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Atraxa Control Superfriends

Commander / EDH* GWUB

CG1248


Superfriends v2

Some important card interaction rules:

Chainveil used before a new walker arrival: - Rulings (18/07/2014) Because the last ability modifies the rules of the game, it affects not only planeswalkers you control when it resolves, but also planeswalkers that come under your control later in the turn. Gatherer: Chainveil

Blinking: A permanent that returns to the battlefield after being exiled does so as an entirely new object. It will have no memory of or connection to its previous existence. https://mtg.gamepedia.com/Flicker

Replacements effects: 614.16. Some replacement effects apply “if an effect would create one or more tokens” or “if an effect would put one or more counters on a permanent.” These replacement effects apply if the effect of a resolving spell or ability creates a token or puts a counter on a permanent, and they also apply if another replacement or prevention effect does so, even if the original event being modified wasn’t itself an effect. Comprehensive Rules

I have been stalling most games bcs I want to play many strategies and my hand's cmc is 4-5-4-5-6-4-5 etc This isn't enjoyable, so I'm looking to change many things and playtest more. I like Peter's list from Command Valley: https://tappedout.net/mtg-decks/29-07-20-atraxa-superfriends/ My mistake could be trying to combo with Chainveil, or also making too many tokens and +1/+1 with extra enchantments and planeswalkers making solely tokens.

SEPT '22 UPDATE: I wanted a return to control decks and I ended up doing it with this deck and its a lot more fun to control the board and impact it with a late game planeswalker who is in the spot light, stays in the spot light because its well guarded and the deck has many ways to close the game as this needs to happen if youre going to slow the game down with UBW removal/denial, solid and fun balanced for multiplayer, we've been having a good time, its laid back. Good stuff. You'll notice its missing most superfriends cards ie doubling season, oath of teferi etc. they are just slow and im not looking to slam a walker and win with its alt anymore. So its really not necessary and way too brittle otherwise. I keep Pir and Rings of Bright, and I would consider putting a proliferate dork before a 5 CC enchantment. Im not of the camp that i should play mana crypt to make the deck good, deck should be fast enough otherwise in multiplayer, but 1v1 decks should probly win combo. (12+ year experience with planeswalker decks, zendikar) Teferi's protection on Darkstell mutation

702.26i. An Aura, Equipment, or Fortification that phased out directly will phase in attached to the object or player it was attached to when it phased out, if that object is still in the same zone or that player is still in the game. If not, that Aura, Equipment, or Fortification phases in unattached. State-based actions apply as appropriate. (See rules 704.5m and 704.5n.)

Ask a Judge: https://chat.magicjudges.org/mtgrules/

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Revision 45 See all

(2 years ago)

+1 Baneslayer Angel main
+1 Carth the Lion main
+1 Drown in the Loch main
Date added 7 years
Last updated 2 years
Legality

This deck is not Commander / EDH legal.

Rarity (main - side)

25 - 0 Mythic Rares

56 - 0 Rares

9 - 0 Uncommons

4 - 0 Commons

Cards 98
Avg. CMC 2.67
Tokens Angel 4/4 W, Beast 3/3 G, Bird 2/2 U, Elk 3/3 G, Emblem Tamiyo, Field Researcher, Food, Vampire Knight 1/1 B, Wurm 6/6 G, Zombie 2/2 B
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