Atraxa, Praetors' Voice is the most popular commander of all time. I believe her popularity is due to the fact that she is the synergy commander. When one plays Atraxa they aren't necessarily looking to just play the most powerful cards in their colors. They are looking to play a group of cards that work well together as a team. Within this primer we will discussing the Planeswalker Superfriends version of Atraxa primarily. There is also additional information on most of the other achetypes for Atraxa as well.
1) One should be interested in playing Atraxa if they want to use the keyword action proliferate and the cards that go with it. This is very appealing because there are so many options available within that restriction. Here is a list of options that I have compiled.
1) Atraxa is very commonplace and if one is interested in playing unique or obscure commanders then she might not be for you.
2) I have experienced some negative reactions to playing the commander in the past. This can be different from group to group and might be something to be investigated before building the deck.
3) 4c commanders provide so many options and builds that it can be hard to find focus. Atraxa doesn't really direct you in a specific direction. This can be a pro or a con depending on your point of view.
4) A deck with 4 colors and a high demand for those colors early can suffer from mana base issues. Fixing this is doable, but it isn't cheap. A deck with a very low budget for lands will notice that particular issue more.
5) Atraxa decks can be commander reliant and therefore weaker without her.
Atraxa brings me such joy when I play her. She was the first commander I ever built before the card was actually released. I brewed the deck in October 2016 and I've been thinking about it ever since. I started with a lot of generic counter themed cards. I eventually moved on to the superfriends theme as I found casting Planeswalkers to be the most fun aspect of playing Atraxa. After her release and surge in popularity I found people to have negative emotions about the card. I put the commander on the shelf at this point as I didn't want to start every game as the archenemy. I've revisited her many times through the last 2ish years and I've always enjoyed playing my walkers. About Me:
My name is Russell but I sorta prefer xeroxed. It's a chosen name I've had for many years. I've been playing magic since the fall of 2008. I've been playing commander exclusively since 2011. My other hobbies include running, weight training, and collecting EDC gear. I'm from North Carolina and I work in the Science field.
Card Options:
In this section I will attempt to cover most of the viable options for Atraxa. With this many colors and potential builds, there will be quite a few cards covered and quite a few cards missed. Any questions or suggestions are greatly appreciated. There are many cards listed here that aren't in the deck. These are optional for players who wish to build differently.
Cards I run are in bold.
Lands:
Lands are the foundation of any deck. 4 color decks require more fixing than other decks and because of this I have eschewed running 'utility' lands or lands that do other things besides make mana. These lands can be useful in commander but I don't like diluting my mana base when it is so tight. There are some lands in magic that interact with Atraxa quite nicely due to their counters. We will go over the best fixing lands and some of these options here as well.
If budget wasn't an issue I believe these cards would start most Atraxa decklists. They are the most efficient dual lands in the game. Use them if you can.
The shocklands do a nice dual land impression. They function similar to dual lands if you're willing to pay the price of 2 life. These are considerably cheaper than dual lands for decks that are trying to be budget friendly. These can be played on turns where you don't need the mana right at the moment, saving you 2 life.
The fetch lands are secretly one of the most powerful land cycles in all of magic. These are free tutors that fix your colors and shuffle your deck. The price of one life is quite low for this amount of card selection. These lands pair perfectly with the Duals and Shocks to fix your mana. It is legal to run off color fetches to improve mana fixing further. These can also be useful the more shuffle effects needed.
Named for how they check for basic lands types when they enter the battlefield, the check lands are low cost dual land for multi-color decks. One can easily play around these lands so that they almost always enter untapped. There are situations where they can enter tapped but that usually isn't the case.
The temples always enter tapped, so if you don't want any lands that do this they can be cut for basics and more 5 color lands. While they can slow down your progression at times, they can also provide a lot of free card selection. I like these lands but I've cut them in favor of lands that don't enter tapped.
The filter lands provide a very substantial amount of color fixing. They have some weaknesses, as they are bad in multiples if one doesn't have the initial source of colored mana. They do enter the battlefield untapped and are useful enough that I include them.
When one is running most of the colors it makes sense to have lands that could tap for any of them. Command Tower is the cleanest and most efficient example. Some of these lands are very useful with Atraxa as she can keep them making all colors for longer than usual with proliferation. All of these can be used as replacements for dual lands or other lands excluded for card availability reasons.
These lands are also useful with proliferation as you can add mana with Atraxa's trigger. I think that they are a little slow, but they can be used for decks and metas that want them. They don't have the drawback of entering tapped which is always nice.
These lands are good for providing all colors as long as you can proliferate them. If you don't mind ETB tapped lands these provide good color fixing. Even at their worst they tap for one color which is nicer than some of the counter based lands.
SEARCH:+"Land", +counter (56):
Here I will list some random lands that have counters and my thoughts on them. There is sure to be a lot of weird old lands on this list.
City can be useful for token decks. It only requires one sacrifice before it taps for mana and it keeps those counters when you use it. Not a bad card if you don't mind exiling your stuff.
Palace is one of the commander product lands. It can be nice for late game where Atraxa gets removed frequently.
It is worth noting that it provides a counter the first time you cast her as well. This is nice as it allows you to play her turn 5 and start proliferating the counter.
Oran-Rief can be nice as its only cost to start making counters is to tap it. It is only useful on green creatures but it is an option.
Planeswalkers:
Planeswalker 'Superfriends' is a common archetype for Atraxa decks and one I find to be the most entertaining. In this section I will attempt to go over each walker and their versions. Planeswalkers that I run will be highlighted in bold. General support options for the archetype will also be covered.
Easy choice, and probably the first card one wants when building Atraxa. It is good in tokens, planeswalkers, and +1/+1 themed decks. For Planeswalker builds this card is the number one threat. Doubling Season will almost always win you the game in combination with certain ultimate abilities. Doubling Season does not double loyalty put on when using any 'plus' loyalty ability as the adding of the loyalty is part of the cost.
This is a very interesting card from commander 2016. Deepglow Skate can help you ultimate PWs that are already in play, which Doubling Season cannot do. It also helps in other tricky ways, it can double the counters on Atraxa for a surprise win and it can also double the counters on something like Everflowing Chalice. A very useful card in almost all Atraxa builds.
Rings is a powerful option. You can double any planeswalker ability with this for 2 mana. This effect doesn't add or reduce any loyalty as part of the copy. This is one of the few cards that can easily double the ultimate ability of a PW.
The Chain Veil is one of the more expensive options mana wise. It costs 4 to cast and then 4 to use. It also has the clause where you must activate the ability of a Planeswalker or you lose 2 life. Despite these downsides, it has lots of upside. It combos well with Teferi, Temporal Archmage and it has the potential to add multiple planeswalker activations with him untapping it.
This is a card I really like. The flicker ability can be useful at times with cards like Deepglow Skate. The ability to use PW abilities twice in each turn can be game winning on the correct board. The 5 mana one time investment is a much better rate than Rings or Chain Veil which require mana each turn.
Gideon's helps to boost your loyalty and make tokens. I think this is one of the better oaths because in theory you can use the tokens to block for your walkers and the extra loyalty can be useful for defending them as well.
This card has its issues and I'm actually pretty cool on this card. On turn 2 you can cast it to make your PWs cheaper but you won't have any creatures in play to get counters. Later in the game once you have your commander in play you could cast it and make counters to proliferate. It has potential and does a lot for our deck but you might only ever be able to use half of its abilities.
Oath of Nissa is pretty nice as it can used early to smooth your draws or later in the game to fix mana and replace itself. I've had this card payoff very well in the late game.
This is my least favorite of the available oaths. One edict and some zombies are not all that great for the mana. Once again, this card is just fine for decks that want to play the cycle of oaths.
I like this Ajani. He can recur some of our value creatures like Dark Confidant or Bloom Tender. He also creates some +1/+1 counters to start proliferating. I'm not a huge fan of his ultimate as it seems low impact in commander.
Turn 4 Atraxa. Turn 5 Ajani. Buff Atraxa, swing for 7 commander damage, vigilance lets her protect Ajani. End Step make her an 8/8 and put Ajani to 6 Loyalty. You can also spread his counters around to go wide. His digging for PWs is mostly extra but it can help get some cards if you're low on threats. His ultimate ability is sadly not very useful.
Another Ajani that makes your guys bigger. I really like this card with tokens or creatures that like to have vigilance. The problem with this version of Ajani is that he only has one good ability for this deck. The Serra Avatar token and life gain are pretty poor.
This is an interesting card with multiple PWs on the battlefield. It almost has proliferate for other Planeswalkers. His first ability isn't incredible, but it is worth noting that First Strike + Deathtouch are unbeatable in combat unless the opposing creature is Indestructible. The Ultimate Ability is powerful at protecting your planeswalkers but it isn't game winning on its own.
This version of Ajani is almost good enough to make the cut. I don't really like its first ability and if the plus or 0 abilities are not good then I normally don't want to run the PW. It has the potential to draw cards but not being able to grab lands makes it worse. The exile is good removal and the Ultimate seems strong with a good board state but it doesn't do anything on its own.
It can give our general doublestrike which is one of the few keywords it lacks. It is a powerful way to boost Atraxa into commander damage wins. This PW also distributes +1/+1 counters which can then be proliferated. Sadly the ultimate isn't very strong unless your opponents have no removal.
