicate.
-Altered Ego - Great when it's good, meh when it's not. Was originally included to copy Enduring Scalelord to create two very big boys. Though that one got cut.
-Inspiring Call - AWESOME when it's good, meh on it's own. This is a synergy piece and would probably not get cut. Just had games where i really needed the draw, but i felt i needed to hold on to the card.
Cards that will be added:
-Plaxcaster Frogling - YES! An engine and protection and synergy a 3CMC. On curve for anything i want to do. Awesome addition
-Glen Elendra Archmage - That extra bit of protection i sometimes need. Works great with the frog too!
-Pact of Negation and/or Swan Song - For those times i really need something cheap to protect my boys/board.
-Bane of Progress - Very important piece of boardwipe in my meta stapled on a synergistic beast. Get's rid of pillow fort type cards, enchantress stuff, cheating artifacts and the like. Sure it can also remove some of my key pieces. But we are a creature centric deck and don't rely on artifact ramp that much so we can do without.
Cards that i really want to add but don't exactly know what to cut for:
-Greater Good - A sticky way to gain great value out of dying or stolen beasts. Covers many bases.
-Cyclonic Rift and/or Wrath of God - two boardwipes feel a little lean, and that reset could come in handy sometimes.
-Vindicate - Just an answer all problems card.
-Nissa, Vital Force and/or Eternal Witness - Get back some key pieces during the games seems like great value.
-Pir, Imaginative Rascal and Toothy, Imaginary Friend - Cantripping Counter-Doubler with awesome planeswalker synergy (The just mentioned Nissa ults upon ETB making all my lands cantrip for instance), or a seccond Chasm Skulker type effect to go with Zameck Guildmage. Like Generous Patron though, this looks great on paper but could be a trap and needs two slots for max value.
Honareble mentions:
-Genesis Hydra - Could potentially be good value from 5CMC and up. Scales great in the late game and sets your board up after a wipe. Its situational though.
-Mycoloth - Seems crazy value, but like so many, requires to come around.
-Heroic Intervention - Like Inspiring Call but without the synergy. A counterspell would probably do the trick in most cases too.
-Thrasios, Triton Hero - Seems a great card, expensive though and as of yet no ways to abuse it.
Please let me know how you feel about these cards, and what would be an option to cut for them. I don't mind cutting into the threat department to add some more resiliency/interaction.
Also, how do you feel about the pre-con cuts i allready made. Did i miss anything?
I like all your suggestions but having played Zameck Guildmage I can tell you that it is a really slow and inefficient draw engine; I think you'd be better off just playing something like Treasure Cruise. I'm also not a big fan of Sunscorch Regent and I think 5 mana is too expensive compared to cards like Kalonian Hydra which can end games if untapped.
I like the direction you're going. I think you've got some good ideas for additions as well. Here is a list of cards and my thoughts as to why they should be cut.
Hadana's Climb
This card adds counters to a creature which seems sorta useless as most of your creatures do this themselves. When it becomes a land it adds power and evasion which is nice but a lot of your creatures have this already. It isn't doing anything you cant already do.
Path of Discovery
Path is similar in that it is doing things you don't need any help with. You have many sources of counters and you have a lot better options for card advantage. You could run Greater Good in this slot or something as plain as Skullclamp.
Sakura-Tribe Elder
Tribe Elder is a good card but its low impact. You can ramp harder with something like Everflowing Chalice. You mentioned that you have plenty of mana and need other functions. I don't see any synergy with this card in your deck.
Altered Ego
You already mentioned this card was meh and I agree. It's just a clone and probably a waste of mana.
Inexorable Tide
Tide is heavily played and I know it's an Atraxa staple but hear me out. You cast this for 5 mana and it doesn't affect the game at all. Then you have to play another spell for it to do anything. It requires that you have a board already. This card is asking so much of you to just proliferate. I think its overcosted by 1 or 2 mana and its a waste of space.
Managorger Hydra
Hydra is just a big creature. Its fine and 3 mana is a nice early play but it dies with no value.
