It seems to me that the combo with muse is a great strategy. Obviously, you can't activate your planeswalkers but, being able to empty your hand every turn seems broken. Either way, I feel that if you are running muse, you should run the orrery.
I don't know if that synergy is worth running if you don't have ways to consistently pull both pieces of it. You may be better off just running Brago and Derevi to untap rocks. The list I've been playing doesn't run any of that and it's been playing exceptionally well. That may just be due to meta differences though.
Infect seems like a decent route to go if you have ways to pull your infect pieces early. Ichor Rats is great for that, as is, Inkmoth Nexus. Here's the list I'm currently running.
After playing 3 more games with the deck, it's completely broken to the point where I might have to take out the Academy Rector/Omniscience combo. I've won every game I've played with it to this point. Always end up with ridiculous board states like this, including the 132 Vampire Knight tokens you can't see LOL.
After playing 3 more games with the deck, it's completely broken to the point where I might have to take out the Academy Rector/Omniscience combo. I've won every game I've played with it to this point. Always end up with ridiculous board states like this, including the 132 Vampire Knight tokens you can't see LOL.
First of all, that's awesome
That is really the biggest reason I didn't go down that route. It is just too much to overcome for your opponents. I know Omniscience can be removed (unlike Tamiyo's Emblem) but it is so much easier to get onto the battlefield.
At least the deck is working but this is definitely the type of deck that you can adjust to the meta (either to make it more or less powerful) to make it resilient, powerful, and still fun without being oppressive.
Unfortunately, my mana base is SO competitive, I don't think I run enough basics to go the "Wood Elves" route.
I'd just like to point out that Wood Elves searches for a Forest card, which means it can search for non-basic lands with Forest as a sub-type, like the shocks, original duals, or the BFZ Tango Lands. In fact, anything that says it can search for X land type without the word "basic" in the description can do that, which also means cards like Farseek, Nature's Lore and Skyshroud Claim can search for those cards as well.
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Here is my take on the Atraxa deck. I combined rkjunior and WizardMN's artifact and wood elf strategy into something that can take advantage of artifact ramp, blinkable creatures, and a low land count. I think the land count may be a bit low but, I must admit, I've been impressed while goldfishing on the land setup. I don't have og duals but, I find I rarely need a certain color of mana (except for when I have Nissa, Voice of Zendikar in opener, which is hard to cast on three). In fact, I may be cutting chromatic latern for this very reason.
First, thanks for reformatting your deck list. I was trying to do that before you deleted your post
Second, it looks good. I think your land count is fine. With 10 Artifact mana sources, I don't think you need more lands. As mentioned, I would probably go one route over the other, but you seem to have found a reasonable balance for land ramp in the 4 that you have (not counting Oracle).
If you have one, Mana Drain should slot in over Counterspell. Otherwise, Counterspell seems out of place. The main reason for Mana Drain is the mana. In your list, I only see 1 Counter, so I am not sure Counterspell really deserves a spot in the list. I think you might be better off with something that impacts the board a little more though I can't think of what that might be at the moment.
This is an odd suggestion, but maybe trim a couple duals to add more Plains? Mistveil Plains isn't bad, though it comes in tapped, but if that is a concern, you could just add basics. The reason is to add a little more impact to Emeria Shepherd. Late game, it give you a way to turn that Farhaven Elf into a Sorin Markov (or anything else in your grave).
Your list has good interaction, ramp, and even tutors to get to the cards you need (Doubling Season I suppose is most likely ).
I don't know that I would necessarily cut Chromatic Lantern though. I personally would probably let Coalition Relic go before it. Yes, it ramps more (every other turn), but fixing your colors may be more relevant, even if your goldfishing has shown your colors are fine. If you do find that Chromatic Lantern is superfluous though, then I wouldn't say it is important enough to keep around. Just my two cents though and with everything else generating more than 1 color of mana (and relic producing any color), my assessment may be off.
First, thanks for reformatting your deck list. I was trying to do that before you deleted your post
Second, it looks good. I think your land count is fine. With 10 Artifact mana sources, I don't think you need more lands. As mentioned, I would probably go one route over the other, but you seem to have found a reasonable balance for land ramp in the 4 that you have (not counting Oracle).
If you have one, Mana Drain should slot in over Counterspell. Otherwise, Counterspell seems out of place. The main reason for Mana Drain is the mana. In your list, I only see 1 Counter, so I am not sure Counterspell really deserves a spot in the list. I think you might be better off with something that impacts the board a little more though I can't think of what that might be at the moment.
This is an odd suggestion, but maybe trim a couple duals to add more Plains? Mistveil Plains isn't bad, though it comes in tapped, but if that is a concern, you could just add basics. The reason is to add a little more impact to Emeria Shepherd. Late game, it give you a way to turn that Farhaven Elf into a Sorin Markov (or anything else in your grave).
Your list has good interaction, ramp, and even tutors to get to the cards you need (Doubling Season I suppose is most likely ).
I don't know that I would necessarily cut Chromatic Lantern though. I personally would probably let Coalition Relic go before it. Yes, it ramps more (every other turn), but fixing your colors may be more relevant, even if your goldfishing has shown your colors are fine. If you do find that Chromatic Lantern is superfluous though, then I wouldn't say it is important enough to keep around. Just my two cents though and with everything else generating more than 1 color of mana (and relic producing any color), my assessment may be off.
Yeah, sorry about that. I'm mostly a lurker on MTG Salvation and don't know much about how to format deck posts. It took me a minute of googling but I figured it out.
I don't have a mana drain and probably won't be getting one any time soon, unfortunately. You may be right. Counterspell served to replace mana drain and it may not have a place here. Though, I find that having a hard counter in hand is never a bad thing and is part of my reasoning for thinking it deserves a spot. As for adding more plains, I can definitely see your point. I could probably cut a forest or a few pain lands to make due. I'll test that out to see how it works.
In my experience, coalition relic works better than latern. While I may be wrong, the interaction with Atraxa put it over the top for me. Put a charge counter on the relic with the Atraxa trigger on the stack ramps you by three the next turn and that seems pretty sweet. Though, it may be right to cut neither and look to ditch the counterspell.
What do you think of Tezzeret the Seeker in this list? With the amount of artifacts, it seems solid for at least the ability to tutor for sol ring or a needed signet. Though, I don't see the ultimate coming up often and is why I didn't include it in the original list.
You might be right that the interaction between Atraxa and Coalition Relic is good enough to include. I was assuming you would use it for 2 mana, then none (to charge it up), then 2 again, and so on. But, getting 3 mana is pretty good ramp every other turn. And, Rings technically lets you store an additional counter if you have extra mana.
I don't think Tezzeret has a place. The best you can get is ramp and at 5 mana, I think that is too high a cost. Even his +1 doesn't seem great, but if you have a Sol Ring and Mana Crypt, he does generate mana that way.
I guess I am not totally sure, but his impact seems really low compared to other cards.
