usaDiabetic says... #2
Vesuva for the mana base.
Maybe Contagion Engine for proliferate and as a board wipe.
Sensei's Divining Top to smooth out draws and maximize Deploy the Gatewatch.
Teferi, Temporal Archmage, that emblem is insane
August 17, 2017 11:31 a.m.
Oloro_Magic says... #3
Tamiyo, the Moon Sage is a great card for controlling your opponent's board and in my opinion a must in superfriends. Also, I have personally been thinking about Silent Arbiter in superfriends, I think it may be worth a shot. Other than that the mana base has to be upgraded to lands that are not entering tapped, I know that is expensive but this kind of deck really wants that to the full extent of what is possible.
Venser, the Sojourner is also worth a look.
August 17, 2017 11:44 a.m.
usaDiabetic and Oloro_Magic:
Really great suggestions! All cards that I want for the deck, unfortunately, just like having a better mana-base, I don't really want to spend hundreds and hundreds of dollars on the deck, I'd rather just bide my time and maybe slowly acquire those cards through trades and such. However, I realized that I should create a maybeboard/aquireboard on here of the cards I want for the deck.
Silent Arbiter is a good idea, I originally had it in there but ended up taking it out because it constantly died to my own board-wipes and creature hate so I just replaced it with Mystic Barrier.
August 17, 2017 1:01 p.m.
I like this super-friends deck; though I think it requires stuff that'll increase your speed a bit. Your average CMC is a bit high, so some ramp will do wonders. Either artifact mana rocks or some green sorceries to that end will do the trick. I'd replace one of the expensive CMC wipes you have with Day of Judgment. Also, I'd find a way to add Black Sun's Zenith, which will allow you to kill indestructible stuff with -1/-1 counters (repeatedly, if you're lucky). Last but not least, I'd add some graveyard-hate like Bojuka Bog, Rest in Peace or Leyline of the Void, to keep your opponents' creatures from coming back.
Happy gaming!
August 17, 2017 6:33 p.m.
VesuvanDoppelbanger says... #6
The golden goose for this deck has a hefty price tag, but Doubling Season often ends games.
Ramp that abuses Atraxa would be helpful. Astral Cornucopia and Everflowing Chalice can become huge mana sources.
Mirrodin's Core is excellent fixing.
The whole cycle of Parallax "X" get very interesting when sustainable w/ Atraxa. - Parallax Wave, Parallax Tide, and Parallax Nexus.
Norn's Annex and Sphere of Safety to keep your PWs safe.
August 17, 2017 7:19 p.m.
NV_1980 That's a really good point. Often time in my games my mana is my limiting factor, tons of planeswalkers and stuff to play but because all my CMC's are so high, I end up playing one thing per turn, maybe two if it is really late game. Ramp/Mana Rocks are a great idea and I'll definitely put some in.
Graveyard hate is always good, I'll put in that Bojuka Bog!
August 17, 2017 8:04 p.m.
Hmm. Seems like a good base for an Atraxa Superfriends.
But you'd need more removal (not only creature), ramp and draw.
Removal : Beast Within, Anguished Unmaking, Utter End, Cyclonic Rift, Scour from Existence.
Ramp : Astral Cornucopia and Everflowing Chalice are all-stars in ramp (as said before), since they go up as the game goes on with Atraxa. Cultivate and Kodama's Reach helps out with color-fixing, but since you're not running basics... Farseek, Sylvan Scrying and Nature's Lore are better.
Also, Exploration and Burgeoning are excellent early game ramp cards.
Planeswalkers : Nissa, Vastwood Seer Flip, Sorin, Grim Nemesis, Gideon of the Trials.
Draw : Mind Unbound, Fathom Mage. Put a counter, draw. Simple yet efficient.
Protection : Ghostly Prison, Privileged Position, Sphere of Safety, War Tax.
If you're not on a budget, Doubling Season.
Now, if you want advice on what to remove for those cards.
Enchantments : 7 cards.
1x Citadel Siege1x Dictate of Karametra1x Oath of Ajani1x Oath of Gideon1x Oath of Liliana1x Sandwurm Convergence1x Spreading Plague
Sorceries : 4 cards. (Trying to accelerate the deck by removing some 7+ CMC cards)
1x Deploy the Gatewatch1x Hallowed Burial1x Praetor's Counsel1x Primal Surge
Planeswalkers : 1 card.
1x Kiora, Master of the Depths (too creature-centric)
Creatures : 1 card.
1x Isperia, Supreme Judge (comes too late in the game)
You can switch as you like. Hope this advice can help!
August 17, 2017 9:33 p.m.
