(Atraxa, Praetors' VoiceAtraxa, Praetors' Voice | Art by Victor Adame Minguez)
Hazed and Confused
Once again we find ourselves at another installment of Power Sink, the article series where we help commanders weather their reputations and find clear skies and new horizons. This time we have a forecast for Atraxa, Praetors' VoiceAtraxa, Praetors' Voice.
Atraxa is the current #1 commander on EDHREC at the time of this article, with 7,460 decks. While I don't think she draws the ire she used to, especially in the face of *gestures vaguely at 2019 commanders*, she has still managed to hang on to much of her old reputation. Even today, players will groan at the mention of Atraxa Superfriends.
As a commander, she still has a lot going for her. Proliferate serves a wide variety of strategies, and while planeswalkers, +1/+1 counters, and Infect are most common, there's a wide variety of other counter cards available to her. Her keywords even make her a nightmare in combat. Deathtouch makes combat an unattractive proposition, while flying and vigilance make it easy to attack with impunity. Lifelink may seem like just icing on the cake, but that extra life can give you the time to deploy a slower strategy. Having four colors gives her access to nearly every card in the format. The best in ramp, draw, removal, tutors, countermagic, and recursion are all available to her.
Atraxa's average deck on EDHREC is a little unfocused, representing common cards from her most common strategies, with a heavy focus on planeswalkers.
Atraxa Average Deck
View on ArchidektCommander (1)
- 1 Atraxa, Praetors' VoiceAtraxa, Praetors' Voice
Creatures (22)
- 1 Birds of ParadiseBirds of Paradise
- 1 Blighted AgentBlighted Agent
- 1 Carth the LionCarth the Lion
- 1 Corpsejack MenaceCorpsejack Menace
- 1 Crystalline CrawlerCrystalline Crawler
- 1 Deepglow SkateDeepglow Skate
- 1 Evolution SageEvolution Sage
- 1 Fathom MageFathom Mage
- 1 Flux ChannelerFlux Channeler
- 1 Forgotten AncientForgotten Ancient
- 1 Grateful ApparitionGrateful Apparition
- 1 Ichor RatsIchor Rats
- 1 Master BiomancerMaster Biomancer
- 1 Pir, Imaginative RascalPir, Imaginative Rascal
- 1 Shalai, Voice of PlentyShalai, Voice of Plenty
- 1 Spark DoubleSpark Double
- 1 ThrummingbirdThrummingbird
- 1 Toxrill, the CorrosiveToxrill, the Corrosive
- 1 Viral DrakeViral Drake
- 1 Vorel of the Hull CladeVorel of the Hull Clade
- 1 Vorinclex, Monstrous RaiderVorinclex, Monstrous Raider
- 1 Winding ConstrictorWinding Constrictor
Enchantments (8)
- 1 Cathars' CrusadeCathars' Crusade
- 1 Doubling SeasonDoubling Season
- 1 Hardened ScalesHardened Scales
- 1 Inexorable TideInexorable Tide
- 1 Oath of NissaOath of Nissa
- 1 Oath of TeferiOath of Teferi
- 1 Rhystic StudyRhystic Study
- 1 Smothering TitheSmothering Tithe
Instants (8)
- 1 Anguished UnmakingAnguished Unmaking
- 1 Assassin's TrophyAssassin's Trophy
- 1 CounterspellCounterspell
- 1 Cyclonic RiftCyclonic Rift
- 1 Fuel for the CauseFuel for the Cause
- 1 Path to ExilePath to Exile
- 1 Swords to PlowsharesSwords to Plowshares
- 1 Teferi's ProtectionTeferi's Protection
Planeswalkers (9)
- 1 Narset TranscendentNarset Transcendent
- 1 Narset, Parter of VeilsNarset, Parter of Veils
- 1 Oko, Thief of CrownsOko, Thief of Crowns
- 1 Tamiyo, Field ResearcherTamiyo, Field Researcher
- 1 Teferi, Hero of DominariaTeferi, Hero of Dominaria
- 1 Teferi, Master of TimeTeferi, Master of Time
- 1 Teferi, Temporal ArchmageTeferi, Temporal Archmage
- 1 Teferi, Who Slows the SunsetTeferi, Who Slows the Sunset
- 1 Ugin, the Spirit DragonUgin, the Spirit Dragon
Artifacts (10)
- 1 Arcane SignetArcane Signet
- 1 Astral CornucopiaAstral Cornucopia
- 1 Chromatic LanternChromatic Lantern
- 1 Contagion EngineContagion Engine