Dost mine eyes deceive me? Alright! Storywise, I'd like to see why Ajani joins the Gatewatch since the Eldrazi have been "taken care of", but it's definitely one of the better oaths.
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I decided to go against using so many wrath and using utility creatures as chump blockers. So I added creatures that ramp when entering the battlefield as chump blockers. Also, added Academy Rector as an attack deterrent, with the main target being Doubling Season or Leyline of Anticipation.
The walkers I'm using that aren't inherently broken (due to the epic emblem) is because they either provide a creature token with a non-negative loyalty ability or provide card advantage. Since planeswalkers are the theme, I want them to also be used instead of holding on and hoping I can go ultimate thanks to Doubling Season.
Right off the bat Tezzeret's Gambit just became a placeholder for Oath of Ajani, so that's definitely going in there. However, there are still some cards I want to find space for:
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You might be right that the interaction between Atraxa and Coalition Relic is good enough to include. I was assuming you would use it for 2 mana, then none (to charge it up), then 2 again, and so on. But, getting 3 mana is pretty good ramp every other turn. And, Rings technically lets you store an additional counter if you have extra mana.
I don't think Tezzeret has a place. The best you can get is ramp and at 5 mana, I think that is too high a cost. Even his +1 doesn't seem great, but if you have a Sol Ring and Mana Crypt, he does generate mana that way.
I guess I am not totally sure, but his impact seems really low compared to other cards.
Tezz with blue rocks and stasis rocks. maybe depends how hard you try to rock that state.
@DementedKirby: what is your avg. CMC? I think you will find yourself always just playing one spell per turn.
Yeah, which is why I wanna run some mana rocks. However, it's ok if I only cast one walker or wrath per turn. But it can be slow early game. So far it has an avg. CMC of 4.00.
Although I just played a game against Zada, Hedron Grinder and a Progenitus and the game was too in my favor, lol. Won it pretty quickly, actually. Didn't need to play so many spells per turn:
Turn 2: Orochi Hatchery
Turn 4: Dovin Baan (which crippled Zada's first creature)
Turn 5: Atraxa
and from there on out it was popping tokens with hatchery and getting my walkers online. One well placed Supreme Verdict midgame and that was enough to eventually seal the deal.
I did make one mistake (which didn't cost me the match) which was not getting Tamiyo's emblem first and then ultimate Nissa (which would've sent her to my hand afterwards due to loyalty) and then recast her. But thankfully that didn't prevent my win the next turn.
The all-star that game was Song of the Dryads which left the Zada player without Zada. Those three enchantments are definitely there for commander disruption (Song of the Dryads, Imprisoned in the Moon, and Darksteel Mutation) since the commander doesn't move zones it can't be placed in the command zone. Really loving those enchantments.
One card I'm considering cutting is Greed. The walkers give me card advantage but only once and only during my turn. But Greed gives it to me at instant speed. So I'm still on the fence about it. Maybe I can also cut Oath of Gideon? But with Gideon's oath and Atraxa in play, whenever a planeswalker enters, it gets 2 extra loyalty counters that turn (albeit one is at the end). So if I were to make cuts it would be to add mana rocks, which I feel has more priority? I dunno. So many options with Atraxa! Too difficult!
I'm also thinking about adding Tezzeret the Seeker since he can get me Silent Arbiter, Rings of Brighthearth, or The Chain Veil as soon as he hits the field. Adding him means that if I add 5 of the 6 artifact lands I can essentially ramp each turn for 5 turns straight for free. That's an exaggeration, I know, but still opening up how useful he could be. With mana rocks his +1 becomes relevant enough to do that first before basically sacrificing him to search for either Rings of Brighthearth or Silent Arbiter (since I'm potentially taking out Oath of Gideon).
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If you have one, Mana Drain should slot in over Counterspell. Otherwise, Counterspell seems out of place. The main reason for Mana Drain is the mana. In your list, I only see 1 Counter, so I am not sure Counterspell really deserves a spot in the list. I think you might be better off with something that impacts the board a little more though I can't think of what that might be at the moment.
Has anyone considered Edric, Spymaster of Trest? It has been a stellar imitation of Propaganda and Ghostly Prison for me. It diverts all those small attackers from the early game to our opponents, leaving our planeswalkers alone. Also, we can swing with Atraxa and draw an extra card almost every turn.
How many cards do you expect to give your opponents in the early game to divert attention away from you versus how many cards you expect to draw once you have Atraxa?
And if you sweep prior to Atraxa then you lose Edric, so E(you draw) ~= 0 if your strategy is to, by deck-building endeavor, sweep before you cast.
Hey everyone! This seemed like a really fun deck idea. I took a pass at it and came up with the following list, if anyone has some critiques they could offer, let me know! Thanks
Your angle appears to be using PW's more than once per turn through blinking them and winning with token creatures produced by your PW's. Given this interpretation, I wonder how you want to protect your PW's? you're not accelerating that fast and you run no mass removal. I don't know if you've tested this yet but it seems really easy to keep you from getting in the game with this deck. I think it needs either more acceleration to play a PW before opponents have a board presence that can attack into them or more ways to keep them on the table like mass removal, fogs or defensive creatures. I espeically love the original Kiora in that respect, since with sol ring / mana crypt she comes down on turn two. She's the PW who's emblem I get more often than any other. Having said that, here are some card by card things to think about:
Shard convergence: you can't find a mountain in this deck so it will only get you three lands. I'd replace it with Skyshroud Claim. It might get you only two lands but puts them directly into play. Given your land base, this means instant mana fixing. It's the same reason I run Nature's Lore and Three Visits over cards like Commander's Sphere or Darksteel Ingot.
Gavony Township: this seems to slow for what it does, it will only be win more. If you have enough tokens on the board for this to matter then you are able to protect your walkers and your walkers will get you there. It's a land that produces colorless in a 4 color deck. I would cut Arcane Lighthouse and Homeless Path for the same reason. You need the colored mana. And concering the latter, you don't run any creatures worth stealing anyway. Replace on of them with Alchemist's Refuge. Colorless I know, but being able to play your PW's at the end of the opponents turn gives you the ability to untap with them and protect them.
PW package: The PW package depends on your personal preference, but I have found Kaya to be very underwhelming. Given what I've said above, I'd replace her with Kiora, The Crashing Wave.
Deploy the Gatewatch: This rarely hits two PW's and for one it's not worth the risk of whiffing imo. Had it been an instant yes, but in practice you're usually just overpaying for one of your pw's for the small chance of getting two.
The Oaths: Otah of Gideon is quite good, as I have found if Oath of Jace. The rest not so much. They do not impact the board enough to allow you to push through your gameplan. I'd replace them with mass removal instead.
Heart of Kiran: On theme, yes, but what does it do for you that Atraxa is not already doing better? Unless you're already able to get a considerable token army you'll hardly ever crew this. I know this can play defense but eating up your loyalty counters this way is contradictory to what you want to be doing.