Abzan Falconer
Falconer seems like the weakest of the evasion granting creatures in your deck. Herald of Secret Streams changes combat the turn you play it. Champion of Lambholt is another option you have that is already better. Falconer requires you untap or have another source of counters.
What is your opinion on Ajani Unyielding? It's not a huge synergy but I realized that most Atraxa lists seem to be play a lot permanents which makes Ajani's +2 really good card advantage but I'm not sure if it's enough to justify him. Also I really want to avoid having to bottom something I might really need later like Cyclonic Rift.
I also agree that Inexorable Tide is a rather inefficient and too much a "win-more" card. However I do think it's more impactful if you're playing the superfriends build.
I think Ajani Unyielding is almost good enough. This issue with him is what you mentioned. He misses on cards you might really need in certain situations. There are some very powerful options at 6 mana as well. I view him through he lens of superfriends, maybe he is stronger in the +1/+1 counters build where his ultimate can be better.
I like all your suggestions but having played Zameck Guildmage I can tell you that it is a really slow and inefficient draw engine; I think you'd be better off just playing something like Treasure Cruise. I'm also not a big fan of Sunscorch Regent and I think 5 mana is too expensive compared to cards like Kalonian Hydra which can end games if untapped.
I agree on the immediate impact of draw spells vs fragile synergies.
Besides being a lategame enabler, Zameck Guildmage was named and played in conjuction with Chasm Skulker (or with Toothy, Imaginary Friend for that matter), and in that context it's repeatable card draw for two mana. That is the floor. With one of our doublers out it also grows the creature. Very good rate iny book. It's a synergy peice though. Not very good on its own. But that is not what the deck is about.
I'd rather cut Shapers of Nature which is a bigger creature but does the same at more mana to activate.
Sunscorch Regent gets you value every time you play it. Though i admit. 1 life for 5 mana is not that great . It's by no means the be all end all. I merely stated it's the best of the "you-cast-i-grow" spells. And won't be cut before others.
I like the direction you're going. I think you've got some good ideas for additions as well. Here is a list of cards and my thoughts as to why they should be cut.
Hadana's Climb
This card adds counters to a creature which seems sorta useless as most of your creatures do this themselves. When it becomes a land it adds power and evasion which is nice but a lot of your creatures have this already. It isn't doing anything you cant already do.
This is an engine card at the very important 3cmc slot for the 4cmc cards that don't have counters when they enter but really need to. Atraxa, Praetors' Voice, Fathom Mage and Master Biomancer to name a few.
I'd like to maximize this effect at 3cmc.
Path of Discovery
Path is similar in that it is doing things you don't need any help with. You have many sources of counters and you have a lot better options for card advantage. You could run Greater Good in this slot or something as plain as Skullclamp.
This i can get behind, I've probably got enough enablers and ramp. The fixing i can probably live without, Skullclamp is awesome but only with more dorks or tokens i feel.
Sakura-Tribe Elder
Tribe Elder is a good card but its low impact. You can ramp harder with something like Everflowing Chalice. You mentioned that you have plenty of mana and need other functions. I don't see any synergy with this card in your deck.
Steve was just added as a better Rampant Growth to shield from early game pressure.
Altered Ego
You already mentioned this card was meh and I agree. It's just a clone and probably a waste of mana.
Yes.
Inexorable Tide
Tide is heavily played and I know it's an Atraxa staple but hear me out. You cast this for 5 mana and it doesn't affect the game at all. Then you have to play another spell for it to do anything. It requires that you have a board already. This card is asking so much of you to just proliferate. I think its overcosted by 1 or 2 mana and its a waste of space.
You make a strong case here. All valid points, duly noted.
Managorger Hydra
Hydra is just a big creature. Its fine and 3 mana is a nice early play but it dies with no value.
Yes. This is another one in that category of, great when it goes around.
Abzan Falconer
Falconer seems like the weakest of the evasion granting creatures in your deck. Herald of Secret Streams changes combat the turn you play it. Champion of Lambholt is another option you have that is already better. Falconer requires you untap or have another source of counters.
This was the next one from the pre-con to cut after Tuskguard Captain.
Removed Skullclamp for Enlightened Tutor.