This Ajani is one of the powered down duel deck PWs. It has some synergy with our deck but it is fairly weak when considering the other 6 mana options we have.
If you play it on turn 3 then you can ultimate it on turn 6 with Atraxa boosting its loyalty. This ultimate ability is fairly strong and takes away two very useful resources from your opponents. The only issue I have with Askiok is that its other two abilities are not very good. It also requires a lot time on board to do much. If you could ultimate it straight away with Doubling Season I might consider it.
Dovin is another PW we only have one version of. I like this planeswalker for many reasons, if it lives it will gain you some cards and life. It can help against creatures with high power or activated abilities. Its ultimate ability is totally backbreaking as well. It doesn't interact perfectly with Doubling Season which is a potential negative, but it is so powerful if you manage to pull it off.
This is my least favorite in the Elspeth line of Planeswalkers. Its wrath seems bad in a deck with a lot of non-creature permanents. Her token making ability requires that you minus loyalty. Worst of all is the life-gaining ability.
This version of Elspeth is very powerful. It makes tokens and buffs creatures each adding loyalty and its ultimate activates perfectly with doubling season. Indestructible can be very powerful in certain situations. The ultimate will not guarantee victory but it should help.
Elspeth is a card used to run but have since cut. This card seems better suited to a token strategy than a superfiends variant. I like all of Her abilities, but none are amazing in the current build.
Freyalise is another good planeswalker for tokens. She has some good utility and I like her ability to answer non-creature permanents. Her ultimate is not powerful for our deck.
This guy is awesome. He impacts the board, protects himself, and provides a large threat. His ultimate, if achievable, spells doom for the most threatening person at the table. It also doubles perfectly. Very cool card thematically as well if that influences your decisions any.
Token decks will love this guy. He can ramp your mana, provide tokens himself, and finish the game with an Overrun. He goes great with utility lands like Gaea's Cradle or Phyrexian Tower. My primer was declined due to the lack of Garruk as he is the best 2 mana planeswalker.
I used to really like this version of Garruk but my opinions have changed. I think he needs one more point of loyalty to be good. Even then the draw ability is weak to spot removal and the ultimate is also easily answerable. Overall there are more useful cards for 5 mana. If this card was designed recently I think it would have more loyalty or better abilities.
This version of Gideon is my favorite for this type of deck. He can make it so that creatures must attack him. This can protect your other walkers. He is expensive for a Fog.
I like this version of Jace in commander as it can be used selfishly or not. If you can defend him fairly well then he becomes a personal Howling Mine. If you cannot defend him so well then you can play group hug for a few turns until you can. All around solid card for a relatively cheap cost.
Big Jace is very powerful. I find that he is very magnetic for removal and attacking. People seem to react to his presence the same way they would in legacy. He isn't nearly as powerful in commander as other formats but he can still provide lots of utility.
This version of Jace provides some mild card selection. I don't normally judge a PW on its ultimate in conjunction with Doubling Season but this one works very well. He can also help with problematic creatures as well.
Jace AoT is particularly good with Doubling Season as his ultimate allows you to chain certain spells and abilities together. This should almost always win you the game considering you can get Tamiyo's ultimate out of your own deck plus the 3 biggest spells from your opponents.
This card is slightly more interesting than some of the lower power Jaces. This can draw 20 cards for each player if you feel so inclined. I don't think it is a winning move, but people will not hate it and maybe you can do something with 20 cards.
Part of the new global series, Jiang is part of the class of weaker planeswalker cards that appear in these types of decks. I think this card is very low impact for the mana.
Big Karn is one of the most powerful planeswalkers in magic. He has a large starting loyalty and ticks up quite fast. This combined with his ability to remove any permanent makes him very powerful. His ultimate is a little strange as it has the potential to backfire, but it should win the game based on scoops alone.
Another powerful Karn, this one acts as a card advantage engine. It also has the ability to produce tokens which can be nice with Doubling Season or other creature based decks.
Kaya is a unique card that can protect itself quite nicely. I like the card and Her abilities but I find it to be another low impact option. Kaya is very cool though, and could potentially team up with Liliana to employ a discard theme.
I like this version much better. You can use her to explore each turn and eventually if you can use her ultimate you have a nice source of tokens. Sadly her +1 ability isn't too useful. If there is a particularity threatening attacker you can nullify it.
I really like what this card does. Sadly it is very low impact. Its ultimate is nice as we do have lands with the swamp type, but that isn't very important to my game plan. This is a cool version of Liliana but not in this particular deck.
LotV is an excellent card in other formats. It can be useful in commander as part of a stax package. This deck isn't built to use the discard. It can ultimate right away from Doubling Season which is always nice.
The original Liliana planeswalker card. I like this card and all of its abilities are pretty nice. It is not a particularly high impact card, but it can be useful for budget builds or decks that really want a large number of walkers. The ability to tutor is always powerful and I like her ultimate as a way to win.
Mu is the pair to Jiang. I like this card better as it can draw cards or take an extra turn when combined with Doubling Season. Its +2 ability could be potentially useful for finishing off someone with Atraxa. I think there are better options out there, but it might be worth a try.
Nahiri is powerful in equipment builds. If you decide to run Atraxa voltron she might be of use to you. Otherwise, there is no need for her in general builds.
Narset is a card I used to run but have now cut. The card advantage provided by Narset is very inconsistent. Her emblem is excellent but that isn't the real deciding factor for me. I like her rebound trigger in decks that run more instants and sorcery but I was never able to get any use out of it.
These are the planeswalker deck versions of Nissa. They are low power for their mana cost. It is an option for those who wish to run them but I wouldn't suggest it.
I don't think this card is very good. My version of Atraxa doesn't run very many creatures. Getting the land is nice, but you need to scry or have other top deck manipulation to make it work. She can be used as a mana sink if you think you want to have access to it. Personally I don't like opening up my lands to removal.
I like this version of Nissa as it can ultimate on Her own very easy. It has some recursion which our deck currently lacks. The only ability I don't really like is the animation of lands.
This card does a lot for our deck. The tokens are nice blockers and she puts counters on creatures for us to proliferate. Her ultimate usually provides a nice amount of card draw depending on the amount of lands you have. I like seeing this card early in the game as it is a good setup card.
Another one that turns lands into creatures... This one can be useful for ramping your mana if you have it with forests. We do run a lot of lands with the forest type. I think this one isn't quite worth the slot.
I find this version of Ob to be fairly weak. Atraxa can already gain life easily by attacking. Making the demon could be nice if one wishes to run all token making Planeswalkers. The emblem is not useful to us at all with the current setup.
This card is played for evil and evil alone. It can be used if that is your style. I personally think the negative political capital isn't worth the power of his abilities. It is also worth noting that his +2 ability is generally weak in the format.
This Sorin is pretty great. He draws you cards and can be used as removal. His ultimate is nice but easily answerable. His large starting loyalty makes him hard to take down. I like him as an option for larger planeswalkers.
I like this Sorin as all his abilities are pretty powerful. He goes up in loyalty to make tokens. His emblem is a permanent boost to your creatures. His ultimate pairs nicely with doubling season and is very powerful on the right board.
This Sorin is my least favorite of the Sorin PWs. This one isn't that impressive in any mode. Our main attacker has lifelink already and this must remove loyalty to make bodies.
One of the most powerful planeswalker ultimates in the game. Tamiyo is a complete house and is one of my main win conditions. Her +1 is very nice when you can attack with Atraxa. Her -2 is useful for containing dangerous threats. And finally her -7 will almost always win you the game.
Another powerful version of Tamiyo. This card can help with problem permanents, draw you some cards, or create an emblem that is very powerful. This is another one of my favorite planeswalkers.
The new Teferi is quite nice. He combines perfectly with Doubling Season, and he has the perfect combination of abilities. Removal and card draw. The untapping of two lands is nice as most of our removal and counters cost 2 mana or less.
This version of Teferi is nice as well. He can combine with some of our mana ramp spells that have multiple counters on them such as Everflowing Chalice or Astral Cornucopia. He can also act as a nice source of card selection. I'm not too excited for his emblem but he combines excellently with The Chain Veil.
One of the infamous planeswalker deck cards. I actually like this version alright. It can get an extra turn with Doubling Season and its other abilities are okay. He can reduce his own cost if you have mana rocks when you cast him. Not a terrible option.
Tezzeret:
I didn't forget about ya boi Tezzeret. All his versions are artifact based. Our build is not focused on artifacts very much at all.
Ugin is a huge threat on almost any board. When you combine him with Atraxa and use his +2 ability, you can ultimate him the next turn. This will provide a very large card and mana advantage. He is very powerful and I'm always happy to draw this card.
Venser is quite nice in certain decks. We are sadly not well equipped to take advantage of his first two abilities. His ultimate is so powerful, but we cannot run him based on that alone.
I like Vivien. I think she can produce cards, remove non creatures, and provide a nice emblem. I'm not sure she makes the cut but I think she has potential.
This Vraska provides some pretty nice removal. She also protects herself quite nicely. Her tokens are fairly useless in commander as they are easily blocked. I've seen a lot of Atraxa players using this card, maybe it is worth more than I realize.
Will is a very unique card as it reduces the cost of other planeswalkers. It has good abilities all around. I like that I can produce cards and mana in one ability. It's first ability is nice when you need some protection from dangerous threats. The ultimate is good but no game breaking in our deck.
Ramp:
In this section I will go over various options to gain mana.