Gilder Package: While cute, this is really hard to assemble and each of these cards are not going to do much on their own. (Training Grounds does literally nothing for you). I'd replace them with Leyline of Sanctity (So your PW's cant be bolted to death), Leyline of Anticipation and Vedalken Orrery. The last two for the same reason Alchemist's Refuge is good.
Brago and Felidar Guardian: These do nothing for you that furthers your gameplan without Deepglow Skate. I'd replace them with Worldy Tutor and Demonic Tutor to more reliably have the Skate whem you want it.
I'm sorry if this list is so long it seems harsh, I mean well. In my experience with this deck, tempo is incredibly important. You need to create windows of opportunity to play your PW's AND be able to protect them. Flashing them in enables you to play them at opponent's EOT and in your turn, follow it up with Wrath of God or one of it's many variants. Or flashing in Doubling Season and follow up in your turn with a PW who instantly ultimates, or flash in a PW and follow up with Deepglow Skate etc. Getting a mana boost from one the mentioned counterspells allows you to do it in one turn. The key to getting this deck to work is to create such a window, get your first emblem and exploit the value it creates to work towards a second one etc.
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This seems a lot better imo. With so little creaturs now, Cathar's Crusade seems subpar as does Uwezama's Jitte. I think those slots would be better spent on Spike Weaver and Academy Rector. The Weaver gives you many fogs from one card and the Rector will prevent anyone from attacking you with a non-flyer because you're sure to turn that Rector into Doubling Season.
I see you run Bitterblossom. I actually don't have it in my list but I tink I will add it, it's quite good.
You do not have Worldly Tutor in your list yet, I'd suggest you add it instead of either Holy Day / Darkness. It's an instant, so you can play it in your upkeep to put Skate on top then draw it and play it immediately.
I'm currently pondering about Eldritch Evolution. I have not tested it yet, but the idea to turn Atraxa into Deepglow Skate and instantly collect one or more emblems from my PW's seems good.
I also have Ichor Rats in my list as a backup plan for when the PW route does not work or someone gains infinite life. It will give a posion counter to anyone without targeting so it will always work.
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Hi, so I've been toying with a deck along similar lines to Meatwalker's deck. Seems like a fun opportunity to compare.
Cards that seem good to me, but I haven't put in yet: Spike Weaver Got that idea here, thanks! Austere Command (easy upgrade over Phyrexian Rebirth) Rhystic Study Narset Transcendent Initially I didn't like this one because you're about 40% to whiff on the +1 ability. But it's been growing on me considering the possibilities of the -2. And the high starting loyalty is nice. Yavimaya Hollow Atraxa blocks something big or there's a board wipe and this lets her live. Kor Haven Slightly worse Maze of Ith, but probably worth it.
Cards that kind of "win more". I try to put only a few of the best of these in. Rings of Brighthearth, Strionic Resonator, The Chain Veil Can be strong but they do nothing if you don't have relevant things to copy on the board. Also, you're paying mana so that's something in your hand not being cast. Inexorable Tide Haven't tested extensively, but on paper I'm not impressed: You need things with counters on board, and you need things in hand to cast. Could be good at times, just not always. (Edit: On further testing, totally a good card) Contagion Engine, Deepglow Skate Yep, running these.
Cards that are so strong that I don't play them - keeping deck power down for the local meta. They do good if you're into that. Humility, Doubling Season, Meekstone
Cards from mine that seem like an upgrade: Crop Rotation Extra copy of Maze of Ith. Respond to opponent's attempt reanimate a big dude or combo piece by Bojuka Bog exiling their graveyard. Awakening Zone, From Beyond Same line of thought as Bitterblossom, but these chump block, mana ramp and don't cost life. No flying is very relevant, but they seem good still. (Edit: Taking these out. Too slow.) Luminarch Ascension Play it turn 2 if you don't mind being a target. Or wrath + ascension on same turn later. If they somehow give you 1-3 counters, then proliferate it up. Hope you have enough white mana once it's at 4 counters. Calciform Pools, Dreadship Reef, Saltcrusted Steppe Comes in as untapped colorless source initially and proliferate for more mana later. Ajani Unyielding Bonkers card. Average around 1.8 non-land cards off of the +2. Swords effect in a pinch. Only thing he doesn't do is win the game directly, but after a few +2 you'll find something that does. (Edit: Correction, 1.3 cards instead of 1.8. For some reason I missed the "permanent" part of that ability.) Sorin, Solemn Visitor This is mostly here for a "Cast, +1, Proliferate at end of turn, Emblem next turn" scenario. Can also gain you life or finish the game by buffing tokens. Baral's Expertise, Mystic Confluence These are mostly for sitting back and bouncing whatever creatures try to attack your planeswalkers. Extra value too. Cryptic Command could go in this category as well, but the triple blue mana symbols kept me away from that. Black Sun's Zenith, Toxic Deluge Sometimes opponents play like Avacyn, Angel of Hope or Xenagos, God of Revels and Lightning Greaves it - you really need that gone. Also, just more board wipes generally.
On a strategy note, you'll notice that mine is huge on ramp (and a little lower on land). Also more board wipes. The ramp count could arguably go down a bit, but I think having lots of removal is super important. Things like Leyline of Sanctity, Cathars' Crusade, Inexorable Tide - they really don't do much on their own. So I'm happy to run less of that "support" kind of card.
Rings of Brighthearth, Strionic Resonator, The Chain Veil Can be strong but they do nothing if you don't have relevant things to copy on the board. Also, you're paying mana so that's something in your hand not being cast.
I don't run these myself either. This deck is very mana hungry as it is.
Inexorable Tide Haven't tested extensively, but on paper I'm not impressed: You need things with counters on board, and you need things in hand to cast. Could be good at times, just not always.
I am running this and have been loving it every time. Especially when Atraxa becomes expensive to cast this gives a good backup plan for proliferation and the effect itself is free. I've never been disappointed with it.
Cards from mine that seem like an upgrade: Crop Rotation Extra copy of Maze of Ith. Respond to opponent's attempt reanimate a big dude or combo piece by Bojuka Bog exiling their graveyard. Awakening Zone, From Beyond Same line of thought as Bitterblossom, but these chump block, mana ramp and don't cost life. No flying is very relevant, but they seem good still. Luminarch Ascension Play it turn 2 if you don't mind being a target. Or wrath + ascension on same turn later. If they somehow give you 1-3 counters, then proliferate it up. Hope you have enough white mana once it's at 4 counters. Calciform Pools, Dreadship Reef, Saltcrusted Steppe Comes in as untapped colorless source initially and proliferate for more mana later. Ajani Unyielding Bonkers card. Average around 1.8 non-land cards off of the +2. Swords effect in a pinch. Only thing he doesn't do is win the game directly, but after a few +2 you'll find something that does. Sorin, Solemn Visitor This is mostly here for a "Cast, +1, Proliferate at end of turn, Emblem next turn" scenario. Can also gain you life or finish the game by buffing tokens Baral's Expertise, Mystic Confluence These are mostly for sitting back and bouncing whatever creatures try to attack your planeswalkers. Extra value too. Cryptic Command could go in this category as well, but the triple blue mana symbols kept me away from that. Black Sun's Zenith, Toxic Deluge Sometimes opponents play like Avacyn, Angel of Hope or Xenagos, God of Revels and Lightning Greaves it - you really need that gone. Also, just more board wipes generally.
