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Whenever a land an opponent controls is tapped for mana, tap all lands that player controls that can produce any type of mana that land could produce.
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Mana Web Discussion
3 weeks ago
Rough New Years Update:
Before I get to the Ins/Outs I wanted to share an image that I created in the hopes of getting a custom playmat done for my favourite EDH deck. It is a very subtly edited artwork version of the Queen herself - just with my spin / interpretation as Marchesa as a battle/pain queen that has fought for her position. Link: https://imgur.com/a/YLne9
Grenzo, Havoc Raiser Didn't impress too much - will still keep on the Maybe list
Painful Quandary Really gets the attention of the entire table in a bad way. I still like it though.
Olivia Voldaren Was actually perfectly happy with the utility Olivia provided so this might be very temporary
Fumiko the Lowblood Love this card - another temporary swap most likely
Harsh Mentor Didn't do quite enough - was powerful on occasion but a lot of the time just a bear
Vial Smasher the Fierce Not enough damage - warps how I sequence spells as well which I didn't like
Erebos, God of the Dead This guy is always in and out - could always be brought back into the fold
Mana Web Trialling this card which I have wanted to for ages - interested to see how it performs
Sword of Feast and Famine + Sword of War and Peace Makes regaining Monarch a lot easier. War and Peace is surprisingly good as with the inherent card draw in the deck you often have a large hand size which can net you a lot of life
Deflecting Palm Trialling this to avoid losing Monarch (Often opponents only attack with only enough to steal Monarch) and occasionally to reverse blow out the game.
Archfiend of Depravity Trying this fella' out. Have wanted to for a while.
1 month ago
2 months ago
Out: Curse of Opulence
In: Mana Web
Curse is a great card for its cost, it just hasn't really had an impact with my deck. I almost never find myself needing more mana than I have, and the people that know my deck will forego attacking the cursed player to deny me the resources anyway. I've been looking for a slot to bring Mana Web back in anyway, so it was an easy swap.
Also removed Strip Mine and Great Furnace in favor of two basics. I like Strip Mine, and it is especially powerful with Crucible of Worlds, but I noticed that more often than not I would have rather had the flexibility of the basic land on the field to up my number of pairs for Ib, or an extra land for Glacial Crevasses to stall one more turn. Great Furnace was in there for fuel for Goblin Welder and when I ran Kuldotha Rebirth, and just wasn't needed anymore.
2 months ago
budlaorf: Thanks a lot!
I actually had War's Toll in the deck for a while, and while I liked the first effect, the second effect actually caused me to get focused a lot even when people had no creatures. Most players took it as "I'm hesitant to play my big creatures or my small utility creatures if I don't get to attack with them how I want/protect them, so I'm going to focus Liquidbeaver to until that effect is gone.". The other thing I realized is that, even though War's Toll gives me an opportunity to kill opponent's creatures, I actually killed a lot fewer that way than if I had gotten the opportunity to be the one on the attack and doing block shenanigans, which the deck is a lot better at doing.
After playing with it for a while and not getting the effect out of it that I wanted, I found and tried Mana Web, which I still sideboard in from time to time, and I am probably going to end up mainboarding very soon. I get predominantly the same effect, for cheaper (not needing R is really nice), and just as much hate, but a different kind. With Mana Web players still focus me, but since they don't have to attack with everything, they are also still leery about using creatures to do so, which means I'm still mostly in control, or at least in their heads. Forcing them to play at sorcery speed like I already do isn't something they are as suited for deck-wise or playstyle-wise, especially the blue players.
2 months ago
Okay, brace yourself. I'm going all out.
- P.S. Sorry that my inner spike ignores price...
Cards to Cut: Show
- You don't need two 8 drops. She doesn't give global support like Avacyn, and Avy is your commander so she's already better. I say choose one (and we all know which 8 drop you should keep).
- I get the value of Shepherd, but it comes down to the same thing. You should only have one 7 drop. Pick one.
- Both are good. Just cut one. This will help curve out better and play more aggressively.
- So this card is okay, but not as good as it looks at a glance. The player has to draw 2+ cards at once, or in a similar fashion. Collector's replacement effect does not apply if a player cantrips after their draw step, or something of that sort.
