|Commander / EDH||Legal|
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|Masters Edition IV (ME4)||Rare|
|Fifth Edition (5ED)||Rare|
|Fourth Edition (4ED)||Rare|
|4th Edition Foreign Black Border (4EDFBB)||Rare|
|Revised Edition (3ED)||Rare|
|Revised Foreign Black Border (3EDFBB)||Rare|
|Unlimited Edition (2ED)||Rare|
|Collector's Edition (CED)||Rare|
|International Collector's Edition (CEI)||Rare|
|Limited Edition Beta (LEB)||Rare|
|Limited Edition Alpha (LEA)||Rare|
Combos Browse all
Players skip their untap steps.
At the beginning of your upkeep, sacrifice Stasis unless you pay .
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dingusdingo on Flex
4 days ago
It is true that there are infinite "what ifs" in a game as open as Magic, but we know that there are certain cards we can expect to see in the most competitive formats. If we look at what is currently being run and why its effective, we can better prepare our decks to be more resilient against them.
Your deck tries to combo out by ramping mana, drawing cards, and playing into a win-con. There are going to be certain styles of decks that are more prone to shutting you off, which is why I'm bringing up these strategies in particular. Since your combo window is turns 4-6, you need to be worried about two things in cEDH. The first is people comboing out faster than you. We see this in decks such as Gitrog, Godo Helm, or even Grenzo. When these decks are consistently busting their combo turn 2-3, you need to answer or lose. Relying on other players to put a stop to a win attempt will prove unreliable, which is why its so important that you slot removal. Your turn 4/5/6 answer does no good when the game is over by turn 2/3. If you have no way to turn off their win, you are asking them to goldfish to a victory on you.
The second type of decks that will prove problematic for a turn 4-6 combo deck is stax, because their deck is designed to deprive you of resources and push your combo window so far back that you are unable to combo before they have won. They drop very fast and efficient heavy mana rocks, and then put down tax effects to make you unable to play. This specific style of deck can be hard for your build because they can lock you out of playing your draw spells, they can steal your draws, or simply prevent your draws altogether.
Let me give an example to show you what I mean.
Stax Example Show
You take your second turn, you play another land, and are unable to play due to Trinisphere
Your opponent takes their second turn, playing a fetchland into Underground Sea . Tap tomb to make , untapping Grim Monolith with Voltaic Key , leaving . Tap Monolith up to , use sea and opal to get to . Drop Tangle Wire then Sphere of Resistance
You take your third turn. You tap your two lands to Tanglewire, play a third land, and are still unable to play due to Trinisphere .
Your opponents third turn, they drop Tangle wire to 3 before tapping tanglewire sphere and ancient tomb. They drop any land, use it for voltaic key to Grim Monolith, before using monolith for and opal for / for Timetwister / Wheel of Fortune / Windfall , gaining them 7 shiny new cards while making you lose your mulligan card quality opening hand. They pass, knowing you still can't play anything
Your fourth turn, you have to tap all 3 untapped lands to Tangle Wire , you play a land, and pass. You have basically been timewalked 3 turns in a row.
Your opponent starts their fourth turn, dropping Tangle wire to 2 before tapping wire and sphere of resistance to Tangle wire. They are now free to drop more stax pieces ( Nether Void Winter Orb Static Orb Thorn of Amethyst Lodestone Golem Stasis ), play whatever commander/s they run, tutor up very cheap and cost effective winning combos, or establish a game-winning board presence that leads to their game winning combos.
Your fifth turn starts, you tap two lands to Tangle Wire , and if you play a fifth land. You have 3 untapped, so you might be able to play a spell assuming they haven't dropped anymore stax pieces and aren't holding any counterspells. Note that you can only play a 1 or 2 cmc spell, Sphere of Resistance is out, so your commander is still a no-go, and Trinisphere ensures you are only getting 1 spell max here no matter what. Its more likely than not with your current build you won't be able to play any spells here at all because your average CMC is so high. You've basically been time walked 4 turns in a row.
Stax is a very common archetype in the competitive scene, which is why its so important that you try to stax-proof your deck. It looks to me as if stax can cause serious problems for you.
On top of taxing stax, there's another type that may shut your deck off. Heavy discard. An early Sire Of Insanity can hose your whole game, while Mindslicer can impact your card advantage enough to cause a loss. Multiple discard effects like Necrogen Mists Bottomless Pit Oppression landing by turn 2 will make your build extremely sad (Turn 1 Dark Ritual Cabal Ritual Mana Crypt + any producing land and drop two discard enchantments). Chains of Mephistopheles turns off all your big draws, so does Alms Collector or Notion Thief
Another set of cards I would recommend taking a peek at is recursion. It can help against discard effects that would otherwise shut you off, or serve as a 2nd/3rd/4th copy of your draw spell. Wildest Dreams would work surprisingly well in your deck, the mana aspect is negligible and lets you reuse multiple big draw spells from your graveyard, as well as recover from wipes. Nostalgic Dreams is arguably worse with the additional cost, but can translate extra basics tutored by your 3 cmc ramp spells into more draws. Regrowth is also fantastic.
I hope you don't mind the close inspection! I really enjoy your build, I'm just curious to know if you run into these cards and how you interact with them. Almost all the stax cards I linked are included in tournament proven cEDH lists with various commanders, so they're cards that are in the meta and will be played.
4 days ago
Greatest prison master, yet missing the greatest prison card ever.... Stasis .
6 days ago
1 week ago
I wouldn't run it personally since I'm not on the land denial game plan. Also, in my experience, I tend to have a larger number of lands. That is a completely fair game plan for Lavinia. Land Equilibrium , Stasis , Mana Breach , Back to Basics , and over Overburden are all good options with Rising Waters as an mediocre backup.
1 week ago
Hey hkhssweiss First of all thank you for taking the time and looking at my deck :)
To answer your questions:
Type of deck: Currently my deck is kind of a Voltron deck. But games are often like this: Irrelevant most of the time, one big turn where I buff one creature, revenge kill on one opponent, die the turn afterwards. While this is fun I wanted to tune my deck to be more relevant throughout the game and not all-in every time. That's why I thought of swapping my Volton type creatures more towards creating tokens and win the game that way.
Level of my group: I'd say my group plays tuned decks, but it also depends on the player. Some are playing ~$300-500 decks, one plays Atraxa Precon (with just 3 cards replaced). Commanders we have include Breya, Varchild, Gishath, Lord Windgrace, ... So neither really competitive nor completely casual.
- Yes, want to keep my deck in within budget of € 150 (maybe € 200 if it's really worth it). So by that I mean I don't want to pay more than € 200 for new upgrades, not including the cards I already have to the budget. The deck you see here contains a lot of cards I don't own. This is my current deck: Budged Estrid Commander so maybe this deck will be the better starting point for you. It also includes a huge maybe board with cards I considered and my thoughts on the upgrades to the deck list you see here.
- We don't have house rules, but generally effects that "hinder us from playing magic" (i.e. no more untapping of your lands, destroying all lands) are heavily disliked. So there is a reason I didn't put Stasis in there for example. Winning is nice, but I don't want to win at all costs. Games should be fun for everyone after all.
1 week ago
1 week ago
by any chance, can you maybe help me with my first EDH deck Estrid Token Beatdown? I really like it so far, but I just began playing Magic, so maybe you have a few suggestions for improvement or what to remove? My group runs high power, but not truly competitive decks. Especially no untapping of lands and destroying lands is disliked, so I won't include sth like Stasis
Kind regards, Chris
2 weeks ago
Stasis occurrence in decks from the last year
Commander / EDH:
All decks: 0.02%