Removed Narset Transcendent and Elspeth, Sun's Champion for Karn Liberated and Ugin, The Spirit Dragon.
As I move away from tokens I don't think that I will need Skullclamp as a draw engine. Enlightened Tutor can grab our most powerful spells and is generally one of the most efficient tutors in the format. Narset is one of the least consistent walkers and Elspeth is another token maker. Karn and Ugin are very high impact spells and should add some nice top end to the deck. I don't like Ugin's wrath as much in a deck with so many colored permanents, but he is very powerful by himself.
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Out:
In:
I'm also going to try running Austere Command in place of Aura Shards. I think a few wraths could benefit the deck and Aura Shards gets weaker the less token producers you have. I'm also thinking about how adding some wraths can influence my take on the equipment package. If I like more wraths I might remove some equipment and utility creatures for more control elements.
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Removed:
Stoneforge Mystic
Sword of Fire and Ice
Sword of Feast and Famine
Umezawa's Jitte
Dark Tutelage
Added:
Night's Whisper
Painful Truths
Toxic Deluge
The Chain Veil
Teferi, Temporal Archmage
These changes are an attempt to streamline the deck. So far I enjoyed the reduction of ETB tapped lands. If these changes prove useful I will update the first thread.
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This being a core set there really isn't much going on. There are some nice new walkers and a few cards here and there.
Ajani, Adversary of Tyrants
Ajani, Wise Counselor
Ajani's Last Stand
Cleansing Nova
It is slightly less expensive to cast than Austere Command and there are certain metagmes where the artifacts mode will shine.
Tezzeret, Artifice Master
Tezzeret, Cruel Machinist
Liliana, Untouched by Death
Liliana, the Necromancer
Vivien Reid
Vivien of the Arkbow
Transmogrifying Wand
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This set has quite a lot of nice cards for the format. There are 4 new planeswalkers and plenty of stuff to talk about. Here are my thoughts on the cards that are relevant for this deck.
Ever-Watching Threshold is fairly nice as people are always interested in attacking you. Playing Atraxa and having a planeswalker in play is always something that seems to draw attackers.
Bloodtracker is an option for +1/+1 counter decks. The nice thing about this card is that you can flicker it and draw cards as well. It doesn't need to die.
Loyal Guardian is another option for counters decks. It curves nicely with Atraxa as you can play it the turn after her and then get counters.
Ravenous Slime is a powerful magic card and could potentially see play in eternal formats. It removes creatures from the graveyard and prevents all dies triggers just by being in play. It has counters which is always nice for proliferate decks.
Aminatou, the Fateshifter Aminatou is a cool card for lots of reasons. The art is very creepy and the abilities are all fairly powerful. My current build doesn't have much use for putting a card back on top of its library, but that can be nice in combination with fetchlands. The 2nd ability can be fairly useful for resetting planeswalkers. Flickering a PW this way resets its loyalty and all its activations. This goes nicely with The Chain Veil and Oath of Teferi. The ultimate can be achieved immediately with Doubling Season which is nice. While I always consider that a plus, this is an ultimate I almost never want to activate.
Arixmethes, Slumbering Isle I want to mention this card only because it has counters. It is not good in our deck, but if someone else is playing it you can proliferate it and make it harder to turn into a creature.
Estrid, the Masked Estrid is a very interesting card but I don't like it for our build. I think she will make a nice commander but she isn't good for Atraxa.
Windgrace's Judgement This Judgement is a powerful card. It is slightly expensive but it can remove lots of threats.
Forge of Heroes Forge is a card that I don't really like in this deck. It only targets commanders which I think makes it worse than Opal Palace. One can run it they really want it, but I think the colorless mana makes it worse in a deck with so many requirements.
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I am a big fan of Windgrace's Judgement, however, as I think it is sort of a broader Sylvan Reclamation that is going to hit more targets, both in terms of permanent types and number.
The Arixmethes interaction made me actually laugh out loud, and now I want to do that to someone.
Ever-Watching Threshold also looks like a great option. Prison cards are generally great in Superfriends builds, and the fact that it gives you more gas for people attacking you makes it almost as good as Propaganda et al.