Crypt is very nice but I don't run it. I like having more proliferate themed mana sources and this one does have its liabilities. It is very powerful and worth considering.
The Signets are very useful as they can be cast on turn two and provide colored mana. The combine excellently with Sol Ring (Land, Sol Ring, Signet openers are busted) and are very useful for accelerating you into midgame mana.
This card is pretty sneaky, with Atraxa in play it taps for 4 mana. This can allow for some explosive plays in the early game. It dies to boardwipes in the later game, but can be very powerful early.
Bloom one of those cards that seems pretty lame until you try it with Atraxa. If you are able to proliferate it a few times it is a free mana each turn. Bloom is best played on turn 3 for X=2 so that you can use it on turn 4 for Atraxa. It can double as a mana sink late game as well.
Cornucopia is very useful as it only gets more and more powerful as the game goes on. Adding colored mana is very nice as it can help with the various mana requirements we have.
Relic is another artifact that does well with proliferation. The free counter means that we can get 3 mana out of it if we need. It is a very useful mana rock.
Lantern is useful to fix mana if needed. I don't run it because I run every dual land ever. It is useful for decks that want or need basic lands as you can mitigate the color needs.
Is very powerful and most don't expect it to be. It makes attacking with any random tokens we might have very profitable. This is one of my favorite cards in the deck. Unlike Mana Bloom, all of the mana can be used at once if needed.
Crawler is very nice as it can be free if needed. If you pay 4 different colors of mana for it becomes a mana bank. It adds one on its own with its ability and any proliferation or doubling of counters can add to its output.
Wake is a staple and one of the best enchantments in the format. It adds to Atraxa's power which is always nice and if you get to untap with it you can jump to the end game faster.
Card Quality:
In this section I will go over various card advantage options.
Can be very useful for finding the main combo piece Doubling Season but it also has many useful targets in the deck. It is the type of card that gets better the more powerful artifacts and enchantments you wish to run.
Oath of Nissa is a powerful spell in all stages of the game. It fixes mana and makes it easier to cast your planeswalker spells. This card has won me one game already. During the later turns grabbing that perfect planeswalker is always nice.
Ponder is another of the best card selection spells. The ability to shuffle your decks plays nicely with Brainstorm and Jace, the Mind Sculptor. This card is good in all stages of the game.
Is probably my favorite of the cantrips as you don't have to shuffle your deck. It is sometimes the smartest to save this card for last to keep cards you don't want to draw on the bottom of your deck.
Top is very cheaply costed for its abilities. It is tough to remove and provides consistent card quality through all stages of the game. This also pairs very well with the ability to shuffle your deck.
Cruise is so powerful when cast for 1 mana. Treasure Cruise combines with all the cheap cantrips in the deck allowing us to turn the corner from card quality to card advantage. This is one of my favorite cards to play in commander.
Vampiric Tutor is so very powerful. Sometimes you need to combine it with other draw abilities to get the card that turn, but it is still one of the most powerful spells in the entire format.
Bob is a very cheap source for cards. Atraxa's lifelink helps to support his drawback and certain combos like Sensei's Divining Top allow for a steady flow of pain free cards. Being a creature makes him weak to common removal, but if he draws a few cards that is all you need.
Dig is the big brother of Treasure Cruise. Although it draws less cards, it draws 2 good cards almost every time. The instant speed improves its overall power level as well. This deck doesn't play a ton of instants, but it can still add some play.
Sylvan Library provides excellent card selection and raw cards when needed. If you can use Atraxa to gain life, you can get a few cards for very little investment.
Whisper is a strong card draw spell. Costing only 2 mana is good as it is easy to cast early to help fix your draws or cast it later in the game and have multiple spell turns.
Gambit is a nice but slightly boring option. I added it to the deck because I felt that I was lacking some raw card draw. If the proliferate ability is impacting the board you are probably getting some amount of a cards worth in value.
Removal:
In this section I will go over various removal options.
Is a very efficient answer to artifacts and enchantments. Sometimes these cards can be the most dangerous as they are harder to remove than creatures. People are generally prepared for scary creatures but not enchantments. I consider this the Swords to Plowshares for these card types.
Swan Song is so cheap and we have a flying commander that can almost always block the bird if needed. If giving up the flier really bothers you, substitutions can be made such as Spell Pierce, Dispel, or maybe even Force Spike. These all have their issues as well.
Swords is one of the best removal spells ever. The life is almost meaningless in a format with commander damage and such big swings. Never leave home without it.
Abrupt Decay is so nice against other blue mages. I've personally had the 'cant be countered' clause matter in a few games. It has its limitations, but sometimes those early ramp spells or Curiosity on Niv-Mizzet, the Firemind just have to go.
This card has a long history of punching up. It can be used reactively to stop some combo or proactively to protect yours. I don't want to be caught in a dark alley without my counterspells.
Another format all-star. I think Rift is great because it helps against pesky cards like Privileged Position and Avacyn, Angel of Hope. The tempo swing this card is capable of can also win you the game.
Memory Lapse can steal an important moment from an opponent. It also means that their next draw step will not be able to save them. It is a cheap counter that can protect you as well.
Aura Shards can be pretty annoying to play against. Getting a free Naturalize every time you cast your commander or get a token can be pretty busted. It is a very powerful card in the format if you're in these colors.
Verdict is a powerful Wrath of God effect. These types of cards can be very useful as creatures are the main enemy of planeswalkers. Verdict is particularly good against your fellow blue players.
This helps to control many types of cards. The versatility is the main reason to run this card. I think this is one of the most powerful wraths in the format.
Hallowed Burial is a cards that I feel is often forgotten. This card can be very useful against decks that want to use their graveyards or the run indestructible cards.
This is another option that helps with tough to remove permanents. It also has some good versatility. My personal issue with this card is that I never really want to exile my own stuff.
Can clear the board and draw cards. Often it can draw quite a few cards. It is expensive which can be an issue when you really need to wrath sooner. If your meta has tokens then the cycling ability can be quite nice as well.
In this section we will go over how I play this deck. I will provide some insight on mulligans, when to cast Atraxa, and different stages of the game.
General Play:
The current build isn't really a control deck and I think that is important to mention here. When we play Atraxa superfriends we have quite a few options. We can play all the planeswalker themed cards, we can play a lot of goodstuff, and we can also play planeswalker control. In the current build I've decided to take the route of a more proactive deck with Atraxa as a threat with planeswalkers to back her up. This isn't the type of deck that wants to wrath the board frequently. Depending on when you read this, I might try different roles for the deck in the future. As of right now we want to be asking more questions than we are answering. This is very important to keep in mind when reading the following sections.
Strengths and Weaknesses:
This deck performs very well when the game takes place more on the board and less on the stack. Atraxa is very powerful in combat and planeswalkers are very useful when they can be protected. Combine these factors with good removal and powerful endgame spells that are relatively cheap and you get a very nice midrange deck.
There are some issues though. This build has 0 basic lands which can lead to pretty awkward games versus non-basic land hate. If this is something that occurs in your meta or something you would expect to encounter in response to a deck like this, be prepared. Another issue is people will want to attack you and remove Atraxa. I have been targeted and attacked when other players have a better board. There can be issues with falling behind with this deck. As I mentioned before, if people waste resources on you it will be hard to double-spell and make your way back into a game you stumbled in. I wouldn't want to play against 3 combo decks if I had the choice. You have counters and access to more if needed but I would rather tap out for sweet Planeswalkers and use counters to protect my board.
Mulligans:
Most playgroups use the Vancouver mulligan these days. Some allow a free mulligan and then Vancouver, which is what my group does. In this case it is best to use that free mulligan to improve any hand that isn't powerful. Obviously you need the right mix of lands and spells to play the game, but I like using that free one as a resource. With Atraxa specifically it is nice to have something to proliferate or some card selection to find that. Here are some sample hands I've selected by goldfishing the deck:
This hand is pretty good. You have two lands and ramp to cast in multiple spots on the curve. Atraxa fills the 4 drop slot if needed. Plenty of live draws mostly including lands, but you have Top to find them if needed. The only thing this hand needs is some removal.
This hand isn't quite as powerful as the one above. I still think one can keep this hand as it has a lot of good stuff.
Sylvan Library can help get land drops and you have Jace which everyone loves. Demonic Tutor can fill any role you need which is quite nice.
This hand is fairly poor. I would use my free mulligan on this hand all day. It does not have enough card selection to make truly good. It isn't terrible but it relies too heavily on Atraxa to protect Jace. It also has mana issues based on colors.
Casting Atraxa:
Atraxa is a formidable threat for many reasons. If she gets any +1/+1 counters on her she can really threaten commander damage. She also slowly adds lots of resources to your board. She is almost always a huge target. For this reason I like to keep her in the command zone if I can. Try to get a read on the game and your local meta. How many cheap removal spells are there? Do people have planeswalker removal specifically? If your opponents are more proactive you can take advantage of that by deploying Atraxa early and using her to gain a better board position. If they are more reactive then it might be worth trying to keep Atraxa safe in the command zone.
Early Game:
The early turns of the game should be spent casting 'Card Selection' spells and 'Ramp' spells the best your hand will let you. Permanents that have counters naturally including things like Astral Cornucopia and Jace Beleren are great examples of things you need. You want to set up you hand and board so that Atraxa has some immediate impact the turn you cast her. This deck has a good amount of 2 drop ramp spells that can power Atraxa out early. If that seems like the correct play it can always help to establish her. Sometimes getting a few swings in can help in the mid to late game where you need more life or you can go for commander damage. A quick planeswalker can be powerful if your opponents aren't able to attack it easily.