Sorry, the formatting got messed up in my earlier post. Hope you don't mind.
August 17, 2017 9:33 p.m.
VesuvanDoppelbanger I actually had a Doubling Season in the deck, but my playgroup got fed up with it and banned it from our playgroup! :(
Love the ramp that abuses Atraxa, Praetors' Voice! I'll definitely add Astral Cornucopia and Everflowing Chalice.
Love the cycle of the Parallax cards to use with Atraxa, Praetors' Voice, one question about fading (I'm not too familiar with the mechanic). The counter that you take off at your upkeep, does that counter get you the effect, or do you have to take off an additional counter to get the effect? Norn's Annex I used to have but took out since people just paid the life and didn't care but Sphere of Safety is a good one to try since I have some other enchantments in the deck too.
August 17, 2017 11:06 p.m.
Karzalar Thank you so much that was really useful and helpful. Too much for me to go over every little bit and say if I'm going to take the suggestion or not but a majority of those suggestions I will be taking. Thanks for the help! :)
August 17, 2017 11:13 p.m.
Also, for total fun (and for your opponents to hate you) : Eternity Vessel.
August 18, 2017 5:18 a.m.
Karzalar I certainly like Eternity Vessel, I'm just a tad bit wary about putting in too many cards that revolve around Atraxa as the main theme of the deck is to get my planeswalker to ultimate and wreak havoc with them, but the life-gain would certainly be good.
August 18, 2017 7:18 a.m.
multimedia says... #14
Do you get land screwed, color screwed or unable to play cards a lot of the time because lack of mana production? The Avg. CMC for this deck is 4.6, that's really high without playing any ramp. No Sol Ring? I'm kind of confused, do you not like ramp in Commander? Some of your Planeswalkers can ramp, but that doesn't help you if you can't play them.
My suggestions are to add ramp and improve the manabase by cutting a large portion of the come into play tapped dual lands. I understand that Planeswalkers are price expensive and they take up a huge portion of the total cost of this deck, but the manabase is really bad. It would help the deck a lot to fix it.
You're playing green you can advantage of land ramp spells. You can accommodate land ramp by cutting a large portion of the come into play tapped lands such as Elfhame Palace and other lands like it for Basic lands. For a budget manabase with green you're much better off playing more Basic lands and cards that can tutor for the Basic lands then lots of come into play tapped dual lands. The Tri lands are great: Arcane Sanctum, Seaside Citadel, Opulent Palace and Sandsteppe Citadel, but these lands are powerful enough that coming into play tapped while bad is fine. This will speed up over all game play because Basic lands enter play untapped. Other lands to consider are the BFZ duals: Canopy Vista, Sunken Hollow and Prairie Stream. The BFZ lands have good interaction with both Basic lands and Check lands, Sunpetal Grove, etc.
For a budget $30-$40 manabase I suggest playing:
- The four Tri lands
- Four Pain lands: Caves of Koilos, Llanowar Wastes, Underground River, Yavimaya Coast
- Four Check lands: Sunpetal Grove, Glacial Fortress, Isolated Chapel, Drowned Catacomb
- Three BFZ duals: Canopy Vista, Sunken Hollow and Prairie Stream
- Two Filter lands: Sungrass Prairie and Darkwater Catacombs
- Command Tower, Exotic Orchard, Forbidden Orchard, Ash Barrens, Dreadship Reef, Opal Palace
- 5 Plains, 4 Forest, 2 Island, 2 Swamp
Dreadship Reef is a land that uses counters, great with Atraxa. Opal Palace is good with Atraxa because if you use it to play her she gets a +1/+1 counter which she can start proliferating, growing herself.
I recommend this manabase and adding a ramp package of:
- Cultivate, Farseek and Kodama's Reach
- Sol Ring, Fellwar Stone
- Everflowing Chalice and Astral Cornucopia
Cornucopia and Chalice use counters which Atraxa can proliferate making these rocks pretty powerful. Even though your playing some board wipes that destroy all artifacts I still think having some artifact ramp is important to play Planeswalkers. It's more important to have the mana to play Walkers than wipe the board.
To make room for these ramp packages I recommend cutting some of the less powerful Planeswalkers because holy shit there's 28 total of them. Walkers like Jace, the Living Guildpact, Nissa, Voice of Zendikar, Kiora, the Crashing Wave, Gideon, Champion of Justice and Dovin Baan. Also Praetor's Counsel and Primal Surge are just too mana expensive for the deck. Nevinyrral's Disk, Decree of Pain and Terminus are too slow and your playing a lot of other better cheaper mana board wipes. Terminus while powerful needs some set-up to be, Brainstorm and you currently have no malipulation of the top of your library.