EDH:
G[cEDH] Selvala, Heart of the StormG
URW[cEDH] Narset, the Last AirmericanURW
GWUSt. Jenara, the ArchangelGWU
UBGrimgrin, Chaos MarineUB
GOmnath, Mana BaronG
URWNarset, Justice League AmericaURW
GWUBAtraxa, Countess of CountersGWUB
GWUEstrid, Enbantress PrimeGWU
Are you going to cut Sylvan Reclamation for Judgement? Windgrace's Judgement is more powerful but a little less versatile as you dont get the cycling ability. If it was me I would want both cards as they actually play nice together.
I think Ever-Watching Threshold will be a very valuable card one day. You only draw one card per combat. But it still lets you either draw extra cards or have planeswalkers in play for longer. I wish more cards like this existed or more cards said 'or a planeswalker.'
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Yesterday me and my playgroup played our first casual commander game and we had a blast. We all choose a pre-con and upgrade it to our liking most of us play magic at FNM level so you can say we are all somewhat competitive Though truth be told, everybody just wanted to have fun and we absolutely did. EDH is such a fun format.
I choose Breed Lethality from the recent Reprint Commander Anthology 2 as the base of my deck and build on to the existing theme of +1/+1 synergies, with a little tokens subtheme. Most of the changes where done with cards i allready owned. The only really expensive part i needed to add was Doubling Season which i felt could not be excluded.
4 Atraxa, Praetors' Voice
Land
2 Forest
2 Island
2 Plains
1 Swamp
1 Command Tower
1 Exotic Orchard
1 City of Brass
1 Mana Confluence
1 Gemstone Mine
1 Marsh Flats
1 Verdant Catacombs
1 Misty Rainforest
1 Scalding Tarn
1 Arid Mesa
1 Flooded Strand
1 Polluted Delta
1 Bloodstained Mire
1 Wooded Foothills
1 Windswept Heath
1 Godless Shrine
1 Overgrown Tomb
1 Breeding Pool
1 Hallowed Fountain
1 Watery Grave
1 Temple Garden
1 Prairie Stream
1 Sunken Hollow
1 Canopy Vista
1 Murmuring Bosk
1 Flooded Grove
1 Twilight Mire
1 Wooded Bastion
1 Dryad Arbor
1 Gavony Township
2 Walking Ballista
2 Hangarback Walker
2 Mikaeus, the Lunarch
2 Sakura-Tribe Elder
2 Winding Constrictor
2 Scavenging Ooze
2 Zameck Guildmage
3 Generous Patron
3 Abzan Falconer
3 Managorger Hydra
3 Chasm Skulker
3 Spike Feeder
3 Champion of Lambholt
3 Reyhan, Last of the Abzan
3 Shapers of Nature
3 Vorel of the Hull Clade
4 Crystalline Crawler
4 Herald of Secret Streams
4 Forgotten Ancient
4 Spike Weaver
4 Shalai, Voice of Plenty
4 Ishai, Ojutai Dragonspeaker
4 Corpsejack Menace
4 Fathom Mage
4 Master Biomancer
4 Altered Ego
5 Deepglow Skate
5 Verdurous Gearhulk
5 Kalonian Hydra
5 Ghave, Guru of Spores
5 Archangel of Thune
5 Sunscorch Regent
6 Prime Speaker Zegana
7 Avenger of Zendikar
1 Swords to Plowshares
1 Stubborn Denial
2 Arcane Denial
2 Dromoka's Command
3 Inspiring Call
3 Abzan Charm
3 Sultai Charm
3 Anguished Unmaking
Sorcery
1 Green Sun's Zenith
2 Nature's Lore
2 Farseek
4 Tezzeret's Gambit
4 Dusk // Dawn
6 Merciless Eviction
Artifact
1 Sol Ring
2 Sphere of the Suns
2 Fellwar Stone
3 Coalition Relic
3 Astral Cornucopia
Enchantment
1 Hardened Scales
3 Hadana's Climb
4 Path of Discovery
5 Doubling Season
5 Inexorable Tide
5 Cathars' Crusade
Planeswalker
3 Nissa, Voice of Zendikar
4 Sorin, Lord of Innistrad
6 Vraska, Relic Seeker
After playing the games i'm fairly confident i was the one who puts out the most power each turn, which had led to situations where i was the target of removal. People soon realised my "small" creatures grow extremely fast. This had led me to believe i need even more protection for my own board.