Love the Crop Rotation trick, I've never seen it used like that before. I'm just worried that putting in to many colorless lands makes playing 4 color difficult and since this does not do anything usefull after playing it, I'm not running it. But I will add it to my trick book for another deck in the future Awakening Zone and especially From Beyond seem to expensive for my taste. What you should be doing with this deck, at least in my opinion, is trying to get a walker online so quickly that your opponent cannot answer it yet or has to spend his turns answering you instead of doing what he wants. These cards both do not fit that plan. I'm digging Luminarch Ascension though, might have to add that along with Bitterblossom. Baral's Expertise is on my wish list as well, as a matter of fact I already bought it, just need to add it. The tempo play is awesome, especially if you can drop a walker for free. Zenith is awesome in theory, but has the tendency to kill your token first. I ran it in the past and it didn't work for me. I also don't dig the Time Spiral lands: way too slow.
Oath of Gideon is actually a nice tempo card: drop it on turn 2 or 3 and you have chumps + saves you a turn to get to an ultimate with your first walker. Venser is awesome too, can allow you to use a PW two times per turn and replenishes the +1/+1 counters on Spike Weaver. Agree on the Tri lands.
On a strategy note, you'll notice that mine is huge on ramp (and a little lower on land). Also more board wipes. The ramp count could arguably go down a bit, but I think having lots of removal is super important. Things like Leyline of Sanctity, Cathars' Crusade, Inexorable Tide - they really don't do much on their own. So I'm happy to run less of that "support" kind of card.
That is a difference of taste so if that works for you that's good. I just don't agree on Leyline of Sanctity. Without it, nearly all damage you are going to get is going to be redirected to your walkers.
@Meatwalker: Have you tested your deck yet?
I will post my decklist for critique later when I have the time to do so.
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Good stuff, definitely like to hear about people's experiences with the deck.
One thing I did want to point out in Ertai's last post though:
Venser is awesome too, can allow you to use a PW two times per turn
I don't think that works. You activate the target planeswalker, then you activate Venser, the Sojourner to exile that planeswalker until end of beginning of the next end step, then it returns and you can't activate the planeswalker again because it is no longer your main phase. (Edit: Unless you have Teferi, Temporal Archmage emblem) Resetting Spike Weaver is nice, resetting the counters on a planeswalker that was lower than starting loyalty is nice, making Vraska tokens unblockable is a game win.. Just seems less impressive than other things I could be doing with the slot.
Umezawa's Jitte may seem out of place for the lack of creatures but having a commander with so many awesome keywords means that the jitte combos with Atraxa herself. So don't be so hasty taking it out of an Atraxa super friends deck.
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One thing I did want to point out in Ertai's last post though:
Venser is awesome too, can allow you to use a PW two times per turn
I don't think that works. You activate the target planeswalker, then you activate Venser, the Sojourner to exile that planeswalker until end of beginning of the next end step, then it returns and you can't activate the planeswalker again because it is no longer your main phase. (Edit: Unless you have Teferi, Temporal Archmage emblem) Resetting Spike Weaver is nice, resetting the counters on a planeswalker that was lower than starting loyalty is nice, making Vraska tokens unblockable is a game win.. Just seems less impressive than other things I could be doing with the slot.
You are absolutely right, my bad. I was thinking flicker effects in general. Having said that, he's still a very good walker imo. The ability to reset loyalty counters and the weaver are great and his emblem is gravy.
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I also realized that Ajani Unyielding is less powerful than I had thought, so it's still in, but on the chopping block if a better idea shows up.
There's one or 2 slots though that I wanted to ask for ideas on: Sometimes you have a bunch of mana, draw a lot of cards, and you just want to win. So what in the 7-10 mana range, not red, is good for that? Right now I've got Blatant Thievery there, so it would replace either that or Ajani Unyielding. Some that might fit the bill:
I also realized that Ajani Unyielding is less powerful than I had thought, so it's still in, but on the chopping block if a better idea shows up.
There's one or 2 slots though that I wanted to ask for ideas on: Sometimes you have a bunch of mana, draw a lot of cards, and you just want to win. So what in the 7-10 mana range, not red, is good for that? Right now I've got Blatant Thievery there, so it would replace either that or Ajani Unyielding. Some that might fit the bill:
Expropriate is definitly powerfull, but frowned upon in my group as it usually gives at least two extra turns and takes a lot of time to resolve.
Maybe Genesis Wave or Villainous Wealth? If you cast the wave for at least X = 6 you can probably dump every card on the table. Villainous Wealth is of course conditional on what your opponents are playing, but could give you some variance from game to game.
Also, if you want to stick to what helps superfriends, try Blazing Archon.
It seems to me that the combo with muse is a great strategy. Obviously, you can't activate your planeswalkers but, being able to empty your hand every turn seems broken. Either way, I feel that if you are running muse, you should run the orrery.
I don't know if that synergy is worth running if you don't have ways to consistently pull both pieces of it. You may be better off just running Brago and Derevi to untap rocks. The list I've been playing doesn't run any of that and it's been playing exceptionally well. That may just be due to meta differences though.
Infect seems like a decent route to go if you have ways to pull your infect pieces early. Ichor Rats is great for that, as is, Inkmoth Nexus. Here's the list I'm currently running.
