|Commander / EDH||Legal|
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|From the Vault: Annihilation||Mythic Rare|
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At the beginning of your upkeep, you may put a soot counter on Smokestack.
At the beginning of each player's upkeep, that player sacrifices a permanent for each soot counter on Smokestack.
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2 days ago
DarkLaw I would test this card in my deck because it already succeeds in emptying the hands very early in the game. At the time I can cast that spell for something like X=4 or 5 it's pretty much impossible that anyone has cards to discard left and then it's either a huge loss of life or sacrificing what was able to stay on the board until then. Maybe a Pox has already been played by then or a Smokestack is active...and the deck now aims at repeatedly casting spells from the graveyard, so I wouldn't see it as a one shot kill but rather an additional disruption that can become a win option too.
2 days ago
There's a very tight, efficient feel to the deck that I quite like. Just some super quick thoughts. Land Tax is objectively better than Surveyor's Scope and is around 12$ atm. You want your deck to have a nice pretty curve and a cmc closer to 2 than 4. You might like Slate of Ancestry or Skullclamp for draw and maybe? things like Stuffy Doll or Acorn Catapult for token gen. There are also other ideas like stax damage, say Ankh of Mishra or Dingus Staff. Stuffy Doll also works well with Pariah or the higher mana cost but reusable Pariah's Shield. Blasting Station makes a good wincon if you can make large amounts of tokens. Ancient Tomb should prolly be in there as early ramp and nice self damage. This deck might eventually work in cEDH if you moved in the direction of stax with things like Smokestack.
4 days ago
Themes Blue/White Good Stuff UWgud Stax Your things cost less, theirs cost more. ETB Mill Pillowfort
Cards to cut or just don't do enough Slow Motion, Stormscape Familiar, Select for Inspection (too Specific), Etherium Sculptor (Not justifiable), Mindshrieker, Burnished Hart (Look, we all love this stupid Elk, but he sits at a slot where you need to have around that much mana up for counter spells. You really only want to be spending that type of mana to reduce your costs or increase opponents costs or stop them from attacking you. Else, counterspells. Two mana ramp is what you are looking for, ideally, not six spread over two turns), Jace's Archivist(I like this card a lot, and I think it's great with things like Thousand-Year Elixir, but realistically you want to be sculpting the perfect control hand all game rather than tossing it away.), Rhystic Study(Great card, but not $8 great. Mostly priced based on popularity. Budget choice for you, you don't need it). Temple Bell (Fun card, but too beneficial for your opponents. Don't spend mana to speed other's race, that's the opposite goal of the deck.), Cataclysm (I don't see why you have this other than as a combo with As Foretold.), Entrapment Maneuver, Hindering Touch, Leave in the Dust, Sleep(Only beneficial against creature decks), Psychic Spiral(You have to devote yourself to wheel for this card to work well, and wheel arguably doesn't help your deck.), Sunder(This combos only with As Foretold), Isperia, Supreme Judge (Costs six, his only creature decks, they don't have to attack you, there is better card draw.), Sphinx of Magosi, Silent Sentinel (Requires attack and arguably not enough enchantments).
You have a pretty decent Stax and 'Don't touch me there' package going on here, but not a whole lot of direction other than that. Some mill, some land destruction, but no real win-cons. If you want to have a serious mill win con, you can take out a little of your protection package and focus it on ETB effects and pair with a card like Altar of the Brood. Is that enough justification? I don't know, but ETB effects can be very strong and already seem like a small sub-theme. You would have to make more serious cuts for it. You definitely need to upgrade your mill-win con to be more flexible if you intend on winning that way. Sitting down at the average CMDR table of at least sum(4) means that you have hundreds of cards to whittle away. Some suggestions:Aforementioned Altar of the Brood, only for considerationSands of Delirium, Memory Erosion, Jace's Erasure, Sphinx's Tutelage, Increasing Confusion, Hinder/Spell Crumple + Tunnel Vision is a particular jank combo favorite of mine. Really you want stuff that hits early and doesn't require any further effort so you can pillowfort yourself, or are huge sinks for the late game push.
If you are looking to remove some pillowfort and upgrade your stax package, check out Brago, King Eternal, Paradox Engine, Static Orb, Tangle Wire, Torpor Orb, Smokestack, Trinisphere, Thorn of Amethyst, Meekstone, Clock of Omens (This is especially useful), Dovin Baan, Inspiring Statuary.
Also, you should take out all land destruction since you don't have a real way to take advantage of it. Even with a couple of your reductions, the green player/ Mizzix player will get on board faster and annihilate you out of spite.
Also, the deck only has mill as its win-con thus far, which is tenuous at best even in the most refined EDH decks. I suggest you put some of the not-so-flashy-feels-bad-win-cons in this deck such as Approach of the Second Sun, Azor's Elocutors, Laboratory Maniac, etc.
Also, after above edits, you only have three board clears by my count. Even if I'm off, you want around 7-10 for a deck of this style that covers a multitude of fronts. Most board-wipes are just creature based, but you should include ones like Akroma's Vengeance, Consulate Crackdown, Planar Cleansing, Nevinyrral's Disk. Things that can be instant speed are also great like Rout and Evacuation.