I'm open to advice on what would work too and what could posibly be cut. This last aspect of EDH deckbuilding was the hardest part in the past few weeks
Modern: WUBRG Humans - GBW Traverse - GWU Knightfall - GRW Bushwhacker Zoo -
If you want to protect your board I have a few suggestions. I think Glen Elendra Archmage is a good option. If you combine it with any card that adds counters to it, you can remove the -1-1 counters and keep persisting it.
While not as on theme as Archmage, Atraxa has access to both Teferi's Protection and Heroic Intervention. In a similar vein, counterspells fit here as well. I just want to say I love the inclusion of Stubborn Denial, excellent choice.
You could also go a different way and run things like Greater Good or Evolutionary Leap. Both of these cards make it way less profitable for your opponents to remove your creatures.
A little off topic but I like Rishkar, Peema Renegade as he could provide so much mana in a deck like this.
Cuts is about the hardest thing to do. It is my least favorite thing about playing Atraxa so I feel your pain. Here is a list of cards I dont like all that much. None are terrible or anything but these are the cards I would start with if I was looking for room. They are in no particular order.
Hadana's Climb
Path of Discovery
Dusk // Dawn
Sakura-Tribe Elder
Altered Ego
Inexorable Tide
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Funny thing is, both Glen Elendra Archmage and Rishkar, Peema Renegade are in my collection and both were in my 99 somewhere along the way to the final 99 i played.
I discovered Glen Elendra Archmage is kind of a nonbo with all the counter doubling effects so i took it out for one of the counterspells and Rishkar, Peema Renegade made room for Generous Patron for more card draw and politics. I felt i allready had enough ramp.
In hindsight this was probably a good call because my dudes didn't really stick.
What about recursion. Nissa, Vital Force and Eternal Witness?
I've added Dusk // Dawn in the same vein, since the aftermath hits almost every creature in my deck.
I only just discovered this was a superfriends something primer I'm sorry for dropping an off topic list.
Modern: WUBRG Humans - GBW Traverse - GWU Knightfall - GRW Bushwhacker Zoo -
Its fine about the topic. I actually include card options for most Atraxa strategies in the 'Additional Strategies' section. I added a section to the primer with guest decks and put a link to your post in it.
Glen Elendra is bad with Doubling Season but its fine otherwise. I can understand if you don't want any nombos in your deck.
I dont like Dusk Dawn because Living Death is better IMO. With a sac outlet you can get all your guys back and rebuy their abilities. With graveyard hate you can really break the symmetry. You can also just cast it after people have removed a lot of your creatures.
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Seen the link, thanks for the inclusion!
Also Winding Constrictor and Pir, Imaginative Rascal. The latter not yet included but should deserve a spot somewhere. Also very good with planeswalkers.
I just love Glen Elendra Archmage so i'm currently trying to find cards that synergise positively with her. Cathars' Crusade and similar effects. There aren't that many free effects though.
Cathars' Crusade, Mikaeus, the Unhallowed , Juniper Order Ranger and Sigil Captain are the only ones i could find. Path of Discovery is free too, but situational.
When paying extra, Durable Handicraft is probably the best, followed by the Spikes and Mikaeus, the Lunarch for a one time deal.
Big edit here: This is obviously not as bad as stated here, i was just searching in the wrong direction.
The Graft mechanic, the allready included Master Biomancer and Bloodspore Thrinax all do the job.
Plaxcaster Frogling will definitely be added to the list as it serves dual purpose as both ETB counter engine and protection. Awesome card and on curve!
Dusk // Dawn can be pretty asymetrical by itself. wiping the board when other's get to big (not wide tokens elves et all though) and gets back every creature from our yard with a few rare exceptions. I've yet to play the card but the card advantage should be amazing.
