Pox

Legality

Format Legality
Noble Legal
1v1 Commander Legal
Vintage Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Masters Edition (MED) Common
Fifth Edition (5ED) Rare
Ice Age (ICE) Rare

Combos Browse all

Pox

Sorcery

Each player loses a third of his or her life, then discards a third of the cards in his or her hand, then sacrifices a third of the creatures he or she controls, then sacrifices a third of the lands he or she controls. Round up each time.

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Pox Discussion

krestofu on mono black zombies

8 hours ago

Again, I'm going to have to push for Necropotence. It lets you draw and fill your hand and if need be you can overdraw and discard into the grave.Buried Alive, Collective Brutality, Smallpox, Pox... these would put stuff into the grave for you. I love Smallpox, it does almost everything.

How could I have forgotten to suggest Cemetery Reaper?

FireStorm4056 on [PRIMER] Death & Staxes: Competitive Meren EDH

6 days ago

spectrevr4

Not to worry! There are a lot of ways to speed things up. Looking at your list, here are a few things that I recommend:

  1. 1-drop mana dorks. Enough to be consistent with them in the early game. This is the surest way to speed up your clock and put you ahead of the table. Note that cards like Farhaven Elf are repeatable... but how often do you find yourself actually doing so? In my experience the tempo off a T1 Llanowar Elves is so much better than potentially getting a second land off Farhaven Elf. Most of the 1-drop dorks are quite cheap ($$), with Birds of Paradise topping things out at $4-ish. These will not only provide you with acceleration, but also can potentially replace higher-costed slots currently in your decklist (such as Into the Wilds, which has good long-term potential, but often you've already lost by that time). Even better, on later turns, dorks are cheap enough that you can still play them AND do something else useful - whereas if you play a Farhaven Elf, chances are that's all you're doing for the turn.
  2. Carefully evaluate engines that don't give you immediate return on investment. Black Market has big payoff potential but it doesn't do anything the turn it hits... there might be some other ways to build the deck that give you similar ramp but play out much quicker. Be creative, as it doesn't need to be a direct replacement. For example, Earthcraft and Cryptolith Rite are alternatives you might consider. They each cost 3 cmc less (so can be played earlier and don't take up a full mid-game turn) and make all your creatures IMMEDIATELY tap for mana (so no buildup required). With Meren + one non-dork on the board an Earthcraft is effectively free since they can immediately tap to generate two more mana. Again, the payout potential might not be as high as Black Market, but they hit a lot faster and (initially) harder.
  3. Don't rely on creatures for all of your removal. In my experience, Acidic Slime was almost always just a Nature's Claim for 5x the price... and it's a dead card for quite a long time due to its high cost. You should definitely still pack creatures with removal on them, but it's worth considering the best noncreature removal too (Abrupt Decay, etc). This is especially important when you are facing combo decks - often a single well-placed removal spell throws a wrench in all of their plans.
  4. How do the combo decks in your group win? Most of the mill combos I'm aware of rely heavily on artifacts, not only for the combo, but for ramping and card advantage. These types of combo decks are really, really weak to silver bullets like Null Rod, Damping Matrix, Pithing Needle, and Phyrexian Revoker. Paired with a few tutors you can land them reliably and often save the game without even having to think about much else. You already run some of the best tutors too so no real issues there! If decks are consistently winning on T3-4, then in most cases their plan is fragile to targeted removal or silver bullets. If you are running both then you will have a lot more ways to deal with these issues!
  5. Answering tron is tough if you restrict yourself to engine-based creature removal. My list has actually shifted away from most of the popular "kill" engines - note that I don't have The Abyss, Magus of the Abyss, Dictate of Erebos, etc. For the most part I pack a lot of targeted removal and Fleshbag Marauder effects to solve these problems... For example, I find the efficiency of a one-time Dismember is usually far better than hassling around with getting an Attrition engine setup - you might try a similar approach! My best reasoning is the following - you'll already have enough to do with creatures and Meren (it's not like you're lacking targets), so playing spell-based removal means you can do more per turn rather than have to decide on a single choice for your Meren trigger.
  6. Since we're playing stax/control, you have to take a long, hard look at every card that doesn't provide a strong boardstate advantage (card advantage, tempo, resource generation, etc) or hinder our opponents somehow. Verdurous Gearhulk stands out to me as something that doesn't really fit a "niche" - it is "good" but doesn't really play towards any plan of ours. So I question whether it is worth including. Compare him to something like Creakwood Liege, who can offer a similar boost to P/T on the board, but costs less and can generate a strong 3/3 critter each turn (to be used for combat, finisher, or sacrifice fodder).
  7. I'm not a huge fan of Death Cloud personally, it's just so expensive a price to pay for a symmetric effect. Pox and Smallpox are already in your list and very cost-effective - Death Cloud has always seemed to me like it cost just too much for what it offers.
  8. Clearly you are running Bitter Ordeal for a reason, and I would guess it's to answer the combos you've been facing :) I tend to prefer silver bullets like Null Rod (since they are widely useful regardless of opponent)... but if exiling combo pieces is the goal, might I suggest Sadistic Sacrament instead (sorry, card tags aren't working on this one for some reason)? It may not be the most efficient spell... but it is wicked fun to land against a combo player at the right time and a little more consistent than Bitter Ordeal :)

jeannieboef

This is something I plan to address, but haven't had the time to write up quite yet. Some of the answers you're looking for are in the replies I've made in the comments - I will add a section like this soon enough.

n0bunga on See You, Space Cowboy...