- Life is not that important. Really. I get that he blocks, but Jubilation or Tithes can block too and they are overall better cards for a Staxy build.
- Great, great card. Super Stax. Only issue, is you need to have your artifacts. Tabernacleing your artifacts hurts you significantly worse than your opponents.
Maybe Mother of Runes
I know you love her, but really she doesn't contribute to the Stax theme. She "helps" curve, but I think we can do better here.
- This hurts you equally or more so than opponents. Yeah, this shuts down aggro token decks, but you need to swing with your fat fatties. The goal of this deck is to lock everybody in the game down, but giving yourself a slight advantage to get big creatures out to swing with.
- This is essentially a worse version of Aurification.
- Really this doesn't do that much. It could, but it's not worth it. A mana rock would be a better slot in, really.
This absolutely needs to go. This literally destroys everything that you set up from turn 1-10. It is such a nonbo that there is no real justifiable reason or "synergy" to include this card.
I get that this can grab any land, but it really is a waste of a turn. A lock hurts your opponents and gives you an advantage that is similar to ramp, but also makes you more and more likely to win the game. Serra's Sanctum doesn't win you the game. Make sense?
- Pseudo Stax because of the exile effect, but really I still don't think you need this. I cannot stress enough how you will always have the better and stronger creatures, so 6 mana to equip this for such a small ability isn't worth it, in my opinion.
- Cool, you get to draw some cards, but you help everyone else too!? No! This is the opposite of what you want to do. Deprive, deprive, deprive. You will have the upper hand enough that this meager card draw is irrelevant.
- This or Weathered Wayfarer needs to go. Reason being is that they counteract each other. You can keep both if you think you can play around it, but really I don't think it would hurt to let go of one or the other. Your call.
- Im sorry man, but this card is not very good. I can show you so many lands that would be better. Scrap this one.
- Really, games won't go on so long that you will have to recast Avy enough times to worry about this. Plains would just be better.
- I know this has a decent ceiling, but there will be games where you have 10 lands out and still don't get this trigger.
- This is a good card, but really I don't think it will be all that relevant. Your call, but a basic would be just as good, really.
- Really I don't know what this does for the deck, besides coming in tapped. Not trying to harp, but I don't see you using this ability hardly at all.
- This card is sooooo baaaad. It's very overrated, and it's too slow. You want to just outrun your opponents long enough until they trip. This makes you trip and your opponents catch up.
This is up to you. It can whiff hard, even more than Sky Ruin. Especially with the land destruction in the deck. I say pass on this, and I'll find you a better but similar replacement.
Cards to Add: Show
With all the artifacts you should be running, this card is great. Even without a ton of artifacts, this just tells your opponents "no".
- You might want to get rid of Ghostway, but this is great. It shuts down flicker/blink decks, shuts down Worldgorger Dragon combo, and so much more. All of my goblin cheaters, everything. This is a good card.
- Winter Orb on a creature. This should go in (all of this land hate will make sense in a little bit).
- Basically Pithing Needle on a critter. Both of those are almost as good as Nevermore, but cheaper. So they balance out.
Maybe Sanctum Prelate
- Almost Trinisphere. Again, both of those are good.
- Needs. More. Thalia.
Good graveyard hate. It does have the chance to nonbo with Emeria and maybe some others, but again, you control when to cast things. Also, you can play RIP years before Emeria. So think about what can get you more use: A card that sticks around for 8 turns, or one that sticks around for a few?
- Good combo card with RIP. I know you think it's confusing, but all it says when paired with RIP is, ", : Mill all cards in target opponent's library."
- Great taxers. You should have enough artifact ramp to negate this effect.
- This might be better than, equal, or mutually good compared to Quicksilver Amulet. Lower CMC, easier to get benefit from, but takes time to set up. This is up to you, but it is not mana intensive, meaning you can lock up the board and play stuff for free each turn. Thats huge.
- You know tons of cards to name with this card. Lands, booger creatures, etc. Plus, if you see your opponent has their commander with an activated ability, name that!
Maybe Grafdigger's Cage
- This is more graveyard hate, but really might just be a worse card than RIP. Both might be good, but really this is just a suggestion for you to see at the very least.
- Might as well deter your opponents from attacking you as much as possible. This is not a great card, but paired with all of your locks and Prison effects it nearly stops your cold.