Mid Game:
The middle game is always in flux. Players are trying to establish their late game and repair from any removal that has impeded that. This is where I like to be casting any tutors I have. These cards can really help you bridge into the later game where you want to pull off your game winners. If you don't have the luxury of tutors, then you can start deploying your planeswalkers. These cards can be very good in this stage as they can build card advantage for the late game. They also are great when people have been stunted by removal and might not have the resources to attack them. Atraxa is also great in the middle game as you can present a diverse board of threats with her plus any walker.
Late Game:
In the late game people have exhausted some of their resources deploying their threats and trying to scrape together some answers to other players. If Atraxa has been answered then you can recast her in the late game. You might be low on wincons and she can help supplement what you have left. This is also a great time to fire off any planeswalker ultimates you might be able to. It might not be easy to ultimate planeswalkers in commander, but this deck can help you with that. Here is a list of a few cards and combos that can be used at this stage to wrap the game up.
This one is obvious, but there is one path I generally take with it that is the most efficient. Jace, Architect of Thought is the best planeswalker ultimate in the deck. If you can combine him with DS you can then use him to Tutor Tamiyo, Field Researcher into play. She can then ultimate which draws you three cards and gives you an Omniscience. Since Jace also steals from your opponents libraries, any walkers they might have can work for you now. I've personally used this combo to steal Nicol Bolas, Planeswalker and Nicol Bolas, God-Pharaoh in the same turn.
Skate is the second best end game card in the deck. This operates differently than Doubling Season but it can still accomplish similar things. It requires cards in play before you cast it which can be slightly weaker than Doubling Season. It has the added bonus of doubling our permanents that produce mana per counter which can be helpful. It also plays nicely with Oath of Teferi and The Chain Veil. Deepglow Skate can do wild things in combination with these cards because if you can get PWs to truly high amounts of loyalty you can activate multiple ultimates in one turn.
Oath is good but it takes a little more time to take over the game. If you can cast it with a few walkers in play you can probably get to ultimate abilities pretty fast. Sometimes you can use it to reset the loyalty on a planeswalker or even bounce your own Deepglow Skate. This card is nice because while it can dominate the late game, it is also very useful in the mid game as well.
The Chain Veil is powerful in combination with Teferi, Temporal Archmage and 3 permanents that tap for 4 mana. This deck has some cards to accomplish this. Everflowing Chalice and Astral Cornucopia that have been proliferated are very useful when employing this end game technique. This can be a very powerful combination netting you 5 or more extra activations of planeswalkers. This requires multiple setup cards but can be powerful when it happens.
This is one of the better rift decks I've played because your walkers are so fragile to attackers. If you have a turn cycle where they are protected you can really take advantage of that. The card is obviously strong in general, but I think it shines here more than other decks. I've won many come from behind victories with this card.
Additional Strategy Guide:
I play the superfriends version of Atraxa but there are many other versions of the deck. In this section I will go over some other options that are available to Atraxa pilots. There will be short descriptions of archetypes and some cards mentioned for those builds.
Proliferation:
Atraxa herself is the most powerful source of proliferation. These other options are here for players who wish to run more sources outside of their commander. Some of these cards are more useful than others and all are interesting in builds that wish to employ a Phrexian theme.
Engine is the best source of Proliferation that this deck can get outside of Atraxa. It also has some removal built in for a specific player's creatures. It can be very powerful depending on the meta and board state. It is quite pricey mana wise to cast and activate.
Clasp is a cheaper to cast version of Contagion Engine. It is obviously less powerful, but it is an option for budget decks or decks who want any and all proliferation cards.
Prowler has the dual utility of both infect and proliferation. I think it is a very soft option, but it is available if wanted. It could have potential in a 'sacrifice' matters sub-theme.
Grim Affliction is a card that is fairly low impact. It has the word proliferate on it for those using all of those cards. It fills similar roles to a card like Fuel.
Tide provides free proliferation once it is play, all you need to do it keep casting spells. I’m not sure that I like this card as it is 5 mana and doesn’t truly have impact until you cast another spell. It is one of the better sources of proliferate, but it is not a strong magic card.
Very good if your deck produces creatures easily. Being a creature makes it easy to tutor for and recur. Has potential with Core Prowler and other sacrificed themed cards. Can be combined with token producing Planeswalkers and cards such as Bitterblossom.
Gambit is fairly powerful as it combines Phyrexian mana with card draw and proliferation. I think this is on the edge of useful in almost all Atraxa decks.
This card is fairly cheap and easy to trigger. Sometimes flying reads the same as unblockable. Potentially meta dependent. One thing I do not like about Thrummingbird is that it is easy to have it early game with nothing to proliferate. Potentially one of the cheapest and most repeatable sources.
Drake provides infect and a mana sink. One of the better sources of both of these resources.
Infect:
Here we will discuss card options for the Infect playstyle. Infect decks are attempting to use the alternate win condition of poison. Any player with 10 poison counters will lose the game, and Atraxa can proliferate those counters.
Infect decks typically use an initial source of infect and then boost that creature's power with pump spells, auras, and potentially equipment. Atraxa can function that way but she also has the ability to add counters passively. This opens up non-creature sources of infect for Atraxa players.
Agent is cheap to cast and unblockable. If it lives you can get infect counters on players and start proliferating them. It does well wearing equipment and other buffs.
Blightseel is not really meant for this style of infect. It generally kills in one hit and it is so expensive to cast. If you can cheat it into play it's great but I don't think it is an Atraxa infect card. Blightsteel feels more like an artifact combo alternate win-con.
I kinda like this card. It's only one more mana than Control Magic and it adds infect which can be fatal if the creature is big enough. It is pseudo removal and it synergies with Atraxa.
This card is very cheap to cast meaning that if it is in your opening hand it either draws removal or starts to spread infect counters around. It isn't very useful otherwise as it is probably a bad top deck in the late game.
One of the hallmark infect cards in the format. This is great when equipped on Atraxa or other evasive creatures. Being an equipment means you can search for it with Stoneforge Mystic. One of the better infect cards in my opinion.
Ichor Rats is a very simple and low costed infect enabler. It curves perfectly with Atraxa to get the game started off right, as the Archenemy. This is my favorite source of infect for Atraxa. It can be sacrificed and recurred easily and must be countered to prevent the infect counter.
Nexus is a nice way to add infect counters without using up a spell slot. I'm not a fan of colorless cards in 4color, but this one is a must if you're playing infect tribal.
Crusader is a solid creature that also happens to have infect. The protection can team up with Swords to make him hard to block. This one is almost as good as Ichor Rats and Inkmoth Nexus.
Commonly referred to as Skittles, this is one of the best infect threats in the game. All of his abilities and stats are nice. He can also be your commander if that is something you want to do.
This card is pretty notorious in the format, any creature with 9 or greater power can be a surprise one hit. I think this is one of the better sources for infect.
Triumph is another spell that grants infect. This one is very powerful and is often included in non-infect decks as a way to alpha strike. This is a powerful card in many types of decks and would be fine in Atraxa infect as well.
This card is a repeatable and, barring a player having hexproof, unblockable way to give a player poison counters extremely easily. Once a player has a poison counter on them you can put a lot of pressure on an opponent with your commander and other forms of proliferate in the deck. This card is similar to Inexorable Tide but only in the sense that it is fairly low impact. It costs a lot of mana and doesn’t change the board. It can be a much needed source of poison counters.
Voltron:
In this section we will list some cards that are good with the Voltron archetype. Voltron is a term used to describe the strategy of putting a bunch of power boosting equipment or auras onto one creature. That creature is usually, but not always, one's commander. Atraxa is a fairly versatile commander for this, but I do not believe she is the best. All of her keyword abilities make for a strong brawler and she is relatively cheap to cast. She is good with both Infect and +1/+1 counters. Both of which can help with the alternate wins of Infect and 21 commander damage.
Stoneforge is an Ace for equipment decks. It helps cheat mana on large equipment, leaves a body to attach them to, and helps combat counter magic. It is a must include.
Stonehewer is nice because you can use it multiple times if it lives. It is sort of expensive to cast but it cheats mana on playing and equipping equipment. It is a nice threat by itself. One can declare it as an attacker, then use its ability to put an equipment and place it onto the Giant.
Is nice as he combos with his hammer and provides some nice utility while in play. Another expensive option for those that want to run all the equipment themed cards.
Jitte is powerful and it also combines well with proliferate. If you can get a large amount of counters on it you can really pump Atraxa to lethal levels. It also can kill utility creatures as well.
Now this is a weapon. The protections can be very helpful and the effect is quite powerful. Getting double use of your lands and disrupting an opponent's hand is always nice.
My second favorite sword of the cycle. Drawing a card for attacking is very good as it incentives aggressiveness. The shock sometimes can pick off smaller commanders or utility creatures.
This sword is my 3rd favorite and it rounds out the colors you can get protection from. It doesn't always net you a card, but it can sometimes be very useful to gain life and recur a creature.
This is another sword I don't quite like. Its ability is never really worth a card. If an opponent has a lot of cards in hand it might be best to avoid attacking that player. Its ability to do damage doesn't really matter if you seek to win with commander damage. Gaining life is poor if your commander already has lifelink.