- 1 Everflowing ChaliceEverflowing Chalice
- 1 Lightning GreavesLightning Greaves
- 1 Replicating RingReplicating Ring
- 1 Sol RingSol Ring
- 1 Sword of Truth and JusticeSword of Truth and Justice
- 1 The Chain VeilThe Chain Veil
Sorceries (8)
- 1 CultivateCultivate
- 1 Demonic TutorDemonic Tutor
- 1 Eerie UltimatumEerie Ultimatum
- 1 FarseekFarseek
- 1 Kodama's ReachKodama's Reach
- 1 Merciless EvictionMerciless Eviction
- 1 Supreme VerdictSupreme Verdict
- 1 Tezzeret's GambitTezzeret's Gambit
Lands (34)
- 1 Arcane SanctumArcane Sanctum
- 1 Breeding PoolBreeding Pool
- 1 Command TowerCommand Tower
- 1 Deathcap GladeDeathcap Glade
- 1 Dreamroot CascadeDreamroot Cascade
- 1 Evolving WildsEvolving Wilds
- 1 Exotic OrchardExotic Orchard
- 1 Flooded StrandFlooded Strand
- 2 ForestForest
- 1 Godless ShrineGodless Shrine
- 1 Hallowed FountainHallowed Fountain
- 1 Indatha TriomeIndatha Triome
- 3 IslandIsland
- 1 Karn's BastionKarn's Bastion
- 1 Marsh FlatsMarsh Flats
- 1 Misty RainforestMisty Rainforest
- 1 Opulent PalaceOpulent Palace
- 1 Overgrown TombOvergrown Tomb
- 2 PlainsPlains
- 1 Polluted DeltaPolluted Delta
- 1 Rejuvenating SpringsRejuvenating Springs
- 1 Sandsteppe CitadelSandsteppe Citadel
- 1 Seaside CitadelSeaside Citadel
- 2 SwampSwamp
- 1 Temple GardenTemple Garden
- 1 Verdant CatacombsVerdant Catacombs
- 1 Watery GraveWatery Grave
- 1 Windswept HeathWindswept Heath
- 1 Zagoth TriomeZagoth Triome
Doubling SeasonDoubling Season does a lot of heavy lifting in Atraxa decks. At its base setting, getting twice as many counters is powerful, but it also enables many planeswalkers to activate their powerful ultimate abilities the turn they're cast. Even without Doubling SeasonDoubling Season there are plenty of available effects to add counters, like Evolution SageEvolution Sage, Inexorable TideInexorable Tide and Deepglow SkateDeepglow Skate.
Planeswalker emblems, like the ones from Narset TranscendentNarset Transcendent, Tamiyo, Field ResearcherTamiyo, Field Researcher, and Teferi, Hero of DominariaTeferi, Hero of Dominaria, are downright backbreaking in a game, and even more temporary effects, like what you get from Ugin, the Spirit DragonUgin, the Spirit Dragon and Teferi, Master of TimeTeferi, Master of Time, can be game-ending. Other planeswalker support cards make an appearance here, such as The Chain VeilThe Chain Veil, Oath of TeferiOath of Teferi, and Carth the LionCarth the Lion.
Outside planeswalker synergies, we see a few cards that fit into Atraxa's other common deck theme. Ichor RatsIchor Rats gives each player a poison counter, which Atraxa can Proliferate, putting a clock on the game for her opponents. If you're handing out +1/+1 counters, Corpsejack MenaceCorpsejack Menace will give you twice as many. Toxrill, the CorrosiveToxrill, the Corrosive is a recent but powerful addition to the average deck. Atraxa can Proliferate those slime counters, and since both effects trigger at the ends step, opponents are looking at -2/-2 for each of their creatures after one turn, and it won't be long before everything else goes.
I think we've cleared up the reasons for Atraxa's reputation, so it's time to take a look at what we're doing to Power Sink this commander.
Tule Outrageous
It's been quite some time since I've done this, but I'll be using one of my own decks rather than brewing something for the article. This means that the deck is going to be somewhat pricier than what you usually see from this series. The deck I'll be showcasing is a cross between Group Hug and 'Turbofog', and it seeks to win by drawing or milling my opponents. The deck was initially inspired by Commander Cookout Podcast, episode 7, but I've been making changes since I built my deck in 2018. Let's take a look at the list below!
