Atraxa, Praetors' Voice is one of those cards players keep asking about. Here is, in plain words, what its official text says, the rulings published by Wizards of the Coast, and the combos players actually run.
Official card text
Flying, vigilance, deathtouch, lifelink At the beginning of your end step, proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Complete guide
Atraxa, Praetors' Voice is one of the most feared commanders in Magic: The Gathering, acting as a powerful engine for any strategy involving counters. With four keyword abilities and a repeatable proliferation effect, she dictates the flow of the game simply by existing on the battlefield. Whether you are boosting your own creatures or poisoning your enemies, Atraxa ensures your influence only grows.
A Keyword Powerhouse
Atraxa, Praetors' Voice features four combat keywords: Flying, Vigilance, Deathtouch, and Lifelink. This combination makes her an incredible blocker and attacker simultaneously. Vigilance allows her to attack without tapping, while Deathtouch ensures she destroys any creature she damages, and Lifelink provides a steady stream of health based on her power.
Mastering Proliferation
At the beginning of your end step, Atraxa's ability triggers, allowing you to proliferate. To do this, you choose any number of players or permanents on the battlefield that already have at least one counter. For each one you choose, you add another counter of every kind already present on that player or permanent. Note that you cannot add counters to cards in other zones, such as your hand or graveyard.
Strategic Choices and Timing
When the proliferate ability resolves, you make your choices for which permanents or players receive counters. Because the ability says 'any number,' you can choose zero. However, if a permanent has multiple types of counters (like a +1/+1 counter and a Shield counter), and you choose to proliferate it, you must add one of each kind; you cannot pick and choose between them.
When to Play Atraxa
Atraxa is best played when you already have a board state that benefits from counters. Since her ability triggers at the beginning of your end step, you will get at least one activation the turn she enters the battlefield, provided she isn't removed during your main phase. She is excellent for supporting Planeswalkers, +1/+1 counter decks, or Infect strategies.
Interaction examples
You attack with Atraxa. Because she has Flying, she likely evades blockers. She deals 4 damage, and because of Lifelink, you gain 4 life. Thanks to Vigilance, she remains untapped. If your opponent blocks with a massive creature, Atraxa's Deathtouch ensures that creature dies regardless of its toughness.
You cast Solemn Simulacrum to fetch a basic land, helping you reach the four colors of mana needed for Atraxa. Once Atraxa is on the field, she provides the muscle while the Simulacrum sits back. If the Simulacrum dies to protect you, you draw a card, while Atraxa continues to proliferate your other resources every turn.
You play Eternal Witness to return a powerful spell from your graveyard to your hand. Later, you cast Atraxa. At the beginning of your end step, Atraxa's ability triggers. If Eternal Witness had a +1/+1 counter on it from another source, you could choose to proliferate, adding another +1/+1 counter to the Witness, making your utility creature a larger threat.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : Atraxa, Praetors' Voice
Original English text — Wizards of the Coast / Scryfall
- #1· Wizards of the Coast
To proliferate, you can choose any permanent that has a counter, including ones controlled by opponents. You can choose any player who has a counter, including opponents. You can't choose cards in any zone other than the battlefield, even if they have counters on them.
No other card is named in this ruling.
- #2· Wizards of the Coast
You don't have to choose every permanent or player that has a counter, only the ones you want to add another counter to. Since "any number" includes zero, you don't have to choose any permanents at all, and you don't have to choose any players at all.
No other card is named in this ruling.
- #3· Wizards of the Coast
If a player or permanent has more than one kind of counter on it, and you choose for it to get additional counters, it must get one of each kind of counter it already has. You can't have it get just one kind of counter it already has and not the others.
No other card is named in this ruling.
- #4· Wizards of the Coast
An ability that triggers "Whenever you proliferate" triggers even if you chose no permanents or players while doing so.
No other card is named in this ruling.
- #5· Wizards of the Coast
Players can respond to a spell or ability whose effect includes proliferating. Once that spell or ability starts to resolve, however, and its controller chooses which permanents and players will get new counters, it's too late for anyone to respond.