This card is quite useful for equipment heavy builds. It boosts power, allows for free equipping, and protects your creatures from destruction based removal.
Skull can be helpful normally because it provides keywords to creatures that might not have them on their own. Atraxa doesn't have this problem. I think you can get more mana efficient power boosts as well.
One of the miracle cards from Avacyn Restored. This can, with miracle, can easily add a lot of power to Atraxa. The counters can then be proliferated. This card is poor without miracle though, so some top-deck manipulation can be useful.
This card is nice as it can net you an extra attack step each combat it is in play. It does well with other boosting equipment and auras. Anything that likes to attack or triggers when attacking is also good with this card.
Gearhulk is on curve to double Atraxa's power the turn she is able to attack. This is a three turn clock against any opponent who cannot find an answer. I like this card because it does so well with all sorts of strategies.
As suggested by Macabre Hatred is an excellent 'golden gun' type card. A one-shot kill for any player. Atraxa's lifelink actually mitigates the danger of Hatred quite well. This technique will require good play later in the game.
Another miracle, this card can boost Atraxa to 10 power for a surprise commander damage finish. It suffers from all the trappings of other miracle cards.
Counters Themed:
There are a lot of cards in magic that work well together when you're just trying to put some +1/+1 counters on creatures. Atraxa does this pretty well and there are a lot of great support options available to her. Here I will try to go over this strategy and its options.
Scales is a very cheap way to boost your counters. Getting one extra every time you proliferate is nice. It also does well to boost things when Atraxa isn't around.
This card is pretty nice as it can boost the counters on you as well. It is good for energy and experience counters. It also helps with artifacts which is nice. It dies much easier than the enchantment variants, but it's also more versatile.
This card is pretty scary. If you are able to put a large amount of counters onto her you can basically make your team unblockable. Champion grows by itself and it is particularly good with token makers.
Call is very nice. I'm a big fan of card drawing spells and this one is pretty nice. It requires a good board position, but it can easily draw a lot of cards if you're using tokens.
Reyhan is nice as she gives you the ability to move counters around. This can be useful against spot removal. You can also use her ability proactively by sacrificing creatures to make others larger.
Vorel is good for doubling things on demand. Sadly he doesn't double planeswalkers. One could use his ability over and over with something like Seedborn Muse or Thousand-Year Elixir.
Forgotten Ancient can grow very large. He has some nice utility allowing you to move the counters around during your upkeep. This can help facilitate a commander damage kill with Atraxa.
Glen Elendra is great with a source of counters. A +1/+1 counter will cancel out with a -1/-1 counter. If you have something like Juniper Order Ranger to add counters to her, you can persist and counter for as long as you like.
Biomancer is nice because it provides counters on all your creatures that enter play after him. You don't need to meet any requirements expect to play more creatures.
This card is very powerful in counter themed decks. 5 mana can be a lot, but this card provides so much free counters for just playing creatures. If you can combine this with any of the counter boosting cards mentioned above you can create some very large creature.
Ghave is normally seen as a commander. He does well in the 99 here as he does many things this deck wants to do. He is a very nice threat for counters Atraxa.
Hydra is one of the strongest cards in the counter themed Atraxa deck. This card is a huge threat and normally gets killed. If it does live, you should be able to attack for a very large amount of damage.
Guest Decks:
I really appreciate all contributors to the primer. If you post your deck in the thread I will feature a link to it here. If you want your deck list shared let me know, if you DONT want it shared also let me know. Thanks for all your support.
Change Log:
In this section I have recorded all the changes the deck has gone through over the years. I've tried to give reasonings as to why I've made these changes.
I tried to cut some cards that were hard to cast or felt low impact. Grave Pact is very powerful but I feel that the card doesn't do much unless you're already producing tokens and have the ability to sacrifice them at will. The same is true of Mazirek so I let them go at the same time. Myojin is sorta expensive and mean so I cut it to try and keep the deck on an acceptable level of power.
4/1/17 - Massive Update and change to the decklist. Overall lowering of the curve and focusing of the deck.
The idea here is to shift some of the spell slots away from mana and into card quality and removal. I found that the deck can get flooded and draw too many mana sources at times. The Bob Package (top tutelage and dark confidant) sorta work together with Atraxa's lifelink to draw us some cards relatively cheap. Mana Drain and Negate give us interaction with the stack. Jace AoT is the best walker with Doubling Season and he gives us some many free bombs including our own Tamiyo which gives us an Omniscience.
I care more about doing sweet PW stuff over sweet +1/+1 so I removed the Hulk for the Oath. Dovin Baan doesn't match perfectly with doubling season, but his ult will probably win the game.
Changes 6/12/18
Small Change here, I removed Tithe for Oath of Nissa. Oath adds some card selection and utility with casting all of our walkers easier.
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.
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.
These changes are an attempt to add more card draw. There is a very fine balance to the amount of ramp and card draw we want. We are also trying to use a certain amount of synergy cards as well.
It has been a long time since I have posted an update to the deck. Some of that is due to life being way too crazy and some is the normal ebb and flow of interest in the hobby. Repository is a card I love for Atraxa but I think is better suited to the creatures/counters build. Ewit is great but I think perhaps the new Tamiyo is better for the superfriends deck. That is another card I was considering and will perhaps test. Nissa I liked as an early play but I think Narset and or Ashiok add more angles to the deck. Restricting the graveyard and extra card draw is nice and lets us have more control over games.
So when everyone first saw this card and were clamoring over the possibilities with her, the first thing I saw was how she can come out super-early with 6x signets + 7x green 2-drop ramp effects, and then bash in with her flying evasive body on the following turn, when you could cast Hatred on her and strait up murder someone on turn-4.
This seems really good in multi-player since her life-link will stop the "scary" part of hatred. You can remove the biggest threat asap
I really like the voltron capabilities that she brings and Hatred is an option that I didn't think of. I was thinking mostly about +1+1 counters, good input.
I'm really looking forward to what players could accomplish with Atraxa. She's useful for superfriends, infect, and +1/+1 counters. She'll probably end up being the commander precon I buy.
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Jace, Architect of Thought deserves to be in the Jace section. He's arguable the best Jace in commander because his ultimate often wins the game on the spot.
Jace, Architect of Thought deserves to be in the Jace section. He's arguable the best Jace in commander because his ultimate often wins the game on the spot.
Thanks I appreciate the input. I'm still working on the card options and decklist. AoT is an amazing Jace with the potential to ultimate immediately.
Great Planeswalkers, Have you done any testing on this deck yet? I don't know if I like Gideon because he doesn't gain much from Doubling Season or Proliferate. That being said he is a big meat shield. I like this deck for a superfiends build though. I will probably end up as tokens/pws.
5 mana kill something or fog isn't too bad. Might not be strong enough though. Could easily be some other value card. I have done no testing yet. Waiting on my mass drop order of all the decks to arrive
I don't know about Managorger Hydra actually, yeah its great for having counters and can be just a huge creature, but its going to be huge if not removed anyways so the synergy with Atraxa isnt quite there. ie 'oh I have a 10/10 because of atraxa!' 'What is it normally?' 'Erm, a 7/7' so something like Hangarback Walker (chumpblockers for days) or Eternal Witness might be better even.
Also Strionic resonator will probably be a must in Atraxa
I put up a decklist. It is fairly fresh and very few games have been played with it so far. There are a lot of themes clamoring for attention here. We have some proliferate stuff, Planeswalkers, some token stuff, and some stax stuff. Some of these things overlap obviously, one example being Tangle Wire. It's good with lots of tokens as they feed it easily and it is also good with our commander as she effectively keeps it active for as long as they're both in play.
On writing this decklist down I'm noticing some cards that I don't find too appealing:
Hardened Scales - seems useless own its own. Cheap but non impactful
Fleshbag Marauder - good with Grave Pact but we don't have any recursion outside of Sun Titan. Is is better than Swords to Plowshare?
Liliana of the Dark Realms - the deck only has 6 swamps as dual lands. She helps me hit my land drops and fix colors but is she worth that at 4 mana?
Mazirek, Kraul Death Priest - another card that only impacts the game in combination with other stuff. I managed to cast it one game and the flying was the only ability that mattered.
So,
I got about 4 - 6 flex slots I'm working with. Any and all suggestions are fun.
Druids' repository, sword of feast and famine, and mana bloom have been pretty great in the list I've been running. They help to create a sort of engine that runs better the longer they're out with Atraxa.
I tried to cut some cards that were hard to cast or felt low impact. Grave Pact is very powerful but I feel that the card doesn't do much unless youre already producing tokens and have the ability to sacrifice them at will. The same is true of Mazirek so I let them go at the same time. Myojin is sorta expensive and mean so I cut it to try and keep the deck on an acceptable level of power.
So it has been quite a few months since I played this deck. While I really enjoyed it, there were just too many people playing Atraxa when she was released.
Atraxa basically sucks. Shes not powerful enough to fight with Leovolds, Zurs or (insert OP commander here). But shes so good at dominating the battlefield against decks with themes or budgets. I feel like shes in tier limbo. Even though I think shes is lacking purpose, I want to revisit her. I didn't get the time to explore the general due to the social pressures.
I'm wondering what to do with these slots, ramp and card draw felt lacking in the original deck. I also felt that I had too many directions going, tokens, pws, stax? It needs focus.
