Sphere of Resistance
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Sphere of Resistance Discussion
1 week ago
TheDevicer well I've taken what you said to heart, and am working on taking out cards that haven't impressed me and putting some more stax cards such as Thalia, Guardian of Thraben, Sphere of Resistance, and Armageddon. I've also bumped the land count up to 30, and am now running Strip Mine, Tectonic Edge, and Ghost Quarter. I'll update the list later. Thank you again for your input!
1 week ago
Chaos Warp should have been added. I'm surprised it's not lol. After playing it last night, Sphere of Resistance needs to be taken out. Hurt more than it helped. I'll add Chaos Warp and Price of Progress. Wheel of Fortune isn't bad, but not sure if I need more discard/draw spells. We'll see.
On the flip side, Altar of the Brood was more abusive than I expected lol.
1 week ago
Yisan is actually a pretty broken commander to run if you fully utilize his ability. I had a (still budgeted) semi-competitive deck. I couldn't keep up with a fully-tuned Jeleva deck or a T2 win from Jarad, but if I did manage to survive past turn 2 or 3, Yisan got out of hand and has quite a lot of recovery built in.
And I'm sure you've seen that Biorhythm is banned, for hopefully-obvious reasons...
Verse 1: Quirion Ranger
Verse 2: Scryb Ranger
Verse 3: Elvish Archdruid
Verse 4: Oracle of Mul Daya
Verse 5: Seedborn Muse
Verse 6: Great Oak Guardian
Verse 7: Avenger of Zendikar
Verse 8: Craterhoof Behemoth
You can potentially skip a couple verses by untapping and re-activating Yisan in the same turn and grab two (or more, if you have more untap triggers available) in the same verse.
If all goes well you could have the game ready to be won by T4 or T5...but that's without much interruption. Blue players will definitely be the most problematic, besides people trying to kill Yisan every two seconds.
Some Yisan decks will run a small Stax package to slow everyone else down (Winter Orb, Sphere of Resistance, Static Orb etc as long as you can still use Yisan, you'll be golden. Hopefully have Seedborn Muse or Quest for Renewal on board before casting the stax effects).
2 weeks ago
Can't say that often enoughenough, destroying lands is best when spells can't be cast with a single land that people just happened to draw and play...Sphere of Resistance, Lodestone Golem, Thorn of Amethyst, Trinisphere, Aura of Silence need to be in this deck. Also stuff to blow up your opponent's mana rocks, for example Vandalblast, Fragmentize, Revoke Existence, Viashino Heretic. Aven Mindcensor is great against fetchlands and makes Ghost Quarter to an additional strip mine.
2 weeks ago
The best card to go with Vorel is definitely Tangle Wire. Smokestack and Sundial of the Infinite should also go there...round it up with Trinisphere, Sphere of Resistance, Lodestone Golem and Crystalline Crawler and a lot of artifact speed and then you're fine!
4 weeks ago
I don't get what you mean with the lack of green, because speed is definitely not the problem in an artifact deck like Stax. Being able to use mostly colorless mana means having access to Mishra's Workshop, Ancient Tomb, City of Traitors and Crystal Vein and the accelerating mana rocks get better as well. It's not quite as reliable as in Vintage with 4 Workshops in only 60 cards, but it's still a lot faster than having to use mostly colored mana.
As for Propaganda, I have cut and added that card numerous times, always thought I don't need it for the same reasons you stated. Can't protect planeswalkers, people will find a way to pay or destroy it...that's all correct and it works without it, until there's a need to slow down aggro, for example stuff like Kaalia of the Vast, which ignores the Moat and mostly also Ensnaring Bridge or when elves are on the table. I always felt it was unnecessary to make someone pay 2 for attacking but it brings aggro to a full stop after Armageddon and with The Tabernacle at Pendrell Vale or Pendrell Mists it's the same, because it's easy to pay the upkeep alone, but not upkeep and attacking. It feels weak but it has always worked, both with White Stax in legacy and in commander. The classic Stax builds in vintage and legacy always had a better matchup against Combo and control (Trinisphere, Chalice of the Void, Sphere of Resistance, Thorn of Amethyst, and Lodestone Golem are a threat to storm on their own for example) while having to protect extremely well against aggro. Having 40 life available is a good reason for not needing 3 or 4 Ghostly Prison like in Legacy, but it should still be at least possible to stop creatures with a land wipe imo.