0 Adarkar Wastes
0 Aether Hub
0 Breeding Pool
0 Brushland
0 Caves of Koilos
0 Command Tower
0 Drowned Catacomb
0 Forest
0 Glacial Fortress
0 Godless Shrine
0 Hallowed Fountain
0 Hinterland Harbor
0 Inkmoth Nexus
0 Island
0 Isolated Chapel
0 Llanowar Wastes
0 Mana Confluence
0 Mirrodin's Core
0 Murmuring Bosk
0 Overgrown Tomb
0 Plains
0 Strip Mine
0 Swamp
0 Temple Garden
0 Tendo Ice Bridge
0 Underground River
0 Urborg, Tomb of Yawgmoth
0 Watery Grave
0 Woodland Cemetery
0 Yavimaya Coast
Creatures
2 Dark Confidant
3 Aven Mindcensor
3 Derevi, Empyrial Tactician
3 Eternal Witness
3 Leovold, Emissary of Trest
4 Brago, King Eternal
0 Astral Cornucopia
0 Everflowing Chalice
0 Mana Crypt
0 Mox Diamond
0 Mox Opal
1 Sol Ring
2 Cursed Totem
2 Fellwar Stone
2 Lightning Greaves
2 Pentad Prism
2 Swiftfoot Boots
2 Talisman of Dominance
2 Talisman of Progress
2 Talisman of Unity
2 Torpor Orb
2 Winter Orb
3 Crucible of Worlds
3 Orb of Dreams
3 Sword of Feast of Famine
3 Tangle Wire
4 Smokestack
4 The Chain Veil
4 Uba Mask
Sorceries
2 Demonic Tutor
2 Nature's Spiral
2 Regrowth
3 Cruel Tutor
3 Fabricate
3 Idyllic Tutor
3 Toxic Deluge
4 Armageddon
6 Merciless Eviction
Instants
0 Pact of Negation
1 Enlightened Tutor
1 Nature's Claim
1 Swan Song
1 Swords to Plowshares
1 Vampiric Tutor
1 Worldly Tutor
2 Abrupt Decay
2 Cyclonic Rift
2 Muddle the Mixture
3 Anguished Unmaking
3 Beast Within
1 Mana Bloom
1 Root Maze
2 Bitterblossom
2 Stasis
2 Sylvan Library
3 Druids' Repository
3 Necropotence
4 Embargo
Planeswalkers
4 Dovin Baan
4 Garruk Wildspeaker
4 Narset Transcendent
4 Tamiyo, Field Researcher
5 Tezzeret the Seeker
5 Venser the Sojourner
5 Vraska the Unseen
6 Elspeth, Sun's Champion
6 Teferi, Temporal Archmage
7 Karn Liberated
8 Ugin, the Spirit Dragon
GWUBAtraxa and Her Superfriends
WUB Oloro, the Life Drain Train
URG Animar, Soul of Elements
WBR Kaalia of the Vast
BWTeysa Karlov, Scion of Orzhov
R Purphoros, Goblins of Pain ($100 Budget Challenge)
U Talrand, Fun Police (Needs updating)
That is really the biggest reason I didn't go down that route. It is just too much to overcome for your opponents. I know Omniscience can be removed (unlike Tamiyo's Emblem) but it is so much easier to get onto the battlefield.
At least the deck is working but this is definitely the type of deck that you can adjust to the meta (either to make it more or less powerful) to make it resilient, powerful, and still fun without being oppressive.
I'd just like to point out that Wood Elves searches for a Forest card, which means it can search for non-basic lands with Forest as a sub-type, like the shocks, original duals, or the BFZ Tango Lands. In fact, anything that says it can search for X land type without the word "basic" in the description can do that, which also means cards like Farseek, Nature's Lore and Skyshroud Claim can search for those cards as well.
candidus inperti; si nil, his utere mecum.
~~~~~
Thoughts?
1x Alchemist's Refuge
1x Bloodstained Mire
1x Breeding Pool
1x Canopy Vista
1x Caves of Koilos
1x City of Brass
1x Command Tower
1x Drowned Catacomb
1x Flooded Strand
5x Forest
1x Glacial Fortress
1x Godless Shrine
1x Hallowed Fountain
1x Hinterland Harbor
2x Island
1x Mana Confluence
1x Overgrown Tomb
2x Plains
1x Polluted Delta
1x Prairie Stream
1x Sunken Hollow
1x Sunpetal Grove
2x Swamp
1x Temple Garden
1x Watery Grave
1x Windswept Heath
1x Wooded Foothills
1x Yavimaya Coast
Instant (7)
1x Anguished Unmaking
1x Comeuppance
1x Counterspell
1x Cyclonic Rift
1x Dig Through Time
1x Enlightened Tutor
1x Vampiric Tutor
1x Ajani, Mentor of Heroes
1x Ajani Steadfast
1x Dovin Baan
1x Elspeth, Sun's Champion
1x Freyalise, Llanowar's Fury
1x Jace, Architect of Thought
1x Jace, the Mind Sculptor
1x Jace, Unraveler of Secrets
1x Karn Liberated
1x Kaya, Ghost Assassin
1x Liliana Vess
1x Narset Transcendent
1x Nissa, Vital Force
1x Nissa, Voice of Zendikar
1x Ob Nixilis Reignited
1x Sorin, Grim Nemesis
1x Sorin Markov
1x Sorin, Solemn Visitor
1x Tamiyo, Field Researcher
1x Tamiyo, the Moon Sage
1x Teferi, Temporal Archmage
1x Ugin, the Spirit Dragon
1x Venser, the Sojourner
1x Vraska the Unseen
Sorcery (8)
1x Akroma's Vengeance
1x Call the Gatewatch
1x Creeping Renaissance
1x Day's Undoing
1x Demonic Tutor
1x Deploy the Gatewatch
1x Seasons Past
1x Supreme Verdict
1x Azorius Signet
1x Chromatic Lantern
1x Coalition Relic
1x Dimir Signet
1x Golgari Signet
1x Mana Crypt
1x Orzhov Signet
1x Rings of Brighthearth
1x Selesnya Signet
1x Simic Signet
1x Sol Ring
1x The Chain Veil
Creature (10)
1x Deepglow Skate
1x Emeria Shepherd
1x Eternal Witness
1x Farhaven Elf
1x Greenwarden of Murasa
1x Oracle of Mul Daya
1x Sakura-Tribe Elder
1x Solemn Simulacrum
1x Sun Titan
1x Wood Elves
Enchantment (3)
1x Doubling Season
1x Oath of Jace
1x Oath of Nissa
Second, it looks good. I think your land count is fine. With 10 Artifact mana sources, I don't think you need more lands. As mentioned, I would probably go one route over the other, but you seem to have found a reasonable balance for land ramp in the 4 that you have (not counting Oracle).
If you have one, Mana Drain should slot in over Counterspell. Otherwise, Counterspell seems out of place. The main reason for Mana Drain is the mana. In your list, I only see 1 Counter, so I am not sure Counterspell really deserves a spot in the list. I think you might be better off with something that impacts the board a little more though I can't think of what that might be at the moment.
This is an odd suggestion, but maybe trim a couple duals to add more Plains? Mistveil Plains isn't bad, though it comes in tapped, but if that is a concern, you could just add basics. The reason is to add a little more impact to Emeria Shepherd. Late game, it give you a way to turn that Farhaven Elf into a Sorin Markov (or anything else in your grave).
Your list has good interaction, ramp, and even tutors to get to the cards you need (Doubling Season I suppose is most likely ).
I don't know that I would necessarily cut Chromatic Lantern though. I personally would probably let Coalition Relic go before it. Yes, it ramps more (every other turn), but fixing your colors may be more relevant, even if your goldfishing has shown your colors are fine. If you do find that Chromatic Lantern is superfluous though, then I wouldn't say it is important enough to keep around. Just my two cents though and with everything else generating more than 1 color of mana (and relic producing any color), my assessment may be off.
Yeah, sorry about that. I'm mostly a lurker on MTG Salvation and don't know much about how to format deck posts. It took me a minute of googling but I figured it out.
I don't have a mana drain and probably won't be getting one any time soon, unfortunately. You may be right. Counterspell served to replace mana drain and it may not have a place here. Though, I find that having a hard counter in hand is never a bad thing and is part of my reasoning for thinking it deserves a spot. As for adding more plains, I can definitely see your point. I could probably cut a forest or a few pain lands to make due. I'll test that out to see how it works.