Good luck with your deck.
August 18, 2017 10:16 a.m.
multimedia Thanks for all the help! That was really useful and I will definitely go with a large majority of those suggestions for fixing the mana-base! :)
August 18, 2017 10:43 a.m.
Lighthouse Chronologist, Peacekeeper, Thrummingbird the three best creatures for a superfriends deck
August 18, 2017 9:17 p.m.
August 18, 2017 9:26 p.m.
golgariizzet says... #19
Doubling SeasonPrimal Vigor and Strionic Resonator are all going to make thing get out of control quickly in the game. Contagion Clasp and Contagion Engine would be good. i def. agree that Astral Cornucopia and Everflowing Chalice is a must and with green you need to take advantage of your mana ramp. how about the vivid lands they come with counters and would help fix your mana. Teferi, Temporal Archmage for card draw and for certain on his final ability, Ajani, Mentor of Heroes, and Ajani, Caller of the Pride, Ajani Steadfast, Nissa, Vastwood Seer Flip, Ugin, the Spirit Dragon and Karn Liberated. should be in there. i do agree with multimedia on what to take out except for kiora thats a solid planeswalker some more card draw would be good also. and some protection for atraxa like Lightning Greaves and Swiftfoot Boots. here is how i built mine it's not super friends but it should give you some ideas. HydrAtraxa
August 19, 2017 5:49 p.m.
CaptSillva says... #20
Gilder Bairn is a good one to consider. You could also try Tezzeret's Gambit and Steady Progress.
I also think your in desperate need of more ramp. At the moment you have a supper high end curve that requires you to have a lot of different colors. I would suggest including cards like Kodama's Reach, Cultivate, Fertilid, and Solemn Simulacrum.
As far as possible cuts go. Well You don't have too many weak cards, but you could cut a few Jaces. Right now you're sitting at 5. Since you can only have one out at a time this can lead to problems. Maybe drop him down three, even if you end up running weaker planeswalkers it will raise your consistency when you're able to play them.
August 20, 2017 3:26 p.m.
goblinguiderevealpls says... #21
If you can afford these, they win you the game extremely fast.. to the point i took my deck apart because it was way too fast lol
Speaking of which, there is an infinite combo you're missing out on!
Tezzeret the Seeker +1,Prismatic Geoscope and The Chain Veil = infinite chain veil activation :)
August 22, 2017 1:34 a.m.
I've been piloting my superfriends deck for several sessions and my observation is that while boardwipes are great, it is often better to use them sparingly especially when you have a superior board presence or if Atraxa is on the board. Targeted removals are so much better and I would suggest you reduce your boardwipes to 3 or 4 and increase your instant speed removals to that amount. For a start Path to Exile/Swords to Plowshares/Anguished Unmaking. I would also include some permissions like Counterspell/Arcane Denial to protect your planeswalkers/board from removals. Since superfriends is very mana intensive, having interactions being 2 cmc or lower is key to be able to deploy your threats while protecting them. You should reduce your walkers to around 22 with half of them having the ability to produce tokens. Primal Surge seems great in a vacuum but how often do you hit 10 mana and you might not even get most of your stuff out from it. You definitely need more ramp and mana rocks to get your walkers out early game. Hope this help!
August 22, 2017 9:57 a.m.
ModernStormPlayer996,
Looks extremely sweet!
Have you looked at Rings of Brighthearth? Copying Planeswalker abilities can be pretty busted.
Draw well!
August 25, 2017 11:54 p.m.
hoardofnotions says... #24
magosi, the waterveil is always a trap lol.
your land base could use some more basics, I'd cut some lands that produce 2 colors and ETB tapped and the bounce lands (selesnya sanctuary). If you cut these and add basics then you can add Cultivate and Kodama's Reach some of greens best land ramp and color fixing
Sublime Exhalation could get upgraded, maybe Merciless Eviction
maybe upgrade dictate of karametra to Mirari's Wake
maybe cut jace, the living guildpact. seems like the weakest plansewalker you have
Pithing Needle is a combo Lethal Vapors. just make sure you play the needle first then the vapors so people can't respond.
either cut all your instants and soceries or cut primal surge to make it the very best version of itself
The folks that have already commented on here have suggested a lot of great cards, make sure you review everyone's input!!
Have fun with your list! If you have the time check out my Thrax, Assassin for the Budget grixis ETB deck. I just built it and am probably missing a lot of basic nonsense.
AtraxaEDH says... #1
Love it!!! This is my favorite superfriends deck that I have seen so far. Lethal Vapors is so killer I can't wait to make my own version of this deck and play with it!
August 17, 2017 10:03 a.m.