I will try Spell Snare, Mental Misstep and Swords to Plowshares tomorrow. I'm not so sure about Karn Liberated because his removal ability is a minus, so he's not the late game saviour I might need. restarting the game is interesting, when you can hold for like 2 or 3 more turns but see that the system will be going down then. It's too situational and a 1 mana counter is probably better in his slot. However, Ugin, the Spirit Dragon can take out single targets with plus and clear the board with minus, while leaving most stax pieces intact and he's colorless, which means it's rather easy to cast him early.
Is there a reason why you don't play the cheap or free counterspells in your deck, although you have blue available? You probably have too little blue for Force of Will but Daze, Spell Snare, Flusterstorm, Swan Song or Mental Misstep would be fine I guess.
1 month ago
Hello, I'm building a Queen Marchesa BomberMan build and was wondering how often the following cards hurt you from going off with it:
1 month ago
It's hard to rebuild a whole deck in order to change the strategy. It's much easier to list what you absolutely want in every Stax list - at least I could list a basic package of cards that I always use in Stax builds, no matter what the rest is supposed to do. When building a new Stax deck I consider these slots fixed, so the numner of free slots in the deck is reduced by ~33 for lands and the number of cards used for the basic speed and disruption package. The rest depends on what colours I want to use and how exactly I want to play with the deck.
A lot depends on your budget though, because Stax is the most expensive way to go (except for 5 colour with all the duals maybe, but only if there's a lot of other expensive stuff there too). I was lucky enough to get my hands on a playset of Mishra's Workshop around 2008 or 2009, when the playset was below the price you have to pay for ONE copy today and I also got an italian The Tabernacle at Pendrell Vale for 70 euro, wich is a tenth of today's price. You don't have to play these crds, but they make stax a whole lot better and they justify playing cards like Crop Rotation and Tolaria West, which you might not want to include otherwise.
As for the basic Stax package I mentioned, for me this consists of the following cards:
- Sol Ring
- Mana Crypt
- Mana Vault
- Grim Monolith
- Mox Diamond
- Chrome Mox
- Mox Opal
- Lotus Petal
- Voltaic Key
- Coalition Relic
- Ancient Tomb
- City of Traitors
- Mishra's Workshop
- Sphere of Resistance
- Thorn of Amethyst
- Lodestone Golem
- Tangle Wire
- The Tabernacle at Pendrell Vale (unless I play aggro stax with many creatures)
- Land Equilibrium
- Crucible of Worlds
- Strip Mine
- Ravages of War
- Ensnaring Bridge (not in aggro stax)
- Moat (not in aggro stax)
Humility (not in aggro stax)
- Scroll Rack
- Jace, the Mind Sculptor
- Tezzeret the Seeker
- Transmute Artifact
You see, there are a lot of slots that I consider fixed when I play stax and the rest of the deck should define the specific strategy. I have also listed some blue cards in my basic package, but without blue these could be easily replaced with other must plays, for example Goblin Welder in red. The tutors also depend on the colours you want to use, but with black and blue you have quite a few to choose from. White is good for some of the most perverted masss removals and lockdown pieces.
To complete your deck you have to double-check every card for its power, if it has a direct impact on the game or if it does next to nothing without other cards in the deck (in that case it should be a lock or combo). You also have to check if there is anything similar but better and then make changes accordingly. Also avoid multiple copies of effects that are not cummulative, unless it's an effect you absolutely want to see in every game and which is most likely a top target for removal.