In my experience, coalition relic works better than latern. While I may be wrong, the interaction with Atraxa put it over the top for me. Put a charge counter on the relic with the Atraxa trigger on the stack ramps you by three the next turn and that seems pretty sweet. Though, it may be right to cut neither and look to ditch the counterspell.
What do you think of Tezzeret the Seeker in this list? With the amount of artifacts, it seems solid for at least the ability to tutor for sol ring or a needed signet. Though, I don't see the ultimate coming up often and is why I didn't include it in the original list.
I don't think Tezzeret has a place. The best you can get is ramp and at 5 mana, I think that is too high a cost. Even his +1 doesn't seem great, but if you have a Sol Ring and Mana Crypt, he does generate mana that way.
I guess I am not totally sure, but his impact seems really low compared to other cards.
GWUBAtraxa and Her Superfriends
WUB Oloro, the Life Drain Train
URG Animar, Soul of Elements
WBR Kaalia of the Vast
BWTeysa Karlov, Scion of Orzhov
R Purphoros, Goblins of Pain ($100 Budget Challenge)
U Talrand, Fun Police (Needs updating)
Dost mine eyes deceive me? Alright! Storywise, I'd like to see why Ajani joins the Gatewatch since the Eldrazi have been "taken care of", but it's definitely one of the better oaths.
BGU [Primer] Sidisi, Brood Tyrant BGU | BG [Primer] Mazirek, Kraul Death Priest BG | G [Primer] Polukranos, World Eater G
My YouTube Channel:
The Commander Tavern - a channel I just started where I'll post deck techs and gameplays. Please support by checking it out. Maybe you'll like its content and subscribe! Thanks!
4 Atraxa, Praetors' Voice
Artifacts: 3
0 Orochi Hatchery
3 Rings of Brighthearth
4 The Chain Veil
Creatures: 11
4 Academy Rector
3 Angus Mackenzie
5 Deepglow Skate
3 Farhaven Elf
2 Fog Bank
3 Guard Gomazoa
4 Silent Arbiter
4 Spike Weaver
4 Viral Drake
3 Wood Elves
3 Yavimaya Dryad
Enchantments: 12
2 Darksteel Mutation
5 Doubling Season
3 Dueling Grounds
4 Greed
3 Imprisoned in the Moon
4 Leyline of Anticipation
3 Oath of Gideon
3 Oath of Jace
1 Oath of Nissa
3 Phyrexian Arena
3 Song of Dryads
2 Sylvan Library
Spells: 10
2 Cyclonic Rift
5 Evacuation
6 Austere Command
2 Martial Coup
8 Praetor's Counsel
4 Supreme Verdict
6 Terminus
4 Tezzeret's Gambit
3 Toxic Deluge
4 Wrath of God
4 Ajani Steadfast
4 Dovin Baan
4 Elspeth, Knight-Errant
6 Elspeth, Sun's Champion
5 Freyalise, Llanowar's Fury
5 Garruk, Primal Hunter
4 Gideon, Ally of Zendikar
5 Jace, Unraveler of Secrets
7 Karn Liberated
4 Kaya, Ghost Assassin
4 Kiora, the Crashing Wave
5 Liliana Vess
5 Nahiri, the Lithomancer
4 Narset Transcendent
3 Nissa, Voice of Zendikar
5 Ob Nixilis Reignited
6 Sorin, Grim Nemesis
4 Sorin, Lord of Innistrad
4 Tamiyo, Field Researcher
5 Tamiyo, the Moon Sage
6 Teferi, Temporal Adept
8 Ugin, the Spirit Dragon
5 Venser, the Sojourner
Lands: 40
0 Breeding Pool
0 Cavern of Souls
0 City of Brass
0 Command Tower
0 Dromar's Cavern
0 Drowned Catacomb
0 Forest (x4)
0 Glacial Fortress
0 Godless Shrine
0 Hallowed Fountain
0 Hinterland Harbor
0 Island (x5)
0 Isolated Chapel
0 Kor Haven
0 Mana Confluence
0 Maze of Ith
0 Overgrown Tomb
0 Plains (x6)
0 Reliquary Tower
0 Sunpetal Grove
0 Swamp (x3)
0 Temple Garden
0 Thawing Glaciers
0 Treva's Ruins
0 Watery Grave
0 Woodland Cemetery
I decided to go against using so many wrath and using utility creatures as chump blockers. So I added creatures that ramp when entering the battlefield as chump blockers. Also, added Academy Rector as an attack deterrent, with the main target being Doubling Season or Leyline of Anticipation.
The walkers I'm using that aren't inherently broken (due to the epic emblem) is because they either provide a creature token with a non-negative loyalty ability or provide card advantage. Since planeswalkers are the theme, I want them to also be used instead of holding on and hoping I can go ultimate thanks to Doubling Season.
Right off the bat Tezzeret's Gambit just became a placeholder for Oath of Ajani, so that's definitely going in there. However, there are still some cards I want to find space for:
Any comments, help, and suggestions are greatly appreciated!
BGU [Primer] Sidisi, Brood Tyrant BGU | BG [Primer] Mazirek, Kraul Death Priest BG | G [Primer] Polukranos, World Eater G
My YouTube Channel:
The Commander Tavern - a channel I just started where I'll post deck techs and gameplays. Please support by checking it out. Maybe you'll like its content and subscribe! Thanks!
Tezz with blue rocks and stasis rocks. maybe depends how hard you try to rock that state.
@DementedKirby: what is your avg. CMC? I think you will find yourself always just playing one spell per turn.
Although I just played a game against Zada, Hedron Grinder and a Progenitus and the game was too in my favor, lol. Won it pretty quickly, actually. Didn't need to play so many spells per turn:
Turn 2: Orochi Hatchery
Turn 4: Dovin Baan (which crippled Zada's first creature)
Turn 5: Atraxa
and from there on out it was popping tokens with hatchery and getting my walkers online. One well placed Supreme Verdict midgame and that was enough to eventually seal the deal.
I only ended up playing 4 walkers in that game: Nissa, Voice of Zendikar, Dovin Baan (which went ultimate fairly early), Tamiyo, the Moon Sage (which eventually went ultimate), and Nahiri, the Lithomancer (which got my the sword to seal the deal with Atraxa).
I did make one mistake (which didn't cost me the match) which was not getting Tamiyo's emblem first and then ultimate Nissa (which would've sent her to my hand afterwards due to loyalty) and then recast her. But thankfully that didn't prevent my win the next turn.
The all-star that game was Song of the Dryads which left the Zada player without Zada. Those three enchantments are definitely there for commander disruption (Song of the Dryads, Imprisoned in the Moon, and Darksteel Mutation) since the commander doesn't move zones it can't be placed in the command zone. Really loving those enchantments.
