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If an opponent who controls at least as many lands as you do would put a land into play, that player instead puts that land into play then sacrifices a land.
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Land Equilibrium Discussion
2 days ago
Strip Mine to get rid of lands like Cabal Coffers and Gaea's Cradle. Riptide Laboratory to protect talrand and reuse snapcaster. I know you run Back to Basics so you might be hesitant to do, but in my experience, it is very easy to play around. Consecrated Sphinx (or as I call it, Constipated Sphinx because he looks like he has trouble) is great for card draw. Speaking of which, perhaps a Reliquary Tower can help you maintain your card advantage? I mention these lands despite back to basics since your mono colored and have more flexibility with your mana base.
Feel free to check out my deck Tisk Tisk Talrand since it appears you dont mind being the oppressor of the table
1 month ago
I'm not a fan of the tapping and doesn't untap strategy because it leaves the permanents intact (if one of the pieces gets removed everything works again) and doesn't do anything in the early game. Winter orb in the opening hand is pretty much dead and if you do play it, it can backfire really bad. If you want to play that way, you definitely shouldn't play stuff that lets players take back lands to their hands, such as Overburden.
In my own deck Augustin's $t4ks (Primer) I do play the bounce stuff and I focus on that. Mana Breach and Words of Wind is in that package as well and Land Equilibrium is the piece to keep the lands from coming back. You don't have a clear strategy as for what you want to do with the lands...it works either way but bouncing/tapping doesn't work together well.
I would strongly suggest having at least one combo to end the game. Rest in Peace and Helm of Obedience are always fine, just as Basalt Monolith and Rings of Brighthearth (what else do you have trophy mage for?) with either Sensei's Divining Top or any other outlet for infinite mana. Sundial of the Infinite is a great lock with Smokestack or Mana Vortex.
...and I don't think you really want to run Kataki in an artifact heavy deck like Stax?
1 month ago
2 months ago
I think you could remove some of the creatures and replace them with noncreature cards that have the same or a similar effect and don't cost much money either. For example Torpor Orb instead of Hushwing Gryff, Words of Wind instead of Vedalken Mastermind. You can then use Humility and Cursed Totem to shut down other players' creatures without hindering your own play too much.
The great aspect of Smokestack is that it is not limited to lands and that the counters can become more each turn. It's one turn slower than mana vortex but it's less risky. I played both but have recently replaced the vortex when I stuffed more card draw and counterspells in the deck. I still have Sundial of the Infinite in the deck to end my turn after putting a counter on smokestack...it works with mana vortex too but that one only removes all opponents' lands and leaves other permanents intact.
As for the mass LD, I think the biggest problem with catastrophe is the mana cost. I'd rather play Sunder if you don't have ravages of war because that's an instant! If you play that EOT and in your turn get to play Windfall you got rid of all lands and draw a huge lot of cards as well. I don't use Sunder anymore but rather rely on the constant effect of Mana Breach and Overburden. In your case it could be the land removal you need. Bouncing works a bit against the tapping strategy though...
You see, one change often requires other changes because cards are likely part of a package that has a certain purpose in the deck. The more you remove of such a package the less it makes sense to keep the rest in the deck, especially cards that are not really strong on their own. If you want to keep the tapping strategy I would say you should focus on that and add destruction/sacrifice and not bouncing. My list is about bounce/destruction and prevention of land drops. Unless you use Land Equilibrium (or Ward of Bones as the cheaper option) and have a reliable way to find it in your deck, you shouldn't look too much at the bouncing stuff because they don't go along well with tapping. That's the problem with trying to combine elements of different builds.
2 months ago
Rhystic Study and Mystic Remora for cheap and efficient card-draw engines. They would draw less hate than Jace, Unraveler of Secrets, and since you only have two creatures in your deck, they would allow you to draw more cards than Skullclamp.
Mizzix's Mastery for graveyard recursion.
Do you have enough land to justify Doubling Cube?
Do you have enough card-draw to justify Thought Vessel?
With a counterspell to back it up, you can play Impending Disaster.
Ruination is a good way of getting rid of those annoying lands, and if your opponents are running four colors or more, it could potentially take out everything. It blows up annoying stuff like Boseiju, Who Shelters All, which could also be a great inclusion in your deck.