1 week ago

seshiro_of_the_orochi

Honestly, if I wanted to go that route I'd probably just use Pox but I get what you mean; abusing the mini pox ability seems great.

Glad you enjoy the deck! :)

andymaul123 on fungkm-mtg

2 weeks ago

Hi fungkm-mtg! I've never played a hard combo-control lands deck, mostly because the precedent in legacy has lands decks grinding out long games with punishing fire or setting up a Marit Lage.

That being said, there are several options for a WUB based combo-control deck. The first thing that comes to mind is a Seasons Past loop with a tutor and Splendid Reclamation. You'll have do the math and figure out when it goes infinite for your needs, but it's a way to generate infinite mana and/or landfall triggers. Something like Ob Nixilis, the Fallen or Retreat to Hagra would end the game.

I've played with Storm Cauldron and Manabond before, and it's a blast (mine was in a Borborygmos Enraged shell). I'd highly recommend it, because it's incredibly disruptive. There's also Mana Breach and Land Equilibrium. I've always wanted to try this type of archetype, so if you do please keep me posted on its development! I have a foil Roil Elemental that I pulled back in the day that has sat in my box for years waiting for the right shell, and so I'm personally vested in this idea for you.

A lands deck can also feature the Dakmor Salvage and The Gitrog Monster combo. Skirge Familiar will get you lots of mana, as can one of my personal favorites Cadaverous Bloom. Traditionally Tasigur lists use infinite mana to loop Reality Shift to mill the table, but with a big-mana set up I'd run something with more flair like Villainous Wealth. If you're unfamiliar with the Reality Shift loop, a quick google should get you the basics.

You still have access to Dark Depths and a suite of cards to cheat it out in Thief of Blood, AEther Snap, Vampire Hexmage, and Hex Parasite if you want redundancy with Thespian's Stage. Having Marit Lage as a backup is always a good idea.

Walk the Aeons is a personal favorite card of mine, and it's not hard to figure out a way to go infinite with it if you have the support. Azusa, Lost but Seeking and Crucible of Worlds is enough to do the trick.

Lastly, there are the dark ways of Pox and Death Cloud if you want to try stax. I have very little experience in that realm, but figured I'd drop it in case it piqued your interest.

All this thinking about sultai lands has me wanting to build a sister deck to my main one now :P

FireStorm4056 on [PRIMER] Death & Staxes: Competitive Meren EDH

4 weeks ago

jeannieboef:

I think the question with Spore Frog is: what is the problem we encounter that this seeks to solve, and is it worth spending our Meren triggers bringing this tool back over the alternatives? By spending resources recurring Spore Frog, it means we aren't utilizing a Reclamation Sage, Fleshbag Marauder, etc. so we should be sure it's the right choice.

Spore Frog seems to shine best as an anti-aggro strategy against a single aggro deck (since he can't protect you from multiple). The price paid is your Meren trigger each turn. If your meta is such that this gives you the space to win the game, I think there is nothing wrong with the choice - but keep in mind that Spore Frog doesn't deal with problems permanently and requires a continuous stream of resources (Meren triggers) to maintain. So, it is worth examining whether Spore Frog handles the problem better or worse than simply adding more removal (either that which is already in the list above, or alternatives like Infest, Drown in Sorrow, Fatal Push, Snuff Out, Go for the Throat, etc)

Yes! Living Plane has benefits outside of the combo. Off the top of my head:

  • (a) It gives all lands summoning sickness so helps with our goal of slowing down the game (works ESPECIALLY well vs. fetchlands!)
  • (b) It makes lands vulnerable to Grave Pact, Fleshbag Marauder, and other similar effects which we run quite a few of (I'm heavily considering Pox since this makes it even better than it already is)
  • (c) It goes pretty wild with Gaea's Cradle

FireStorm4056 on [PRIMER] Death & Staxes: Competitive Meren EDH

1 month ago

golgariizzet

Of those, Pox is the one on my "Maybe's" list, and I'm seriously looking for a way to fit it in because it's just so good! As for the rest, they generally fall into the following categories:

Too slow and/or too expensive: Blood Artist (no combo in the deck, doesn't affect the battlefield at all), Black Market, Bontu the Glorified (tries to do too many things, but does none of them very well), Lotleth Troll, Deadbridge Chant, Deathreap Ritual

Not proactive / assertive for our gameplan: Spore Frog, Mesmeric Orb

Re: Westvale Abbey  Flip - colors are too important the first few turns, so we can't really afford any colorless lands unless their activation rate is extremely high or utility is essential to deck function. The distinction is NOT whether a land is good, but rather whether it's necessary to win. I've lost a lot of games being stuck on colorless lands that were "good" but only that.

golgariizzet on [PRIMER] Death & Staxes: Competitive Meren EDH

1 month ago

how come no Blood Artist, Black Market, Bontu the Glorified, Lotleth Troll, Spore Frog, Mesmeric Orb, Pox, Deadbridge Chant, Deathreap Ritual and Westvale Abbey  Flip all of these are cheap and super strong in meren with the exception of 2 deadbridge and black market are both really good though.

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