One card I'm considering cutting is Greed. The walkers give me card advantage but only once and only during my turn. But Greed gives it to me at instant speed. So I'm still on the fence about it. Maybe I can also cut Oath of Gideon? But with Gideon's oath and Atraxa in play, whenever a planeswalker enters, it gets 2 extra loyalty counters that turn (albeit one is at the end). So if I were to make cuts it would be to add mana rocks, which I feel has more priority? I dunno. So many options with Atraxa! Too difficult!
EDIT:
Here are the changes I made (that I will have to test out):
Azorius Signet -> Oath of Gideon
Dimir Signet -> Plains
Golgari Signet -> Greed
Orzhov Signet -> Angus Mackenzie
Selesnya Signet -> Gideon, Ally of Zendikar
Simic Signet -> Nahiri, the Lithomancer
Fellwar Stone -> Elspeth, Sun's Champion
Oath of Ajani -> Tezzeret's Gambit
I'm also thinking about adding Tezzeret the Seeker since he can get me Silent Arbiter, Rings of Brighthearth, or The Chain Veil as soon as he hits the field. Adding him means that if I add 5 of the 6 artifact lands I can essentially ramp each turn for 5 turns straight for free. That's an exaggeration, I know, but still opening up how useful he could be. With mana rocks his +1 becomes relevant enough to do that first before basically sacrificing him to search for either Rings of Brighthearth or Silent Arbiter (since I'm potentially taking out Oath of Gideon).
BGU [Primer] Sidisi, Brood Tyrant BGU | BG [Primer] Mazirek, Kraul Death Priest BG | G [Primer] Polukranos, World Eater G
My YouTube Channel:
The Commander Tavern - a channel I just started where I'll post deck techs and gameplays. Please support by checking it out. Maybe you'll like its content and subscribe! Thanks!
If you don't have mana drain, there also Plasm Capture and Scattering Stroke as the more budget friendly alternatives.
If my post has no tags, then i posted from my phone.
How many cards do you expect to give your opponents in the early game to divert attention away from you versus how many cards you expect to draw once you have Atraxa?
And if you sweep prior to Atraxa then you lose Edric, so E(you draw) ~= 0 if your strategy is to, by deck-building endeavor, sweep before you cast.
Your angle appears to be using PW's more than once per turn through blinking them and winning with token creatures produced by your PW's. Given this interpretation, I wonder how you want to protect your PW's? you're not accelerating that fast and you run no mass removal. I don't know if you've tested this yet but it seems really easy to keep you from getting in the game with this deck. I think it needs either more acceleration to play a PW before opponents have a board presence that can attack into them or more ways to keep them on the table like mass removal, fogs or defensive creatures. I espeically love the original Kiora in that respect, since with sol ring / mana crypt she comes down on turn two. She's the PW who's emblem I get more often than any other. Having said that, here are some card by card things to think about:
I'm sorry if this list is so long it seems harsh, I mean well. In my experience with this deck, tempo is incredibly important. You need to create windows of opportunity to play your PW's AND be able to protect them. Flashing them in enables you to play them at opponent's EOT and in your turn, follow it up with Wrath of God or one of it's many variants. Or flashing in Doubling Season and follow up in your turn with a PW who instantly ultimates, or flash in a PW and follow up with Deepglow Skate etc. Getting a mana boost from one the mentioned counterspells allows you to do it in one turn. The key to getting this deck to work is to create such a window, get your first emblem and exploit the value it creates to work towards a second one etc.
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I see you run Bitterblossom. I actually don't have it in my list but I tink I will add it, it's quite good.
You do not have Worldly Tutor in your list yet, I'd suggest you add it instead of either Holy Day / Darkness. It's an instant, so you can play it in your upkeep to put Skate on top then draw it and play it immediately.
I'm currently pondering about Eldritch Evolution. I have not tested it yet, but the idea to turn Atraxa into Deepglow Skate and instantly collect one or more emblems from my PW's seems good.
I also have Ichor Rats in my list as a backup plan for when the PW route does not work or someone gains infinite life. It will give a posion counter to anyone without targeting so it will always work.
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Cards that seem good to me, but I haven't put in yet:
Spike Weaver Got that idea here, thanks!
Austere Command (easy upgrade over Phyrexian Rebirth)
Rhystic Study
Narset Transcendent Initially I didn't like this one because you're about 40% to whiff on the +1 ability. But it's been growing on me considering the possibilities of the -2. And the high starting loyalty is nice.
Yavimaya Hollow Atraxa blocks something big or there's a board wipe and this lets her live.
Kor Haven Slightly worse Maze of Ith, but probably worth it.
Cards that kind of "win more". I try to put only a few of the best of these in.
Rings of Brighthearth, Strionic Resonator, The Chain Veil Can be strong but they do nothing if you don't have relevant things to copy on the board. Also, you're paying mana so that's something in your hand not being cast.
Inexorable Tide Haven't tested extensively, but on paper I'm not impressed: You need things with counters on board, and you need things in hand to cast. Could be good at times, just not always. (Edit: On further testing, totally a good card)
Contagion Engine, Deepglow Skate Yep, running these.
Cards that are so strong that I don't play them - keeping deck power down for the local meta. They do good if you're into that.
Humility, Doubling Season, Meekstone
Cards from mine that seem like an upgrade:
Crop Rotation Extra copy of Maze of Ith. Respond to opponent's attempt reanimate a big dude or combo piece by Bojuka Bog exiling their graveyard.
Awakening Zone, From Beyond Same line of thought as Bitterblossom, but these chump block, mana ramp and don't cost life. No flying is very relevant, but they seem good still. (Edit: Taking these out. Too slow.)
Luminarch Ascension Play it turn 2 if you don't mind being a target. Or wrath + ascension on same turn later. If they somehow give you 1-3 counters, then proliferate it up. Hope you have enough white mana once it's at 4 counters.
Calciform Pools, Dreadship Reef, Saltcrusted Steppe Comes in as untapped colorless source initially and proliferate for more mana later.
Ajani Unyielding Bonkers card. Average around 1.8 non-land cards off of the +2. Swords effect in a pinch. Only thing he doesn't do is win the game directly, but after a few +2 you'll find something that does. (Edit: Correction, 1.3 cards instead of 1.8. For some reason I missed the "permanent" part of that ability.)
Sorin, Solemn Visitor This is mostly here for a "Cast, +1, Proliferate at end of turn, Emblem next turn" scenario. Can also gain you life or finish the game by buffing tokens.
Baral's Expertise, Mystic Confluence These are mostly for sitting back and bouncing whatever creatures try to attack your planeswalkers. Extra value too. Cryptic Command could go in this category as well, but the triple blue mana symbols kept me away from that.
Black Sun's Zenith, Toxic Deluge Sometimes opponents play like Avacyn, Angel of Hope or Xenagos, God of Revels and Lightning Greaves it - you really need that gone. Also, just more board wipes generally.