The idea here is to shift some of the spell slots away from mana and into card quality and removal. I found that the deck can get flooded and draw too many mana sources at times. The Bob Package (top tutelage and dark confidant) sorta work together with Atraxa's lifelink to draw us some cards relatively cheap. Mana Drain and Negate give us interaction with the stack. Jace AoT is the best walker with Doubling Season and he gives us some many free bombs including our own Tamiyo which gives us an Omniscience.
I've recently revisited Atraxa. I've always loved this deck but I've found it difficult to play. Social pressure against Atraxa was high the 6 months following her release. Being the most popular commander of all time is a mark against. Dominaria has some nice additions to the superfriends archetype. Teferi and his oath are both very useful cards. Karn is also powerful. Both of these planeswalkers play nice with Doubling Season which is always good.
I care more about doing sweet PW stuff over sweet +1/+1 so I removed the Hulk for the Oath. Dovin Baan doesnt match perfectly with doubling season, but his ult will probably win the game.
Small Change here, I removed Tithe for Oath of Nissa. Oath adds some card selection and utility with casting all of our walkers easier. Tithe is relatively low impact when we have so many fetch lands to improve our mana.
Table of Contents
1) One should be interested in playing Atraxa if they want to use the keyword action proliferate and the cards that go with it. This is very appealing because there are so many options available within that restriction. Here is a list of options that I have compiled.
3) Atraxa has many keyword abilities, which can make her very useful in combat.
4) Atraxa is a nice option for Phyrexian themed decks.
2) I have experienced some negative reactions to playing the commander in the past. This can be different from group to group and might be something to be investigated before building the deck.
3) 4c commanders provide so many options and builds that it can be hard to find focus. Atraxa doesn't really direct you in a specific direction. This can be a pro or a con depending on your point of view.
4) A deck with 4 colors and a high demand for those colors early can suffer from mana base issues. Fixing this is doable, but it isn't cheap. A deck with a very low budget for lands will notice that particular issue more.
5) Atraxa decks can be commander reliant and therefore weaker without her.
About Me:
My name is Russell but I sorta prefer xeroxed. It's a chosen name I've had for many years. I've been playing magic since the fall of 2008. I've been playing commander exclusively since 2011. My other hobbies include running, weight training, and collecting EDC gear. I'm from North Carolina and I work in the Science field.
1 Atraxa, Praetors' Voice
Artifacts:
0 Astral Cornucopia
0 Everflowing Chalice
1 Sol Ring
1 Sensei's Divining Top
2 Azorius Signet
2 Dimir Signet
2 Golgari Signet
3 Coalition Relic
4 Crystalline Crawler
4 The Chain Veil
Enchantments:
1 Oath of Nissa
1 Mana Bloom
2 Sylvan Library
3 Phyrexian Arena
5 Doubling Season
5 Oath of Teferi
5 Mirari's Wake
Creatures:
2 Bloom Tender
2 Dark Confidant
5 Deepglow Skate
Instants:
1 Brainstorm
1 Enlightened Tutor
1 Nature's Claim
1 Swan Song
1 Swords to Plowshares
1 Vampiric Tutor
2 Abrupt Decay
2 Assassin's Trophy
2 Counterspell
2 Cyclonic Rift
2 Mana Drain
2 Memory Lapse
2 Negate
8 Dig Through Time
1 Ponder
1 Preordain
2 Demonic Tutor
2 Farseek
2 Nature's Lore
2 Night's Whisper
2 Three Visits
3 Painful Truths
3 Toxic Deluge
4 Tezzeret's Gambit
6 Austere Command
8 Treasure Cruise
Planeswalkers:
3 Ashiok, Dream Render
3 Jace Beleren
3 Narset, Parter of Veils
4 Jace, the Mind Sculptor
4 Elspeth, Knight-Errant
4 Tamiyo, Field Researcher
4 Dovin Baan
4 Jace, Architect of Thought
5 Ajani, Mentor of Heroes
5 Tamiyo, the Moon Sage
5 Teferi, Hero of Dominaria
6 Teferi, Temporal Archmage
6 Will Kenrith
7 Garruk, Apex Predator
7 Karn Liberated
8 Ugin, the Spirit Dragon
Lands:
1 Underground Sea
1 Tropical Island
1 Tundra
1 Scrubland
1 Bayou
1 Savannah
1 Breeding Pool
1 Hallowed Fountain
1 Godless Shrine
1 Overgrown Tomb
1 Temple Garden
1 Polluted Delta
1 Misty Rainforest
1 Flooded Strand
1 Marsh Flats
1 Verdant Catacombs
1 Windswept Heath
1 Bloodstained Mire
1 Drowned Catacomb
1 Hinterland Harbor
1 Glacial Fortress
1 Isolated Chapel
1 Woodland Cemetery
1 Sunpetal Grove
1 Sunken Ruins
1 Flooded Grove
1 Mystic Gate
1 Fetid Heath
1 Twilight Mire
1 Wooded Bastion
1 Command Tower
1 Opal Palace
1 Mana Confluence
1 City of Brass
1 Reflecting Pool
1 Exotic Orchard
Deck by Function:
1 Atraxa, Praetors' Voice
Mana:
1 Sol Ring
2 Azorius Signet
2 Bloom Tender
2 Dimir Signet
2 Everflowing Chalice
2 Farseek
2 Golgari Signet
2 Mana Bloom
2 Nature's Lore
2 Three Visits
3 Astral Cornucopia
3 Coalition Relic
4 Crystalline Crawler
5 Mirari's Wake
Card Quality:
1 Brainstorm
1 Enlightened Tutor
1 Oath of Nissa
1 Ponder
1 Preordain
1 Sensei's Divining Top
1 Treasure Cruise
1 Vampiric Tutor
2 Dark Confidant
2 Demonic Tutor
2 Dig Through Time
2 Night's Whisper
2 Sylvan Library
3 Painful Truths
3 Phyrexian Arena
4 Tezzeret's Gambit
Removal:
1 Nature's Claim
1 Swan Song
1 Swords to Plowshares
2 Abrupt Decay
2 Assassin's Trophy
2 Counterspell
2 Cyclonic Rift
2 Mana Drain
2 Memory Lapse
2 Negate
3 Toxic Deluge
6 Austere Command
3 Ashiok, Dream Render
3 Jace Beleren
3 Narset, Parter of Veils
4 Jace, the Mind Sculptor
4 Elspeth, Knight-Errant
4 Tamiyo, Field Researcher
4 Dovin Baan
4 Jace, Architect of Thought
5 Ajani, Mentor of Heroes
5 Tamiyo, the Moon Sage
5 Teferi, Hero of Dominaria
6 Teferi, Temporal Archmage
6 Will Kenrith
7 Garruk, Apex Predator
7 Karn Liberated
8 Ugin, the Spirit Dragon
Doublers:
4 The Chain Veil
5 Deepglow Skate
5 Doubling Season
5 Oath of Teferi
Lands:
1 Underground Sea
1 Tropical Island
1 Tundra
1 Scrubland
1 Bayou
1 Savannah
1 Watery Grave
1 Breeding Pool
1 Hallowed Fountain
1 Godless Shrine
1 Overgrown Tomb
1 Temple Garden
1 Polluted Delta
1 Misty Rainforest
1 Flooded Strand
1 Marsh Flats
1 Verdant Catacombs
1 Windswept Heath
1 Bloodstained Mire
1 Hinterland Harbor
1 Glacial Fortress
1 Isolated Chapel
1 Woodland Cemetery
1 Sunpetal Grove
1 Sunken Ruins
1 Flooded Grove
1 Mystic Gate
1 Fetid Heath
1 Twilight Mire
1 Wooded Bastion
1 Command Tower
1 Opal Palace
1 Mana Confluence
1 City of Brass
1 Reflecting Pool
1 Exotic Orchard
In this section I will attempt to cover most of the viable options for Atraxa. With this many colors and potential builds, there will be quite a few cards covered and quite a few cards missed. Any questions or suggestions are greatly appreciated. There are many cards listed here that aren't in the deck. These are optional for players who wish to build differently.
Cards I run are in bold.
Lands:
Dual Lands:
Shock Lands:
Fetch Lands:
Check Lands:
Temples:
Filter Lands:
5 Color Lands:
Storage Lands:
Vivid Lands:
SEARCH:+"Land", +counter (56):
Bottomless Vault
City of Shadows
Fountain of Cho
Gavony Township
Hickory Woodlot
Hollow Trees
Mage-Ring Network
Mirrodin's Core
Opal Palace
It is worth noting that it provides a counter the first time you cast her as well. This is nice as it allows you to play her turn 5 and start proliferating the counter.
