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Hello Guys!

This is my Control Atraxa! I made this deck for a multiplayer game. Probably it would be too slow for a 1 vs 1, so, please, judge it with a multiplayer mindset! I tried to give a Kaladesh soul to this deck, choosing cards from that block when they fitted perfectly with the strategy.

Here I am going to explain how the deck works.

First of all, Atraxa is the main core of the deck, yet, almost everything go around it.
Playing Atraxa at turn 4 is really important, consequently, ramping in order to have the correct combination of colours is crucial. [[Attune with aether]], [[Vampiric Tutor]], [[Demonic Tutor]], [[Sensei's Divining Top]], [[Serum Visions]] can help us to achieve our goal, searching the correct combination of lands. In addition, we have a few mana extra from three powerful artifacts, [[Sol Ring]] and [[Gilded Lotus]] do not need explanation, and [[Astral Cornupia]] that increases his counters every turn if Atraxa is into play.

If Atraxa is into play, our game can start. One of the most powerful combo is playing a Parallax when Atraxa is into play. Give a look at these amazing cards: [[Parallax Nexus]], [[Parallax Tide]], [[Parallax Wave]]. With the power of Atraxa they do not leave the play because every turn they will get an other counter. We can exploit the full power of the parallax without losing them! Think about to remove 4 lands or 4 creatures to your opponets with just 4 mana. This is mad! And if we play [[Steady Progress]] or [[Tezzeret's Gambit]], we will remove an additional permanent.

We control the board. Parallax did their game. And now? Planeswalkers with a free fidelity counter every turn in order to reach faster their powerful effects. [[Dovin Baan]], [[Tezzeret the seeker]], [[Tezzeret, master of metal]] are the main control planeswalkers.
[[Kaya, Ghost assassin]] and [[Venser, the Sojourner]], the last two planeswalkers, have both the effect to exile a permanent and let it return on the battlefield during the following turn. This is a really nice combo with the other main strategy of the deck, the Gearhulks strategy. Let's talk about it in the next paragraph!

The second strategy of the deck has the main core around the 3 gearhulks: [[Torrential Gearhulk]], [[Verdurous Gearhulk]], and [[Noxious Gearhulk]]. Entering in the battlefield they trigger their powerful ability that give us more board control. [[Kaya, Ghost assassin]] and [[Venser, the Sojourner]] can help us to trigger their ability again. [[Refurbish]], [[Resourceful Return]], [[Sharuum the Hegemon]] let us to play the gearhulks again.
[[Verdurous Gearhulk]] can increase the power of our creatures, that they will become bigger and bigger with Atraxa on the field.

Instances and sorceries keep the board clean, and instances can be casted multiple times with [[Torrential Gearhulk]]. [[Abazan Charm]], [[Sultai Charm]], [[Anguished Unmaking]], [[Swords to Plowshares]], [[Battle at the bridge]], [[Fatal Push]], [[Vindicate]], [[Damnation]] can exile or kill the enemy creatures.
[[Black Sun's Zenith]] is a powerful removal that fit perfectly with Atraxa.

The third and last strategy of the deck is the Stax Strategy.
This strategy supports the first two, keeping the control of the board with powerful tools and combos.

[[Dissipation Field]], [[Ghostly Prison]], [[Silent Arbiter]] + [[Maze of ith]] can stop the aggressive enemy.

[[Crucible of Worlds]] + [[Wasteland]] + [[Strip Mine]] + [[Armageddon]] should destroy the day of our opponents.

[[trinisphere]], [[Orb of dreams]], [[Sphere of Resistance]], [[Ethersworn Canonist]], [[Lodestone Golem]] can help us to stop the play.

[[Padeem, Consul of Innovation]] + [[Words of waste]] discard the enemy hand. Pandeem can even protect our gearhulks.

What do you think?

Comments below! :)

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This deck appears to be legal in EDH / Commander.

Turno: Your life: Opponent's life: Poison counters:
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