Your land base needs a pretty big update as well. You should really only be running 10 or less of each basic for a dual colored deck, though not as important for three and up decks. But, you have quite a few double-symbol costs that your cost reduction can't affect.Fixing lands Coastal Tower, Meandering River, Evolving Wilds, Terramorphic Expanse, Azorius Guildgate, Sejiri Refuge, Tranquil Cove, Prairie Stream, Exotic Orchard.
Hope this helps! :)
1 week ago
I play atraxa myself and this is my approach, it's basically creatureless:
Commander / EDH
SCORE: 8 | 18 COMMENTS | 2193 VIEWS | IN 2 FOLDERS
Proliferate is really sick with Tangle Wire and Smokestack, especially if you have the lock with Sundial of the Infinite available (you skip atraxa's proliferate then, but that's alright because you win, lol).
I wouldn't focus too much on creatures because let's face the truth, creatures are the easiest permanent type to remove/disable and the "look, my stuff is growing SO fast!" ends with any reasonable boardwipe.
1 week 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.
1 week ago
I wouldn't play catastrophe but rather Cyclonic Rift. It's both good for early and late game and in Stax there shouldn't be too many situational cards.
Smokestack is also a must play imo, if you have to choose I would prefer it over Mana Vortex (because you already lose a land when casting it, which can be quite risky). I'm not a big fan of the general tapping strategy because it's kinda weak without the pieces that make everything enter play tapped...it can be avoided with certain cards that are not unusual, such as teferi for example...and it leaves the permanents intact, which means when your tapping lock is fully or partly gone, people might have all their resources back. More sacrificing/destroying/bouncing effects help with that.
I think you can do with much fewer stuff against creatures, especially fewer boardwipes because there shouldn't be too much on the board anyway when playing stax. I would dedicate more slots to actually preventing actions instead of having too much reactive stuff.
If you want you can have a look at my own augustin list: Augustin's $t4ks (4000$ Solution/Stax)
1 week ago
Tyvm for the input.
All the cards you mentioned are powerful enough that i dont really care if i only get to use them once. A one sided boardwipe that also makes tokens (Elspeth, Sun's Champion), for example is too sweet to pass up. Sadistic Hypnotist protects the combo pretty well. Just drop it with one mana up, sack creatures till no one has cards, and then play Darkest Hour. Sidisi, Undead Vizier was simply a cheap, $$$, tutor. It does work really well with Hell's Caretaker as well.
As for Darkest Hour combos, i assumed the creatures GAINED the color in addition to their previous color. I was unaware it simply REPLACED the color with black. Ty for pointing that one out. I will correct my description at somepoint :)
Stax isnt a major component of this deck. I honestly had a Smokestack laying around from a collection i bought, and figured, "ah wth! Lets try it out." Not the most reasonable reason to include a card i will admit :)
However, i have been rather impressed will its performance. A wrath has screwed me once or twice, like you memtioned, but that is a risk you run when playing Smokestack. As for running out of creatures, that hasn't happened to me. I do wait to drop smokestack till i have a powerful token maker like elspeth out, so that maybe why it hasnt bite me in the bum yet
1 week ago
Found your deck while browsing EDHREC for ideas to update my Teysa. I think I will have to consider Phyrexian Tower, Elspeth, Sun's Champion, Sadistic Hypnotist, Sidisi, Undead Vizier, and Smokestack. Aside from the land, these cards are all 4-6 mana - a mild concern. I find it hard to justify adding cards to the deck that can't be recurred by Sun Titan or Reveillark. My friends have long advocated for reducing their decks' overall mana curves, too. Have you found the mana cost of those cards to be an issue for you?
Has Smokestack been effective for you? I liked having Braids, Cabal Minion when she was legal so the Stax archetype has some appeal but, unlike Braids, Smokestack is not something my deck can recur if it is destroyed. Further, I'm thinking my deck might not always have expendable creatures to sac for Smokestack, and I'd be a little worried about having an opponent Wrath leaving me to sacrifice Smokestack or lands. So... yeah, how has it been for you?
Your deck description mentions two combos that don't quite work the way you've described:
First, the Darkest Hour + Blood Artist + Any 3 Creatures + Teysa, Orzhov Scion combo; it does not work because Teysa's first ability cannot be activated when Darkest Hour is in play. That ability requires sacrificing white creatures and Darkest Hour overrides all colors, making all creatures mono-black. Rather, you'd need Darkest Hour + Blood Artist + Any Sac Outlet + Any Expendable Creature + Teysa, Orzhov Scion
Secondly, the Darkest Hour + Sadistic Hypnotist + Any 3 Creatures + Teysa, Orzhov Scion combo is only slightly off; you just need one expendable creature, not three, to make all your opponents discard.
I really like the versatility of having the Karmic Guide + Reveillark combo in my deck and have built the deck with almost everything being capable of recursion by Reveillark or Sun Titan. I like your use of Angelic Renewal alongside Sun Titan; it's another one of those ideas that I feel I should test out. A similar option I only happened upon today (thanks to finding Milan's Teysa deck) is Fiend Hunter to combo with Sun Titan and I'm pretty fond of the idea given that Fiend Hunter can play defense in the early game and can be recurred by both Karmic Guide and Reviellark later. Have you considered Fiend Hunter, Karmic Guide and Reviellark for your deck?