Oran-Rief, the Vastwood
Planeswalkers:
Superfriends:
Deepglow Skate
Rings of Brighthearth
The Chain Veil
Oath of Teferi
Oath of Gideon
Oath of Ajani
Oath of Jace
Oath of Nissa
Oath of Liliana
Call the Gatewatch
Deploy the Gatewatch
Ajani Goldmane:
Ajani, Adversary of Tyrants
Ajani, Mentor of Heroes
Ajani Goldmane
Ajani Steadfast
Ajani Unyielding
Ajani, Caller of the Pride
Ajani, Valiant Protector
Ashiok:
Dovin Baan:
Elspeth Tirel:
Elspeth, Knight-Errant
Elspeth, Sun's Champion
Freyalise:
Garruk Wildspeaker:
Garruk Wildspeaker
Garruk, Primal Hunter
Garruk, Caller of Beasts
Garruk Relentless
Gideon Jura:
Gideon Jura
Gideon of the Trials
Gideon, Ally of Zendikar
Gideon, Champion of Justice
Gideon, Martial Paragon
Huatli:
Huatli, Radiant Champion
Jace Beleren:
Jace, the Mind Sculptor
Jace, Unraveler of Secrets
Jace, Architect of Thought
Jace, Cunning Castaway
Jace, Ingenious Mind-Mage
Jace, Memory Adept
Jiang Yanggu:
Jiang Yanggu
Karn, Silver Golem:
Karn, Scion of Urza
Kaya:
Kaya, Ghost Assassin
Kiora:
Kiora, Master of the Depths
Kiora, the Crashing Wave
Liliana Vess:
Liliana of the Dark Realms
Liliana of the Veil
Liliana Vess
Liliana, Death Wielder
Liliana, Death's Majesty
Liliana, the Last Hope
Liliana, Untouched by Death
Mu Yanling:
Mu Yanling
Nahiri:
Nahiri, the Lithomacner
Narset:
Narset Transcendent
Nissa Revane:
Nissa Revane
Nissa, Genesis Mage and Nissa, Nature's Artisan
Nissa, Steward of Elements
Nissa, Vital Force
Nissa, Voice of Zendikar
Nissa, Worldwaker
Ob Nixilis:
Ob Nixilis of the Black Oath
Ob Nixilis Reignited
Sorin Markov:
Sorin Markov
Sorin, Grim Nemesis
Sorin, Lord of Innistrad
Sorin, Solemn Visitor
Tamiyo:
Tamiyo, Field Researcher
Tamiyo, the Moon Sage
Teferi:
Teferi, Hero of Dominaria
Teferi, Temporal Archmage
Teferi, Timebender
Tezzeret:
I didn't forget about ya boi Tezzeret. All his versions are artifact based. Our build is not focused on artifacts very much at all.
Ugin:
Ugin, the Spirit Dragon
Venser:
Venser, the Sojourner
Vivien Reid:
Vivien Reid
Vraska:
Vraska the Unseen
Vraska, Relic Seeker
Vraska, Scheming Gorgon
Will Kenrith:
Will Kenrith
Ramp:
Mana Crypt
Sol Ring
Bloom Tender
Everflowing Chalice
Farseek
Mana Bloom
Nature's Lore
Three Visits
Astral Cornucopia
Coalition Relic
Chromatic Lantern
Druids' Repository
Crystalline Crawler
Mirari's Wake
Card Quality:
Enlightened Tutor
Oath of Nissa
Ponder
Preordain
Sensei's Divining Top
Treasure Cruise
Vampiric Tutor
Dark Confidant
Demonic Tutor
Dig Through Time
Sylvan Library
Night's Whisper
Dark Tutelage
Eternal Witness
Painful Truths
Phyrexian Arena
Tezzeret's Gambit
Removal:
Path to Exile
Swan Song
Swords to Plowshares
Abrupt Decay
Counterspell
Cyclonic Rift
Mana Drain
Memory Lapse
Negate
Aura Shards
Toxic Deluge
Supreme Verdict
Austere Command
Hallowed Burial
Merciless Eviction
Decree of Pain
In this section we will go over how I play this deck. I will provide some insight on mulligans, when to cast Atraxa, and different stages of the game.
General Play:
Strengths and Weaknesses:
There are some issues though. This build has 0 basic lands which can lead to pretty awkward games versus non-basic land hate. If this is something that occurs in your meta or something you would expect to encounter in response to a deck like this, be prepared. Another issue is people will want to attack you and remove Atraxa. I have been targeted and attacked when other players have a better board. There can be issues with falling behind with this deck. As I mentioned before, if people waste resources on you it will be hard to double-spell and make your way back into a game you stumbled in. I wouldn't want to play against 3 combo decks if I had the choice. You have counters and access to more if needed but I would rather tap out for sweet Planeswalkers and use counters to protect my board.
Mulligans:
This hand is pretty good. You have two lands and ramp to cast in multiple spots on the curve. Atraxa fills the 4 drop slot if needed. Plenty of live draws mostly including lands, but you have Top to find them if needed. The only thing this hand needs is some removal.
This hand isn't quite as powerful as the one above. I still think one can keep this hand as it has a lot of good stuff.
Sylvan Library can help get land drops and you have Jace which everyone loves. Demonic Tutor can fill any role you need which is quite nice.
This hand is fairly poor. I would use my free mulligan on this hand all day. It does not have enough card selection to make truly good. It isn't terrible but it relies too heavily on Atraxa to protect Jace. It also has mana issues based on colors.
Casting Atraxa:
Early Game:
Mid Game:
Late Game:
I play the superfriends version of Atraxa but there are many other versions of the deck. In this section I will go over some other options that are available to Atraxa pilots. There will be short descriptions of archetypes and some cards mentioned for those builds.
Proliferation:
Contagion Engine
Contagion Clasp
Core Prowler
Fuel for the Cause
Grim Affliction
Inexorable Tide
Plaguemaw Beast
Spread the Sickness
Steady Progress
Tezzeret's Gambit
Throne of Geth
Thrummingbird
Viral Drake
Infect:
Infect decks typically use an initial source of infect and then boost that creature's power with pump spells, auras, and potentially equipment. Atraxa can function that way but she also has the ability to add counters passively. This opens up non-creature sources of infect for Atraxa players.
Blightsteel Colossus
Corpse Cur
Corrupted Conscience
Glistener Elf
Grafted Exoskeleton
Hand of the Praetors
Ichor Rats
Inkmoth Nexus
Phyrexian Crusader
Plague Myr
Putrefax
Shriek Raptor
Skithiryx, the Blight Dragon
Spinebiter
Tainted Strike
Triumph of the Hordes
Viridian Corrupter
Decimator Web
Voltron:
Quest for the Holy Relic
Steelshaper's Gift
Open the Armory
Stoneforge Mystic
Stonehewer Giant
Nazahn, Revered Bladesmith
Equipment:
O-Naginata
Conqueror's Flail
Lightning Greaves
Umezawa's Jitte
Champion's Helm
Darksteel Plate
Sword of Body and Mind
Sword of Feast and Famine
Sword of Fire and Ice
Sword of Light and Shadow
Sword of War and Peace
Hammer of Nazahn
Batterskull
Miscellaneous Voltron Options:
Rafiq of the Many
Blessings of Nature
Finest Hour
Verdurous Gearhulk
Hatred
Revenge of the Hunted
Counters Themed:
Enablers:
Hardened Scales
Winding Constrictor
Champion of Lambholt
Inspiring Call
Reyhan, Last of the Abzan
Rishkar, Peema Renegade
Vorel of the Hull Clade
Corpsejack Menace
Fathom Mage
Forgotten Ancient
Glen Elendra Archmage
Master Biomancer
Cathar's Crusade
Ghave, Guru of Spores
Juniper Order Ranger
Kalonian Hyrda
I really appreciate all contributors to the primer. If you post your deck in the thread I will feature a link to it here. If you want your deck list shared let me know, if you DONT want it shared also let me know. Thanks for all your support.
Smaug's Atraxa, Featuring +1/+1 Counters
In this section I have recorded all the changes the deck has gone through over the years. I've tried to give reasonings as to why I've made these changes.
In: Mana Bloom, Druid's Repository, and Farseek
I tried to cut some cards that were hard to cast or felt low impact. Grave Pact is very powerful but I feel that the card doesn't do much unless you're already producing tokens and have the ability to sacrifice them at will. The same is true of Mazirek so I let them go at the same time. Myojin is sorta expensive and mean so I cut it to try and keep the deck on an acceptable level of power.
4/1/17 - Massive Update and change to the decklist. Overall lowering of the curve and focusing of the deck.
4/9/17
Out:
In:
The idea here is to shift some of the spell slots away from mana and into card quality and removal. I found that the deck can get flooded and draw too many mana sources at times. The Bob Package (top tutelage and dark confidant) sorta work together with Atraxa's lifelink to draw us some cards relatively cheap. Mana Drain and Negate give us interaction with the stack. Jace AoT is the best walker with Doubling Season and he gives us some many free bombs including our own Tamiyo which gives us an Omniscience.
Changes:5/18/18
Out:
Verderous Gearhulk, Kiora, the Crashing Wave
In:
Oath of Teferi, Dovin Baan
I care more about doing sweet PW stuff over sweet +1/+1 so I removed the Hulk for the Oath. Dovin Baan doesn't match perfectly with doubling season, but his ult will probably win the game.
Changes 6/12/18
Small Change here, I removed Tithe for Oath of Nissa. Oath adds some card selection and utility with casting all of our walkers easier.
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.
July 3, 2018:
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.
August 5, 2018:
Removed:
Ajani Steadfast
Sorin, Grim Nemesis
Added:
Tezzeret's Gambit
Will Kenrith
These changes are an attempt to add more card draw. There is a very fine balance to the amount of ramp and card draw we want. We are also trying to use a certain amount of synergy cards as well.
August 31, 2018:
Removed:
Jace, Unraveler of Secrets
Added:
Teferi, Hero of Dominaria
This is a very simple change to make. I managed to pick up a Teferi is a trade last night for this deck. He is better than Jace is most situations.