Land Equilibrium would be great, since your opponents will probably be playing more lands than you.
2 months ago
Looks great, a bit like I used to play augustin a while ago. I'm not very fond of the tapping strategy as it leaves the permanents intact and has little to no impact when played very early. I'd rather suggest preventing lands from even coming into play with Land Equilibrium (with the manabase here it can possibly be cast on turn 1!) and punishing people for casting spells and creatures with Mana Breach and Overburden.
Maybe you want to have a look at my Augustin's $t4ks (4000$ Solution/Stax) so you see in which shell I play these cards. I've recently removed Mechanized Production although I had great expectations...what is your experience with that card? Is it worth playing or too often too slow or a dead card?
2 months ago
After having a couple of games in the weekend, I decide to update the list, with some cards out, others waiting for further evaluation.
-Power Artifact and Open the Armory: As a backup win-con, Power Artifact is pretty U-mana intensive, and the combo requires three pieces actually, outlet included, while out of combo the only usage of the card is to pitch to FOW, therefore, it shall be replaced by more relevant cards. And then, with one less target, I think Open the Armory might as well be replaced by a redundant haste-enabler.
-Recruiter of the Guard, Idyllic Tutor, and Drift of Phantasms: These cards always make me wonder, do I need a 3-mana tutor that cannot fetch me a combo piece (apart from Rest in Peace)? A lack of target costing no less than 2 mana may cause some awkward situations, so I decide to let them go this time.
-Hokori, Dust Drinker; +Static Orb: This slot is always a pain for me. Honestly speaking, I have love for neither, but I need something more than just Winter Orb to slow down my opponents. I prefer the latter mainly because it costs 1-mana less, and up to my knowledge, none of the decks, opponents' or mine, can find an easy way to break the parity. I could sit and test with it for the time being.
-Trinisphere; +Phyrexian Revoker: Without storm decks in the meta, I could find only niche use of Trinisphere, it might slow Sisay for a turn or two, but that's it. I think Phyrexian Revoker could do more or less the same, without affecting myself.
-Meekstone; +Supreme Verdict: Supposedly, Meekstone should be the 'silver bullet' against that beatdown deck, except it doesn't. Unless empty-handed, Omnath can opt to dump the mana after combat, therefore dodges the effect. I have no choice but do it in an old-school way, namely board wipe.
Land Equilibrium: The card is good on paper, having synergy with MLD, and the deck's rather low land count. However, for one thing, it's a 4-drop, high probability of tapping out myself; for another, it doesn't do enough on itself, at least not good enough to stop someone from having sufficient resources to win.
2 months ago
Hey Entrei !!
The fine details are still being ironed out ;) but that's the goal.
I honestly did overlook Curiosity and Helm of the Ghastlordbut you're right, they synergize really well here. The only thing I'll have to be concerned about is keeping the commander safe, and adding more protection. The more OP I make him the more he'll be targeted.
Ramp; this is one I'm debating quite a bit. And you may be right, but my playgroup runs A LOT of blue. And we definitely see Treachery and Gilded Drake very frequently. The map allows me to tutor a homeward path or a Reliquary Tower though I have been debating Wayfarer's Bauble and Burnished Hart I wanted to have a little protection against destruction and stax. Notably, one of my opponents runs Null Rod and it sees play pretty regularly. I know I cannot let this dictate all of my play, the destruction and star were part of my thinking. That said, cheating more lands out does make Land Equilibrium less drastic.
As for question on speed of games. Well, as things started to get nastier, we started to see a lot of turn 4 wins maybe turn 5, with a god hand turn 3. BUT since this shift weve seen the meta get heavy control and stax. Because of this even competitive games end up being stalled. It's an interesting dynamic, but that's why I've included a few cards that are maybe a little effect as the game goes on, such as Ob Nixilis, Unshackled and
Stranglehold there's often a lot of building, wiping/reseting, and grinding out an edge. Before the meta went this control/stax it was simply whoever got out the gate best in the first three turns in most cases.
Definitely looking for as much scrutiny as possible, so this deck can become the best version possible. I appreciate it, and any other ideas you contribute.