Modern: WUBRG Humans - GBW Traverse - GWU Knightfall - GRW Bushwhacker Zoo -
My list: tappedout.net/mtg-decks/30-07-18-atraxa-11-counters/?cb=1533429217
I know know my mana base isn't optimal but it's just what i was able to get at the time. I am looking now for get better lands when possible.
Overall I've had fun with this deck because it can have super explosive turns, can outgrind most other opponent's, and the creatures to can grow big enough to threaten lethal almost anytime. However, the deck often takes a while to set up and is VERY weak to boardwipes.
I'd like to know what cards I could add to address the decks weaknesses, since I've been playing only Standard the past two years and don't know much about other potentially good cards. Any other comments and feedback would be appreciated too!
Welcome again, please let me put some tags on your link so other people get to it easier.
tappedout.net/mtg-decks/30-07-18-atraxa-11-counters/?cb=1533429217
It would be even better if you put your deck in "deck" "/deck" tags.
I run a similar strategy and it's a lot of fun.
The only critique i have on your list from a casual point of few is that you play a lot of very greedy cards and very limited ways to fix (fetch) your mana in that direction. Double or even Tripple G, W, B, U make those cards really dificult to cast even with proper fixing.
I've actively tried to skip on tripple mana symbols of one color, limit the double mana symbols in my deck to two main colors (GU) and a third "secundairy" (W) and splash the fourth (B). I did this with a manabase that fixes pretty easilly.
The deck runs a lot smoother, if you can reasonably cast what you want whenevery you want to.
Appart from that, there are some interesting cards in your list. As Foretold is one of them. Seems very strong if it sticks. Also like the inclusion of the new dual lands. They should be pretty good in multiplayer commander.
Modern: WUBRG Humans - GBW Traverse - GWU Knightfall - GRW Bushwhacker Zoo -
Appreciate it. I'll keep that in mind. I realize I do have a couple of very greedy cards but my logic is that these are cards that I would ever want to play in the late game, giving me plenty of time to assemble those double and even triple mana symbols. That being said I'm probably going to take out Myojin of Night's Reach; I thought it'd be sweet to have that lockdown with Atraxa proliferating the divinity counter and constantly having my opponent's dump their hands but in practice it is actually hard and clunky to pull off and the reward isn't nearly worth it.
I like the deck overall. You could probably cut Reliquary Tower and Temple of the False God for colored mana producing lands. This should help if you're having fixing issues. Truth is, with this many colors and muticolored cards there will always be some fixing issues. I experience it with my mana base as well. It is pretty rare but it does come up.
Random thoughts:
Lifecrafter's Bestiary is not bad but is not great.
Thought Vessel could be any signet or even Fellwar Stone.
Not too crazy about Reveillark or Demon of Dark Schemes but I'm sure they're okay.
Also:
If you post a decklist in the forum I'll link to it in the main post. I'm not crazy about linking away from the site.
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I'm always on the lookout to get better lands. Ideally I would like to have all fetches and Shocks available in Atraxa's colors but I'm also trying to maintain at least some kind of budget and those enemy- colored fetchelands are quite expensive!
Reveillark and Demon of Dark Schemes provide recursion which is what I think this deck needs. Although I'm starting to find the Demon questionable since it's best dropped against a big board of weak creatures (likely Tokens) and I have no other sources of energy counters. Which begs me to ask: how well do you think energy cards work with Atraxa? Having energy in Standard, I can definitely attest that they are best when you have a full set of them, and I wasn't sure if singleton would render them unplayable. However since you brought up the issue of mana fixing, I'm wondering if the following cards might be feasible?
Attune with Aether - mana fixing
Aether Hub - mana fixing
Servant of the Conduit - mana fixing and ramp
Glint-Sleeve Siphoner - card advantage
I think energy can be fine. I wouldn't call it unplayable, but it probably isn't the best option. I do like all the cards you mentioned. If you can get Atraxa down to keep the energy supply up they're all very useful.
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In general, i feel i need more card draw and more interaction/protection. To make room, i feel i have to make cuts, mainly in the creature department.