June 18, 2019
Removed:
Druid's Repository, Eternal Witness, and Nissa, Voice of Zendikar
Added:
Ashiok, Dream Render, Narset, Parter of Veils, and Assassin's Trophy
It has been a long time since I have posted an update to the deck. Some of that is due to life being way too crazy and some is the normal ebb and flow of interest in the hobby. Repository is a card I love for Atraxa but I think is better suited to the creatures/counters build. Ewit is great but I think perhaps the new Tamiyo is better for the superfriends deck. That is another card I was considering and will perhaps test. Nissa I liked as an early play but I think Narset and or Ashiok add more angles to the deck. Restricting the graveyard and extra card draw is nice and lets us have more control over games.
GWUBAtraxa, Praetor's Voice PrimerGWUB
GWURoon Bant Blink WhateverGWU
BRGLord Windgrace LandsBRG
This seems really good in multi-player since her life-link will stop the "scary" part of hatred. You can remove the biggest threat asap
Just an idea.
Links to my most current deck lists;
Primary EDH; Rakka Mar Token Perfection, Crosis Mnemonic Betrayal, Cromat Villainous, Judith Gravestorm, Rakdos Empty Storm, Exava Artifacts, Bant Trash, & Fumiko Voltron!
EDH kept at home; Ruzzian Isset & Rakdos LoR!
EDH (nostalgic/pimp/retired) in storage;
Latulla Burns, Akroma Smash, Jeska Voltron, Rakdos Storm, Bladewing Darghans, Lyzolda Worldgorger, Xantcha Steals your Heart, Jori Storm, Wydwen Permission, Gwendlyn Paradox, Jeleva Warps, & Sigarda Brick!
Legacy Showanimator and High Tide!
GWUBAtraxa, Praetor's Voice PrimerGWUB
GWURoon Bant Blink WhateverGWU
BRGLord Windgrace LandsBRG
I'm really looking forward to what players could accomplish with Atraxa. She's useful for superfriends, infect, and +1/+1 counters. She'll probably end up being the commander precon I buy.
BGU [Primer] Sidisi, Brood Tyrant BGU | BG [Primer] Mazirek, Kraul Death Priest BG | G [Primer] Polukranos, World Eater G
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GWUBAtraxa, Praetor's Voice PrimerGWUB
GWURoon Bant Blink WhateverGWU
BRGLord Windgrace LandsBRG
Thanks I appreciate the input. I'm still working on the card options and decklist. AoT is an amazing Jace with the potential to ultimate immediately.
GWUBAtraxa, Praetor's Voice PrimerGWUB
GWURoon Bant Blink WhateverGWU
BRGLord Windgrace LandsBRG
1 Genesis Hydra
1 Necropede
1 Plague Myr
1 Thrummingbird
1 Ichor Rats
1 Managorger Hydra
1 Phyrexian Crusader
1 Viridian Corrupter
1 Core Prowler
1 Ghave, Guru of Spores
1 Kalonian Hydra
1 Skithiryx, the Blight Dragon
1 Phyrexian Swarmlord
1 Sunblast Angel
1 Angel of the Dire Hour
Spells:47
1 Oath of Nissa
1 Tainted Strike
1 Azorius Signet
1 Dimir Signet
1 Farseek
1 Golgari Signet
1 Orzhov Signet
1 Selesnya Signet
1 Simic Signet
1 Ajani, Caller of the Pride
1 Ashiok, Nightmare Weaver
1 Jace Beleren
1 Nissa, Voice of Zendikar
1 Oath of Gideon
1 Oath of Jace
1 Oath of Liliana
1 Pistus Strike
1 Ajani Steadfast
1 Fuel for the Cause
1 Garruk Wildspeaker
1 Jace, Architect of Thought
1 Kaya, Ghost Assassin
1 Kiora, Master of the Depths
1 Kiora, the Crashing Wave
1 Nevinyrral's Disk
1 Supreme Verdict
1 Tamiyo, Field Researcher
1 Tezzeret's Gambit
1 Ajani, Mentor of Heroes
1 Corrupted Conscience
1 Doubling Season
1 Gideon Jura
1 Hatred
1 Inexorable Tide
1 Jace, Unraveler of Secrets
1 Liliana Vess
1 Ob Nixilis Reignited
1 Ob Nixilis of the Black Oath
1 Tamiyo, the Moon Sage
1 Vraska the Unseen
1 Austere Command
1 Contagion Engine
1 Elspeth, Sun's Champion
1 Sorin, Grim Nemesis
1 Garruk, Apex Predator
1 Karn Liberated
1 Ugin, the Spirit Dragon
1 Arcane Sanctum
1 Breeding Pool
1 Command Tower
1 Drowned Catacomb
1 Exotic Orchard
1 Fetid Heath
1 Flooded Grove
1 Flooded Strand
1 Glacial Fortress
1 Godless Shrine
1 Hallowed Fountain
1 Hinterland Harbor
1 Isolated Chapel
1 Marsh Flats
1 Misty Rainforest
1 Mystic Gate
1 Opulent Palace
1 Overgrown Tomb
1 Polluted Delta
1 Reflecting Pool
1 Sandsteppe Citadel
1 Seaside Citadel
1 Sunken Ruins
1 Sunpetal Grove
1 Temple Garden
1 Temple of Deceit
1 Temple of Enlightenment
1 Temple of Malady
1 Temple of Mystery
1 Temple of Plenty
1 Temple of Silence
1 Twilight Mire
1 Verdant Catacombs
1 Watery Grave
1 Windswept Heath
1 Wooded Bastion
1 Woodland Cemetery
Martyr Proc Thread
Esper Relicblade Thread
Standard:
Mardu Superfriends
Turbofog
GWUBAtraxa, Praetor's Voice PrimerGWUB
GWURoon Bant Blink WhateverGWU
BRGLord Windgrace LandsBRG
Martyr Proc Thread
Esper Relicblade Thread
Standard:
Mardu Superfriends
Turbofog
GWUBAtraxa, Praetor's Voice PrimerGWUB
GWURoon Bant Blink WhateverGWU
BRGLord Windgrace LandsBRG
Love that suggestion. I plan to run Bitterblossom and that card is a great turn 3 follow-up.
GWUBAtraxa, Praetor's Voice PrimerGWUB
GWURoon Bant Blink WhateverGWU
BRGLord Windgrace LandsBRG
Also Strionic resonator will probably be a must in Atraxa
Martyr Proc Thread
Esper Relicblade Thread
Standard:
Mardu Superfriends
Turbofog
On writing this decklist down I'm noticing some cards that I don't find too appealing:
So,
I got about 4 - 6 flex slots I'm working with. Any and all suggestions are fun.
GWUBAtraxa, Praetor's Voice PrimerGWUB
GWURoon Bant Blink WhateverGWU
BRGLord Windgrace LandsBRG
GWUBAtraxa, Praetor's Voice PrimerGWUB
GWURoon Bant Blink WhateverGWU
BRGLord Windgrace LandsBRG
In: Mana Bloom, Druids' Repository, and Farseek
I tried to cut some cards that were hard to cast or felt low impact. Grave Pact is very powerful but I feel that the card doesn't do much unless youre already producing tokens and have the ability to sacrifice them at will. The same is true of Mazirek so I let them go at the same time. Myojin is sorta expensive and mean so I cut it to try and keep the deck on an acceptable level of power.
GWUBAtraxa, Praetor's Voice PrimerGWUB
GWURoon Bant Blink WhateverGWU
BRGLord Windgrace LandsBRG
Atraxa basically sucks. Shes not powerful enough to fight with Leovolds, Zurs or (insert OP commander here). But shes so good at dominating the battlefield against decks with themes or budgets. I feel like shes in tier limbo. Even though I think shes is lacking purpose, I want to revisit her. I didn't get the time to explore the general due to the social pressures.
Here are some cuts from my OG list:
I'm wondering what to do with these slots, ramp and card draw felt lacking in the original deck. I also felt that I had too many directions going, tokens, pws, stax? It needs focus.
GWUBAtraxa, Praetor's Voice PrimerGWUB
GWURoon Bant Blink WhateverGWU
BRGLord Windgrace LandsBRG
In:
The idea here is to shift some of the spell slots away from mana and into card quality and removal. I found that the deck can get flooded and draw too many mana sources at times. The Bob Package (top tutelage and dark confidant) sorta work together with Atraxa's lifelink to draw us some cards relatively cheap. Mana Drain and Negate give us interaction with the stack. Jace AoT is the best walker with Doubling Season and he gives us some many free bombs including our own Tamiyo which gives us an Omniscience.
GWUBAtraxa, Praetor's Voice PrimerGWUB
GWURoon Bant Blink WhateverGWU
BRGLord Windgrace LandsBRG
Changes:5/18/18
Out:
Verderous Gearhulk, Kiora, the Crashing Wave
In:
Oath of Teferi, Dovin Baan
I care more about doing sweet PW stuff over sweet +1/+1 so I removed the Hulk for the Oath. Dovin Baan doesnt match perfectly with doubling season, but his ult will probably win the game.
GWUBAtraxa, Praetor's Voice PrimerGWUB
GWURoon Bant Blink WhateverGWU
BRGLord Windgrace LandsBRG
GWUBAtraxa, Praetor's Voice PrimerGWUB
GWURoon Bant Blink WhateverGWU
BRGLord Windgrace LandsBRG