Mist Connections
View on ArchidektCommander (1)
- 1 Atraxa, Praetors' VoiceAtraxa, Praetors' Voice
Creatures (11)
- 1 Consuming AberrationConsuming Aberration
- 1 Crystalline CrawlerCrystalline Crawler
- 1 Evolution SageEvolution Sage
- 1 Flux ChannelerFlux Channeler
- 1 Jace's ArchivistJace's Archivist
- 1 Kwain, Itinerant MeddlerKwain, Itinerant Meddler
- 1 Orzhov AdvokistOrzhov Advokist
- 1 Seedborn MuseSeedborn Muse
- 1 Selfless SquireSelfless Squire
- 1 Walking ArchiveWalking Archive
- 1 Winding ConstrictorWinding Constrictor
Instants (20)
- 1 Anguished UnmakingAnguished Unmaking
- 1 ArachnogenesisArachnogenesis
- 1 Arcane DenialArcane Denial
- 1 Batwing BrumeBatwing Brume
- 1 Beast WithinBeast Within
- 1 Blessed RespiteBlessed Respite
- 1 ComeuppanceComeuppance
- 1 Dawn CharmDawn Charm
- 1 Ethereal HazeEthereal Haze
- 1 FogFog
- 1 Moment's PeaceMoment's Peace
- 1 NegateNegate
- 1 Repel the AbominableRepel the Abominable
- 1 RespiteRespite
- 1 Riot ControlRiot Control
- 1 Safe PassageSafe Passage
- 1 Sudden SpoilingSudden Spoiling
- 1 Swords to PlowsharesSwords to Plowshares
- 1 TangleTangle
- 1 Utter EndUtter End
Artifacts (13)
- 1 Arcane SignetArcane Signet
- 1 Astral CornucopiaAstral Cornucopia
- 1 Coalition RelicCoalition Relic
- 1 Empowered AutogeneratorEmpowered Autogenerator
- 1 Everflowing ChaliceEverflowing Chalice
- 1 Fellwar StoneFellwar Stone
- 1 Folio of FanciesFolio of Fancies
- 1 Howling MineHowling Mine
- 1 Otherworld AtlasOtherworld Atlas
- 1 Pentad PrismPentad Prism
- 1 Replicating RingReplicating Ring
- 1 Temple BellTemple Bell
- 1 Wishclaw TalismanWishclaw Talisman
Planeswalkers (1)
- 1 Jace, Architect of ThoughtJace, Architect of Thought
Sorceries (6)
- 1 FascinationFascination
- 1 Mind GrindMind Grind
- 1 Minds AglowMinds Aglow
- 1 ProsperityProsperity
- 1 SkyscribingSkyscribing
- 1 Whispering MadnessWhispering Madness
Enchantments (11)
- 1 BurgeoningBurgeoning
- 1 Court of CunningCourt of Cunning
- 1 Dictate of KruphixDictate of Kruphix
- 1 Doubling SeasonDoubling Season
- 1 Forced FruitionForced Fruition
- 1 Parallax WaveParallax Wave
- 1 Price of KnowledgePrice of Knowledge
- 1 Psychic CorrosionPsychic Corrosion
- 1 Rites of FlourishingRites of Flourishing
- 1 Smothering TitheSmothering Tithe
- 1 Wheel of Sun and MoonWheel of Sun and Moon
Lands (37)
- 1 Arcane SanctumArcane Sanctum
- 1 Calciform PoolsCalciform Pools
- 1 Command TowerCommand Tower
- 1 Dreadship ReefDreadship Reef
- 1 Exotic OrchardExotic Orchard
- 1 Forbidden OrchardForbidden Orchard
- 3 ForestForest
- 1 Ghost QuarterGhost Quarter
- 3 IslandIsland
- 1 Karn's BastionKarn's Bastion
- 1 Llanowar WastesLlanowar Wastes
- 1 Mikokoro, Center of the SeaMikokoro, Center of the Sea
- 1 Opal PalaceOpal Palace
- 1 Opulent PalaceOpulent Palace
- 3 PlainsPlains
- 1 Reflecting PoolReflecting Pool
- 1 Rejuvenating SpringsRejuvenating Springs
- 1 Reliquary TowerReliquary Tower
- 1 Saltcrusted SteppeSaltcrusted Steppe
- 1 Sandsteppe CitadelSandsteppe Citadel
- 1 Seaside CitadelSeaside Citadel
- 3 SwampSwamp
- 1 Undergrowth StadiumUndergrowth Stadium
- 1 Vault of ChampionsVault of Champions
- 1 Vivid CreekVivid Creek
- 1 Vivid GroveVivid Grove
- 1 Vivid MarshVivid Marsh
- 1 Vivid MeadowVivid Meadow
- 1 Yavimaya CoastYavimaya Coast
In Fog We Trust
Spells that negate damage, or "FogFogs", are one of this deck's primary defenses. Even with a Group Hug deck, politics will only get you so far, and some players will target you just for playing the strategy. The original FogFog is outclassed by other options, but I have a foil from Core Set 2012 that looks nice, so I keep it in the deck. More noteworthy entries in this section include Riot ControlRiot Control, which prevents all damage to you, not just combat damage, and has to potential to gain a ton of life. ComeuppanceComeuppance will return any damage back to sender, which is particularly great if someone tries to fire an Aetherflux ReservoirAetherflux Reservoir. Blessed RespiteBlessed Respite is useful to deal with a troublesome graveyard or to reshuffle desired cards back into my deck. Sudden SpoilingSudden Spoiling is useful as a Fog, but it has the added benefit of shutting off dangerous creature abilities.
