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Root Maze Discussion
4 days ago
Wait... what stax do you run? Stax is general, tax (Thalia, Guardian of Thraben, The Tabernacle at Pendrell Vale, Sphere of Resistance, Suppression Field), hate (Scavenging Ooze, Stony Silence, Aura Shards), sacrifice (The Tabernacle at Pendrell Vale, Smokestack), tapping (Root Maze, tanglewire, and Winter Orb), and land destruction (Ruination, Armageddon, etc.)
You run some sacrifice effects, maybe 6 that only affect creatures, but stax here is super light, you sure you know what stax is?
(P.S. occasionally Gaddock Teeg, Rule of Law, etc. are also considered stax because they stop players from playing cards, similar to a harsher tax effects, and also mass, repeated discard like Sadistic Hypnotist, and some random effects like Spirit of the Labyrinth and Chains of Mephistopheles)
1 week ago
I'm out of touch with Modern, so my suggestions will be purely based on the 60 cards in front of me.
Where are you looking to play this deck? Kitchen table, FNM?
If you're looking to mess with your opponent's lands, then Blood Moon is by far the best way to do so. It completely shuts down many decks game 1, and even games 2 and 3. However, even with Blood Moon and the Seas, most opponents will still be able to cast something and you don't really have any way to come back from that.
I realize that you're trying to stray very far from the norm, so I'm trying to avoid tailoring my suggestions to established decks.
Porphyry Nodes is weird because it's only good on an open board, and it's pretty slow at clearing it when there are a lot of creatures. If your opponent has a lot more to play, they just keep playing with it and swing. If they only have 1 or 2, they can take a turn off and it goes away. Kind of a similar comment with Root Maze, it slows your opponent down but will be a nuisance rather than a threat.
Running all of the Temples is interesting with Amulet of Vigor, but I don't see the benefit over just playing lands that come into play untapped.
What I'm slowly getting at is that I think this will be too slow for most tiers of Modern play. I understand your goal and encourage you to keep trying, but I think you'll need to speed up your plan in order to succeed.
I'll leave you with two decks that are in this same vein of messing with your opponent's lands, but do so faster:
- RG Land Destruction "Ponza" - Just as it sounds, Blood Moon, Stone Rain, etc. paired with value.
- Blue Moon - One of my pet decks, Blue Moon is (often) a UR control deck that runs Blood Moon, Spreading Seas, lots of control magic and some burn, and a few unique finishers to close a game out.
Lastly, for your sideboard, it often comes down to your local meta. If you're playing at the same place with the same people consistently, you'll learn what decks they bring and can tailor your SB to that. Happy to make suggestions if you give an summary of your meta.
Good luck and happy brewing!
2 weeks ago
Hello, I have rebuilt your deck and I am very excited. I love your deck.
In addition, I made a few small changes:
+Arbor Elf (can also untap Savannah or Temple Garden), -Selesnya Signet (Much artifact-hate in the deck: Null Rod, Kataki, War's Wage, Stony Silence...So i think, the creature is better, than the artifact)
What do you think?
2 weeks ago
Really, it would be around tier 4 this build. I imagine a better version going with a more consistent stax plan that happens to run a few key enchantments, instead of this could even be tier 2.5, but the commander would be all but a major part of the deck.
If you want a real enchantment-based build, use Earthcraft and Squirrel Nest, drop the Enchanted Evening/Aura Thief, Starfield of Nyx, Sigil of the Empty Throne, and Solemnity/Phyrexian Unlife/Solemnity/Decree of Silence. You should run Altar of the Brood as support for both the earthcraft combo and Opalescence/Parallax Wave.
The other drops you should have are cards like Cultivate and Kodama's Reach, because they are bad cards and shouldn't be run in any non-landfall deck, Cleansing Meditation because it is bad, and Skyshroud Claim. Pendrell Mists is too much mana for this deck to handle, as is Omniscience, despite its power in some decks.
Leyline of Anticipation is weak for its mana cost, and is abd draw, only semi useful when in openning hand, but even then it isn't great.
Land Tax is a bad card, honestly unless you are monowhite or in a deck that benefits from discarding cards, it isn't worth it. The thinning is the best it does, and a card in your deck that thins only is trash. If it is used to help you hit land drops, your deck is either A: Not in need of land, or B: Awfully built or was mulliganned poorly.
Now the next part is on what to add. I talked about dropping around 27 cards, so there is some room. I would drop around 3 lands at least as well, which leaves us with a clean 30 cards to add.
Now, we'll add the cards I previously talked about, Altar of the Brood, Earthcraft, and Squirrel Nest. These help you win the game after we dropped a lot of your previous wincons. Greater Auramancy is also a card I prior suggested, and helps stop a Nature's Claim kill you. 26 cards left to go.
The next is to replace the lands we dropped. You want mana fast, so you can empty your hand, and use Tuvasa to draw more cards, aiming to hit a real enchantress or tutor for one. This means two things, more tutors, and more ramp.
Wild Growth, Utopia Sprawl, Overgrowth, and Fertile Ground help benefit Earthcraft when used to make more mana on combo turn, especially with an Opalescence out. Mana Crypt, Mana Vault, Sol Ring, Chrome Mox, Mox Diamond, and Lotus Petal allow the deck to get more mana faster as well. This leaves 16 cards.
Teferi's Protection, Swan Song, Flusterstorm, Seal Away, Ravages of War, Force of Will, Nature's Claim, Armageddon, and Cast Out are efficient pieces of interaction I would suggest. This leaves 4 cards.
Nature's Chosen is a card I have found success in, and suggest you try it too. Enchanting a Tuvasa makes it another land in essence, and can untap a Serra's Sanctum, it is under the radar, so pick it up before all of the Emmara, Soul of the Accord players find out about it. That is it!
After looking through, the following lands are must drops, as they aren't good in nearly any deck:
They don't have a place in this deck.
Similarly, you should optimize your deck to get your colors more on curve, fetchlands being a major part of that. Wooded Foothills, Flooded Strand, Polluted Delta, Misty Rainforest, Scalding Tarn, Verdant Catacombs, Arid Mesa, and Marsh Flats are the missing ones in your colors. You can use them to fetch the shock/dual lands for colors, or basics for Back to Basics/Earthcraft.
Wooded Bastion, Flooded Grove, and Yavimaya Hollow should be dropped as well to fit them, as well as Brushland for Razorverge Thicket, Adarkar Wastes for City of Brass, Hinterland Harbor for Mana Confluence, Glacial Fortress for Exotic Orchard, and one of each basic because you have too many lands.
That's it. That would actually be a tier 3 enchantress deck, and doesn't stoop to just playing Tuvasa for colors for a stax-combo deck, running no enchantments.
4 weeks ago
My immediate reaction to looking at what people play in a format is usually "how can I prevent that from happening". I've played vintage and legacy like 10 years ago and currently I play only cEDH but when playing online I sometimes jam a modern match inbetween. What I know about the format has led me to build a stax deck that shuts down the basic mechanics most people want to use.
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I've had some success with it, mostly because Root Maze and Suppression Field along with the other stuff kill decks with many fetchlands completely. Especially UW Control, various delver variants and storm seem to have a really hard time.
I lack the knowledge about what bad matchups could be though and from my experience up to now I'd say some card choices and sideboard could be improved against faster aggro decks. Maybe someone wants to check out the list...splashing R, B or U has also been considered