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Pacification Array Discussion
2 weeks ago
I'm not sure on Seer's Lantern or Hedron Archive. They're both just meh for card draw. I also wouldn't bother with Pacification Array because it slows down your deck too much. You already have Immolating Glare to slow them down.
I would consider removing Fumigate, as that destroys all the servos that help you win the game quickly. Maybe replacing it with Make a Stand, which actually protects them from cards like Fumigate and can be a win-con. Good luck!
2 weeks ago
Thx for the ideas, you definitely touched on some of the concerns I have. This deck is theory, debut at the Salinas, Calif. "GP" Sunday if I can make it
Card Draw is lacking and yes Providence is first on the chopping block.
But, maybe Pacification Array is good to go for more early game stall?
Thanks for the thoughts, the cycling disenchant would be ideal sideboard material as I havent begun to build one yet.
1 month ago
Smokestack. It's a classic and works amazingly. Also, stuff like Static Orb or Winter Orb combined with Pacification Array or Clock of Omens. Give it a shot, artifact-centric Stax decks are super fun to play, bu not against.
1 month ago
Definitely take out Failed Inspection Traumatic Visions Marang River Prowler Aether Meltdown Rod of Ruin Millstone Slayer's Cleaver Soul Separator Lens of Clarity Pacification Array Tome Scour Winged Sliver Windrider Patrol Sliver Construct Skyline Predator Shifting Sliver Hinterland Drake Monastery Flock Kheru Spellsnatcher Deep-Sea Terror Diffusion Sliver Mystical Teachings
I know thats a lot but most of those cards are just straight bad for commander, and the slivers only benefit each other and theres just not enough of them, replace those and I have a few more suggestions
Serum Visions Cephalid Constable Chasm Skulker (def get Skulker) Deadeye Navigator Delver of Secrets Flip Disciple of the Ring Djinn of Wishes Contingency Plan and Niblis of Frost are just a few more that are pretty good
1 month ago
1 month ago
Well, I'm playing a Five Color EDH Stax deck and I want to make it so that I can untap all my lands with Winter Orb and still affect my opponents. Can I tap the Winter Orb on their turn with Pacification Array so that, on my upkeep I still untap all my lands?
1 month ago
I am really excited about the new pyramid. Not just for the great fixing, but the last time we had a mana artifact with a , ability was Pacification Array, and that card was amazing in limited.
1 month ago
The control match-up has a lot of subtleties that are important. While it's definitely a positive match-up, there's a lot of small decisions to be made. Because I don't know your background as a magic player, I'm going to start with basic concepts for the match-up, some of which you may very well already know, and go from there.
Our game plan basically remains the same.
Drop Artifacts turns 1-3
Play Improvise cards turns 3 on.
Being on the play or on the draw is going to significantly change the pace of the game due to the cost of the control opponents counter spells. For example, on the play, playing a turn 3 Maverick Thopterist is a great play. On the draw, however, it's just asking to get countered by Disallow/Void Shatter. On the draw, I usually will wait until turn 4 to play a Thopterist, even if I had the opportunity to play it turn 3, taking turn 3 to play something that is insignificant or not cast anything at all. This is because of your control opponents game plan. Ideally, they would counter our turn 3 play and then cast Glimmer of Genius turn 4. By declining to cast anything turn 3 it makes them have to decide on turn 4 between countering our play and using their mana inefficiently or letting our threat resolve and casting their Glimmer. This is just one example of how to make the game more awkward for your control opponent. Every time you cast something, it needs to be deliberate. You need to figure out your turns ahead of time and make a game plan. Don't feel too pressured to make the first move, and if they are countering your artifacts, that's a counter spell out of their hand that isn't hitting a Bastion Inventor.
Speaking of Inventor, he is your absolute best chance of winning, and the entire game revolves around resolving him. Not only will Inventor win you games, but the threat of casting him will. What I mean by this is that because of how powerful he is, your opponent must respect that they could lose the game if they are caught without a counter spell in their hand, or by tapping out. This means that as long as you have any amount of pressure, it will be risky for them to remove your creatures in your combat phase, because of the threat of playing an Inventor in your second main phase. For example, even after turn 6 when they have Torrential Gearhulk mana. You can make really "bad" attacks with servos or Thopterists without caring if they drop a Gearhulk to block, because if they do it means they tapped out and you can land an Inventor.
These are your best cards in the match-up, in order of least to most impactful:
Whir of Invention is probably the sixth best card, but you could make an argument for some other cards too. Being able to do this at the end of their turn is great. Never Whir for a vehicle in this match-up, they are not even close to being more valuable than the other artifacts in the above list. Prioritize Key to the City, then Pacification Array, then Inventor's Goggles. The first copy of each of those cards is worth more than a duplicate of any of them, unless you suspect artifact removal from your opponent, then it just depends on the game.
A quick explanation of why these artifacts are so good:
Key to the City is a work horse in this match-up. Once you have one in play, your improvise cards no longer cost a card and you can grind your opponent out of counter spells. As if that wasn't enough, it provides unblockable to Inventors.
Pacification Array makes it very hard for your opponent to touch you. With only Gearhulks (and Dynavolt Tower) as their win condition it's extremely hard to get damage in. And if you run out of improvise cards to tap your Key, Array can do that with it's ability too.
Inventor's Goggles makes all your threats hit harder and make Inventors the size of Gearhulks.
This is my general plan against control:
It depends on what your sideboard looks like and if you suspect they are bringing in more threats after board and if they are playing Dynavolt Tower. But hopefully that should give you a good idea to start with.
I've played against a lot of different control decks with this deck, ranging from rogue Jeskai Fog to Temur Dynavolt Tower and I can assure you that the control match-up is very winnable. I like the idea of Elder Deep-Fiend and I had a few copies in my sideboard at one point too, but too often there just aren't enough targets to emerge with. Dispel is absolutely fantastic and I'd make room for those if you want more to bring in (I used to run 3 side).
I hope you found this information useful, feel free to shoot any more questions my way!