Disclaimer. I feel haven't even seen 50% of the deck in action so theres that. Also for every card that doesn't do anything when entering the battlefield on this list counts: "If it sticks". Each creature is a pretty good threat on it's own when i untap with it. But it's all very fragile, so i decided to discount that factor when comparing. What i am trying to do is up the game with immediate effects.
Cards that felt great every time i played them:
-Sunscorch Regent - This card easilly is the best of the "you-cast-i-grow" creatures, followed by Forgotten Ancient for being an engine.
-Fathom Mage - A shureshot value engine in the deck. It grows rappidly and draw a bunch of cards.
-Zameck Guildmage with Chasm Skulker - So much value for two mana, when factoring in a doubling effect things just go nuts. Love this engine.
-Astral Cornucopia and Coalition Relic - All the mana in the world from one card. Proliferating or curving from Winding Constrictor into these things is crazy.
Honareble mentions:
-Kalonian Hydra - The mother of "if you untap with it" cards. If someone holds up removal or a boardwipe. This is the target/moment.
Cards that felt lackluster:
-Generous Patron - This guy just seemed so flexible in theory. Politics, counter distribution and card draw. The only problem was every time i wanted the card draw, i had nothing to share with and every time i could. i didn't want to or just didn't have the desired impact on the board.
-Ishai, Ojutai Dragonspeaker - This one just comes in to low at 4cmc, if it sticks for two whole rounds it growd out of hand, but just by itself it's not enough. we can cast 3/4 flyers with upside for 4cmc and gain immediate value. Flavorpoints aren't enough.
-Sphere of the Suns - A two mana rock that taps for any colour at least three times seems great in a deck that can proliferate, and it is. But i feel i have enough mana and enough ramp and i generally prefer the 3cmc Coalition Relic for it's ability to charge.
Cards that felt meh:
-Sultai Charm - I felt i kept this thing up as an Enchantment/Artifact removal spell more than anything else. is that worth 3 mana? The fexibility is great but in comparison Dromoka's Command is an engine enabler with some removal stapled on it. For that reason it was included. In practice it does just that. Being an enabler and a removal spell together at 2cmc is great value. Anyway. This could very well be Vindicate.
-Altered Ego - Great when it's good, meh when it's not. Was originally included to copy Enduring Scalelord to create two very big boys. Though that one got cut.
-Inspiring Call - AWESOME when it's good, meh on it's own. This is a synergy piece and would probably not get cut. Just had games where i really needed the draw, but i felt i needed to hold on to the card.
Cards that will be added:
-Plaxcaster Frogling - YES! An engine and protection and synergy a 3CMC. On curve for anything i want to do. Awesome addition
-Glen Elendra Archmage - That extra bit of protection i sometimes need. Works great with the frog too!
-Pact of Negation and/or Swan Song - For those times i really need something cheap to protect my boys/board.
-Bane of Progress - Very important piece of boardwipe in my meta stapled on a synergistic beast. Get's rid of pillow fort type cards, enchantress stuff, cheating artifacts and the like. Sure it can also remove some of my key pieces. But we are a creature centric deck and don't rely on artifact ramp that much so we can do without.
Cards that i really want to add but don't exactly know what to cut for:
-Greater Good - A sticky way to gain great value out of dying or stolen beasts. Covers many bases.
-Cyclonic Rift and/or Wrath of God - two boardwipes feel a little lean, and that reset could come in handy sometimes.
-Vindicate - Just an answer all problems card.
-Nissa, Vital Force and/or Eternal Witness - Get back some key pieces during the games seems like great value.
-Pir, Imaginative Rascal and Toothy, Imaginary Friend - Cantripping Counter-Doubler with awesome planeswalker synergy (The just mentioned Nissa ults upon ETB making all my lands cantrip for instance), or a seccond Chasm Skulker type effect to go with Zameck Guildmage. Like Generous Patron though, this looks great on paper but could be a trap and needs two slots for max value.
Honareble mentions:
-Genesis Hydra - Could potentially be good value from 5CMC and up. Scales great in the late game and sets your board up after a wipe. Its situational though.