Cards in Meatwalker's deck that seem sub-par. None horribly bad, but some I tried and didn't seem good enough:
Oath of Gideon, Kiora, Master of the Depths, Venser, the Sojourner, all of the Tri lands (you've got good enough mana without them)
On a strategy note, you'll notice that mine is huge on ramp (and a little lower on land). Also more board wipes. The ramp count could arguably go down a bit, but I think having lots of removal is super important. Things like Leyline of Sanctity, Cathars' Crusade, Inexorable Tide - they really don't do much on their own. So I'm happy to run less of that "support" kind of card.
Lands (38)
1 Maze of Ith
1 Bojuka Bog
1 Stirring Wildwood
1 Creeping Tar Pit
1 Calciform Pools
1 Dreadship Reef
1 Saltcrusted Steppe
1 Command Tower
1 Exotic Orchard
1 Hinterland Harbor
1 Woodland Cemetary
1 Isolated Chapel
1 Drowned Catacomb
1 Glacial Fortress
1 Sunpetal Grove
1 Godless Shrine
1 Watery Grave
1 Overgrown Tomb
1 Hallowed Fountain
1 Temple Garden
1 Breeding Pool
1 Flooded Strand
1 Misty Rainforest
1 Polluted Delta
1 Marsh Flats
1 Verdant Catacombs
1 Windswept Heath
2 Swamp
3 Plains
3 Forest
3 Island
1 Sol Ring
1 Golgari Signet
1 Selesnya Signet
1 Orzhov Signet
1 Simic Signet
1 Fellwar Stone
1 Everflowing Chalice
1 Astral Cornucopia
1 Farseek
1 Kodama's Reach
1 Awakening Zone
1 From Beyond
1 Sakura-Tribe Elder
1 Wood Elves
1 Deepglow Skate
Planeswalkers (26)
1 Ajani Steadfast
1 Ajani Unyielding
1 Ashiok, Nightmare Weaver
1 Dovin Baan
1 Elspeth, Knight-Errant
1 Elspeth, Sun's Champion
1 Freyalise, Llanowar's Fury
1 Garruk Wildspeaker
1 Garruk, Primal Hunter
1 Gideon, Ally of Zendikar
1 Jace Beleren
1 Jace, the Mind Sculptor
1 Karn Liberated
1 Kaya, Ghost Assassin
1 Kiora, the Crashing Wave
1 Liliana, the Last Hope
1 Liliana Vess
1 Nissa, Vital Force
1 Ob Nixilis Reignited
1 Sorin Markov
1 Sorin, Solemn Visitor
1 Tamiyo, Field Researcher
1 Tamiyo, the Moon Sage
1 Teferi, Temporal Archmage
1 Ugin, the Spirit Dragon
1 Vraska the Unseen
1 Demonic Tutor
1 Crop Rotation
1 Oath of Jace
1 Dueling Grounds
1 Contagion Engine
1 Tezzeret's Gambit
1 Luminarch Ascension
Removal/Bounce (13)
1 Aura Shards
1 Cyclonic Rift
1 Baral's Expertise
1 Mystic Confluence
1 Phyrexian Rebirth
1 Fumigate
1 Supreme Verdict
1 Wrath of God
1 Toxic Deluge
1 Black Sun's Zenith
1 Anguished Unmaking
1 Swords to Plowshares
1 Path to Exile
Good idea, definitly worth testing.
Agree, I run it myself as well. I see you don't run Silent Arbiter. I do, as redundancy for Dueling Grounds.
I don't run these myself either. This deck is very mana hungry as it is.
I am running this and have been loving it every time. Especially when Atraxa becomes expensive to cast this gives a good backup plan for proliferation and the effect itself is free. I've never been disappointed with it.
Love the Crop Rotation trick, I've never seen it used like that before. I'm just worried that putting in to many colorless lands makes playing 4 color difficult and since this does not do anything usefull after playing it, I'm not running it. But I will add it to my trick book for another deck in the future Awakening Zone and especially From Beyond seem to expensive for my taste. What you should be doing with this deck, at least in my opinion, is trying to get a walker online so quickly that your opponent cannot answer it yet or has to spend his turns answering you instead of doing what he wants. These cards both do not fit that plan. I'm digging Luminarch Ascension though, might have to add that along with Bitterblossom. Baral's Expertise is on my wish list as well, as a matter of fact I already bought it, just need to add it. The tempo play is awesome, especially if you can drop a walker for free. Zenith is awesome in theory, but has the tendency to kill your token first. I ran it in the past and it didn't work for me. I also don't dig the Time Spiral lands: way too slow.
Oath of Gideon is actually a nice tempo card: drop it on turn 2 or 3 and you have chumps + saves you a turn to get to an ultimate with your first walker. Venser is awesome too, can allow you to use a PW two times per turn and replenishes the +1/+1 counters on Spike Weaver. Agree on the Tri lands.
That is a difference of taste so if that works for you that's good. I just don't agree on Leyline of Sanctity. Without it, nearly all damage you are going to get is going to be redirected to your walkers.
@Meatwalker: Have you tested your deck yet?
I will post my decklist for critique later when I have the time to do so.
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One thing I did want to point out in Ertai's last post though:
I don't think that works. You activate the target planeswalker, then you activate Venser, the Sojourner to exile that planeswalker until end of beginning of the next end step, then it returns and you can't activate the planeswalker again because it is no longer your main phase. (Edit: Unless you have Teferi, Temporal Archmage emblem) Resetting Spike Weaver is nice, resetting the counters on a planeswalker that was lower than starting loyalty is nice, making Vraska tokens unblockable is a game win.. Just seems less impressive than other things I could be doing with the slot.
BGU [Primer] Sidisi, Brood Tyrant BGU | BG [Primer] Mazirek, Kraul Death Priest BG | G [Primer] Polukranos, World Eater G
My YouTube Channel:
The Commander Tavern - a channel I just started where I'll post deck techs and gameplays. Please support by checking it out. Maybe you'll like its content and subscribe! Thanks!
You are absolutely right, my bad. I was thinking flicker effects in general. Having said that, he's still a very good walker imo. The ability to reset loyalty counters and the weaver are great and his emblem is gravy.
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- Contagion Engine, - Awakening Zone, - From Beyond
+ Inexorable Tide, + Cultivate, + Blatant Thievery
I also realized that Ajani Unyielding is less powerful than I had thought, so it's still in, but on the chopping block if a better idea shows up.
There's one or 2 slots though that I wanted to ask for ideas on: Sometimes you have a bunch of mana, draw a lot of cards, and you just want to win. So what in the 7-10 mana range, not red, is good for that? Right now I've got Blatant Thievery there, so it would replace either that or Ajani Unyielding. Some that might fit the bill:
Thoughts?
Expropriate is definitly powerfull, but frowned upon in my group as it usually gives at least two extra turns and takes a lot of time to resolve.
Maybe Genesis Wave or Villainous Wealth? If you cast the wave for at least X = 6 you can probably dump every card on the table. Villainous Wealth is of course conditional on what your opponents are playing, but could give you some variance from game to game.
Also, if you want to stick to what helps superfriends, try Blazing Archon.
If my post has no tags, then i posted from my phone.