No other card is named in this ruling.
- #6· Wizards of the Coast
If a permanent ever has both +1/+1 counters and -1/-1 counters on it at the same time, they're removed in pairs as a state-based action so that the permanent has only one of those kinds of counters on it.
No other card is named in this ruling.
Popular combos
Real combos played by the community, sorted by popularity.
Atraxa, Praetors' Voice + Magistrate's Scepter + Contagion Engine
- 1Activate Contagion Engine by paying
and tapping it, putting two charge counters on Magistrate's Scepter.
- 2At the beginning of your end step, Atraxa triggers, putting a charge counter on Magistrate's Scepter.
- 3Activate Magistrate's Scepter's second ability by tapping it and removing three charge counters from it, causing you to take an extra turn after this one.
- 4Repeat each turn.
Magosi, the Waterveil + Nesting Grounds + Atraxa, Praetors' Voice
- 1Activate Nesting Grounds's last ability by paying
and tapping it, moving an eon counter from Magosi to Nesting Grounds.
- 2Activate Magosi's last ability by tapping it, removing an eon counter from it, and returning it from the battlefield to your hand, taking an extra turn after this one.
- 3Play Magosi.
- 4At the beginning of your end step, Atraxa triggers, causing you to proliferate, putting an additional eon counter on Nesting Grounds.
- 5On your next extra turn, activate Nesting Grounds's last ability by paying
and tapping it, moving an eon counter from Nesting Grounds to Magosi.
- 6Repeat from step 2.
Atraxa, Praetors' Voice + Myojin of Towering Might + Sage of Hours
- 1At the beginning of your end step, Atraxa triggers, putting an indestructible counter on Myojin.
- 2Activate Myojin by removing an indestructible counter from it, putting five +1/+1 counters on Sage of Hours and the remaining three +1/+1 counters on any creature(s) you control.
- 3Activate Sage of Hours by removing all +1/+1 counters from it, causing you to take an extra turn after this one.
- 4Repeat each turn.
Edgar, King of Figaro + Ral Zarek + Atraxa, Praetors' Voice
- 1Activate Ral Zarek's third loyalty ability by removing seven loyalty counters from it, causing you to flip five coins, which will all be heads due to Edgar, and causing you to take five extra turns after this one.
- 2At the beginning of your end step, Atraxa triggers, putting a loyalty counter on Ral Zarek.
- 3Move to your first extra turn.
- 4Activate Ral Zarek's first loyalty ability by putting a loyalty counter on it, tapping a permanent and untapping a permanent.
- 5At the beginning of your end step, Atraxa triggers, putting a loyalty counter on Ral Zarek.
- 6Repeat from step 4 during your second and third extra turns, and repeat step 5 during your fourth extra turn.
- 7Repeat from step 1 during your fifth extra turns.
The Legend of Kuruk // Avatar Kuruk + Atraxa, Praetors' Voice + Baboon Spirit
- 1Activate Avatar Kuruk by paying
minus
for each creature and/or artifact you can tap while activating it, causing you to take an extra turn after this one.
- 2Activate Baboon Spirit by paying
, exiling Avatar Kuruk.
- 3At the beginning of your end step, Atraxa and Baboon Spirit trigger.
- 4Resolve the Baboon Spirit trigger, returning The Legend of Kuruk from exile to the battlefield with a lore counter on it.
- 5The Legend of Kuruk's first chapter ability triggers, causing you to scry 2 and draw a card.
- 6Resolve the Atraxa trigger, causing you to proliferate and put a lore counter on The Legend of Kuruk.
- 7The Legend of Kuruk's second chapter ability triggers, causing you to scry 2 and draw a card.
- 8Move to your next turn. At the beginning of that turn's precombat main phase, The Legend of Kuruk triggers, putting a lore counter on it. The Legend of Kuruk's third chapter ability then triggers, causing you to exile it and return it to the battlefield as Avatar Kuruk.
Legal formats
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