-Mycoloth - Seems crazy value, but like so many, requires to come around.
-Heroic Intervention - Like Inspiring Call but without the synergy. A counterspell would probably do the trick in most cases too.
-Thrasios, Triton Hero - Seems a great card, expensive though and as of yet no ways to abuse it.
Please let me know how you feel about these cards, and what would be an option to cut for them. I don't mind cutting into the threat department to add some more resiliency/interaction.
Also, how do you feel about the pre-con cuts i allready made. Did i miss anything?
Modern: WUBRG Humans - GBW Traverse - GWU Knightfall - GRW Bushwhacker Zoo -
I like all your suggestions but having played Zameck Guildmage I can tell you that it is a really slow and inefficient draw engine; I think you'd be better off just playing something like Treasure Cruise. I'm also not a big fan of Sunscorch Regent and I think 5 mana is too expensive compared to cards like Kalonian Hydra which can end games if untapped.
Hadana's Climb
This card adds counters to a creature which seems sorta useless as most of your creatures do this themselves. When it becomes a land it adds power and evasion which is nice but a lot of your creatures have this already. It isn't doing anything you cant already do.
Path of Discovery
Path is similar in that it is doing things you don't need any help with. You have many sources of counters and you have a lot better options for card advantage. You could run Greater Good in this slot or something as plain as Skullclamp.
Sakura-Tribe Elder
Tribe Elder is a good card but its low impact. You can ramp harder with something like Everflowing Chalice. You mentioned that you have plenty of mana and need other functions. I don't see any synergy with this card in your deck.
Altered Ego
You already mentioned this card was meh and I agree. It's just a clone and probably a waste of mana.
Inexorable Tide
Tide is heavily played and I know it's an Atraxa staple but hear me out. You cast this for 5 mana and it doesn't affect the game at all. Then you have to play another spell for it to do anything. It requires that you have a board already. This card is asking so much of you to just proliferate. I think its overcosted by 1 or 2 mana and its a waste of space.
Managorger Hydra
Hydra is just a big creature. Its fine and 3 mana is a nice early play but it dies with no value.
Abzan Falconer
Falconer seems like the weakest of the evasion granting creatures in your deck. Herald of Secret Streams changes combat the turn you play it. Champion of Lambholt is another option you have that is already better. Falconer requires you untap or have another source of counters.
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I also agree that Inexorable Tide is a rather inefficient and too much a "win-more" card. However I do think it's more impactful if you're playing the superfriends build.
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I'll try to comment.
I agree on the immediate impact of draw spells vs fragile synergies.
Besides being a lategame enabler,
Zameck Guildmage was named and played in conjuction with Chasm Skulker (or with Toothy, Imaginary Friend for that matter), and in that context it's repeatable card draw for two mana. That is the floor. With one of our doublers out it also grows the creature. Very good rate iny book. It's a synergy peice though. Not very good on its own. But that is not what the deck is about.
I'd rather cut Shapers of Nature which is a bigger creature but does the same at more mana to activate.
Sunscorch Regent gets you value every time you play it. Though i admit. 1 life for 5 mana is not that great . It's by no means the be all end all. I merely stated it's the best of the "you-cast-i-grow" spells. And won't be cut before others.
This is an engine card at the very important 3cmc slot for the 4cmc cards that don't have counters when they enter but really need to. Atraxa, Praetors' Voice, Fathom Mage and Master Biomancer to name a few.
I'd like to maximize this effect at 3cmc.
This i can get behind, I've probably got enough enablers and ramp. The fixing i can probably live without,
Skullclamp is awesome but only with more dorks or tokens i feel.
Steve was just added as a better Rampant Growth to shield from early game pressure.
Yes.
You make a strong case here. All valid points, duly noted.
Yes. This is another one in that category of, great when it goes around.
This was the next one from the pre-con to cut after Tuskguard Captain.
Modern: WUBRG Humans - GBW Traverse - GWU Knightfall - GRW Bushwhacker Zoo -
GWUBAtraxa, Praetor's Voice PrimerGWUB
GWURoon Bant Blink WhateverGWU
BRGLord Windgrace LandsBRG