- Hurts your opponents for playing without any repercussions on your behalf. This wrecks against mono-colored or when paired with Winter Orb
- Both this and Hokori, Dust Drinker. You will see why lands dont matter as much in this deck.
- Maybe also the moxen (Mox Diamond, Chrome Mox, Mox Opal) because theyre free ramp
- These all are abusable mana rocks. They generate tons of mana, bypass all of the taxers you set up, and can let you get Avy, or really any of your high drops, out super early.
- I think this is a must. This lets you reuse any mana rock that generates more than 1 mana.
This is a little gimmicky, but it can turn off Winter Orb and the likes, plus it lets you reuse mana rocks again. If it had a little lower CMC then this would be an auto-include.
Remember when I said that I would suggest a better Temple of the False God? Well, here ya go. Right out of the gate it works. Yes, sac it if you play a land, but the tempo this skips you ahead is justifiable without a doubt.
- Dude, come on. Run this. Hell, maybe even run Wasteland.
This is not all that great, but after an Armageddon you get an extra body, and every bit of a lead you get makes it harder and harder for your opponents to win.
2 months ago
Mana Web does some work man. You don't even really need Tomb. Most of the time, you cast Mana Web, hold priority, and cast Crop Rotation if Tomb is that needed. Mana Web isn't a dead card at my meta where it forces people to think about there plays.
Sadistic Sacrament I don't normally get it kicked. But when you drop it for just and remove combos, this card SINGLE HANDEDLY won me a tournament in games 2 and 3 of my final match up. It was super sick.
Artifact hate is a big thing in my meta right now. So Glissa sits as both a body and a readily available way to recur my hate pieces. People tend to let her slide and just get beat in the face for 3 every so often or not swing at me and let me do what i want so i dont get hate pieces back.
Essentially, Glissa is a political card in the deck, when everyone wants to remove you from the game, but doesn't want to give you a card back to do it.
Best of luck in Stax!
2 months ago
Hey Shadowz6677, thanks for the comment. I have been out of the country for quite some time and was unable to keep track of this site in a decent way.
I have been looking at your deck too and I must say that it looks very interesting. We both strive for the same goal, but using a slightly different approach to get there. So I enjoy looking at your choices in the future to improve my choices. I would really enjoy getting my hands on a The Abyss, but it is so expensive :s
i saw you chose to add Dark Tutelage, which is a great card. It bypasses stax effect that denies us carddraw, something that I prefer to be doing alot ;-)
I have been struggling with Mana Web in the past. Is it really that good to add it? i had mixed results, since it needs the tomb to make it really work. Alone its pretty much a dead card in my meta filled with multicolored decks.
How often did you use Sadistic Sacrament with the kicker? Isn't the cmc (with the kicker) too high to justify a spot in your deck?
Is the artifact hate abundant in your meta to play Glissa, the Traitor?
3 months ago
illumfolly: Thanks for commenting!
Mana Echoes - I had this card in a long time ago, but the deck isn't built to take advantage of it. The curve is really, really low, and the only X cost card I have is a sideboard of Rolling Earthquake. When I played Echoes before I would quite often make 200+ colorless mana the turn after it went down, but any turn after T3 I only have one or two cards in hand, and neither of them can take advantage of all that colorless mana.
Wildfire/Burning Sands/Keldon Arsonist - The problem with a deck like mine and effects that have a land sac effect means I can't do anything in response to it. Keldon Arsonist for example, if I spent the 1 colorless, and then sacc'd two lands to active his ability, I can't then sac them to Ib before they go to the graveyard because it's part of a cost and doesn't use the stack. With a cycled Decree of Annihilation or a Boom/Bust I can respond to the destroy trigger with an Ib sac, and still get Goblin tokens out of a symmetrical spell. To go with the land destruction suggestions though, I used to run Shivan Harvest and a Ruination, and realized that the land destruction got me a ton of hate that I often couldn't survive through, while Price of Glory/Price of Progress/Blood Moon/Magus of the Moon/Acidic Soil had a better ultimate effect, and I had a lot more control over the table hate too. I'm always on the lookout for more "land dysfunction" or control type of effects though! I sideboarded Mana Web just because I want another 1 or 2 stax effects that deal with land specifically.