One card that is noticeably absent is Constant MistsConstant Mists. When I set out to brew a deck, one of the first things I do is outline the kind of experience I want myself and my opponents to have when playing the deck. While running it would certainly help me win more games, I think opening myself to the possibility of running out of Fogs and losing to an alpha strike creates a fun dynamic in the game, while Constant MistsConstant Mists is often just game over for combat-focused decks. InkshieldInkshield is another Fog I'm not running that you would expect to see here. It's a great card, but I think it would be easy to see coming with so many other Fogs in the deck. Besides, I'm trying not to win with combat here.
Mist Opportunity
I like to think of this deck as a celebration of the cool decks my opponents friends have, and as such it is designed to make the other players see every single card in the deck they meticulously put together. At first glance it would seem like Atraxa doesn't add much to this strategy, and that's not entirely wrong. For the most part, Atraxa is there to add counters to mana rocks, like Pentad PrismPentad Prism, Astral CornucopiaAstral Cornucopia, and Empowered AutogeneratorEmpowered Autogenerator, or to add counters to storage lands, like Calciform PoolsCalciform Pools and Saltcrusted SteppeSaltcrusted Steppe. The plan from there is to dump all that mana into a spell like ProsperityProsperity or Minds AglowMinds Aglow.
Aside from mana production, though, Atraxa can also Proliferate counters on Walking ArchiveWalking Archive and Otherworld AtlasOtherworld Atlas to draw more cards for everyone. If there's a card I really want, Wishclaw TalismanWishclaw Talisman can find it for me, and Atraxa can keep counters on it to keep in in the game. Naturally I'm running other Group Hug staples too, like Howling MineHowling Mine and Forced FruitionForced Fruition.
With all this card draw, I'm running Folio of FanciesFolio of Fancies and Price of KnowledgePrice of Knowledge to spare my friends the inconvenience of discarding to hand size. Graveyard players aren't left out of the fun either, what with Mind GrindMind Grind, Court of CunningCourt of Cunning, and Psychic CorrosionPsychic Corrosion. Oh, and with all the help I'm giving my friends, hopefully they don't mind me slipping that Smothering TitheSmothering Tithe onto the table.
While the plan A is to give everyone cards, I've got a cute little three-card infinite combo to finish a game if Plan A doesn't work. Keeping with the theme, it's all about my friends' cards. If I cast Jace, Architect of ThoughtJace, Architect of Thought with Doubling SeasonDoubling Season out, I can immediately use Jace's ultimate ability, and if I do that while enchanted by Wheel of Sun and MoonWheel of Sun and Moon, Jace goes to the bottom of the deck, and I can recast him with his own ability, along with a card from each other player. This can be looped until I've cast or exiled every single nonland card out of my opponents' friends' libraries, and while that technically doesn't win the game, only the most stubborn players are going to keep going after that!
Fog-gedaboutit
This is one of my favorite decks in my collection, and while it can hand the win to my opponents, it enables some crazy game states that are fun to lose to as well. I certainly could make stronger card choices, but I think for any deck it's important use cards that stay true to the experience you want for that deck, especially when brewing with powerful commanders. Otherwise you may end up with just another version of "that deck." There's nothing wrong with wanting a deck to win as much as possible, but you need to be honest with yourself, as well as others, if that's what you're doing.
(PS: if Group Hug isn't your thing, I also play an Atraxa Thallids deck, and that's another pretty suitable Power Sink, too.)
Once again, thanks for reading. Let me know in the comments what you think of the deck, and if you have (or have encountered) any other unusual Atraxa builds!
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