|Commander / EDH||Legal|
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|2012 Core Set||Rare|
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Sundial of the Infinite
1,T: End the turn. Activate this ability only during your turn.
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Sundial of the Infinite Discussion
3 days ago
As long as we're being creative, you could use Sundial of the Infinite to prevent your own loss (provided you've given everyone else their own copy with Hive Mind or similar so you actually achieve something).
1 week ago
It's looking a lot better, good job ;) I would recommend changing the creatures to fix the mana curve a little bit so this deck has a better aggro deck match-up, maybe take out 1 Leveler for a extra Hunted Horror so you can begin the main combo early.
1 week ago
I'm just going to point out some of the immediate problems I see, tell me if I'm wrong or if you have other reasons for card choices etc.
24 lands + Dimir Signet + Talisman of Dominance = Way too many cards that are basically lands. I don't think a deck like this needs 32 lands. Also, both cards seem like a waste of mana to play. (2 mana to generate 1 mana? Might as well just play an island) My advice: Cut Dimir Signet and Talisman of Dominance, max out on Torpor Orb, Sundial of the Infinite, Counterspell, Hunted Horror, Hunted Phantasm, and another Island or some other card. That should add some consistency to the deck.
Other than that, cool idea and will definitely get an upvote in my book.
2 weeks ago
I'm not a fan of the tapping and doesn't untap strategy because it leaves the permanents intact (if one of the pieces gets removed everything works again) and doesn't do anything in the early game. Winter orb in the opening hand is pretty much dead and if you do play it, it can backfire really bad. If you want to play that way, you definitely shouldn't play stuff that lets players take back lands to their hands, such as Overburden.
In my own deck Augustin's $t4ks (Primer) I do play the bounce stuff and I focus on that. Mana Breach and Words of Wind is in that package as well and Land Equilibrium is the piece to keep the lands from coming back. You don't have a clear strategy as for what you want to do with the lands...it works either way but bouncing/tapping doesn't work together well.
I would strongly suggest having at least one combo to end the game. Rest in Peace and Helm of Obedience are always fine, just as Basalt Monolith and Rings of Brighthearth (what else do you have trophy mage for?) with either Sensei's Divining Top or any other outlet for infinite mana. Sundial of the Infinite is a great lock with Smokestack or Mana Vortex.
...and I don't think you really want to run Kataki in an artifact heavy deck like Stax?
2 weeks ago
Thanks for the feedback. I do aknowledge the fact that this deck is slow, and will consider using the talismans instead of the signets. I also haven't thought about the synergy between Sundial of the Infinite and Smokestack. Will also consider this.
However, this is not a "Superfriends" deck, and I do not intend to win by just playing a walker, ulting, and ending the game in such way. This is not in my interests. My planeswalkers of choice are there for two reasons, one is; that I already own them, making it cheaper for me. And the second reason being their ability to actually do things beyond 'winning' on the spot. This is in no way a competitive deck, therefore, my intention is not to spend lots of money on cards, just because they are good.
2 weeks ago
For a stax deck this feels pretty slow. four colours are hard to pilot and so the mana base is even more important than it is in a stax with fewer colours...I think the signets are a bit weak as your primary colour fixing and acceleration package. At least use the talismans from mirrodin because they don't need mana input to produce mana
If you focus on classic stax elements I suggest you play the lock with Sundial of the Infinite and Smokestack. Another interesting method is to use Gilder Bairn and Tangle Wire to double the counters every turn. some mass removal for lands would be great too!
your choice of planeswalkers looks as if it was based on what you have at home, not what would be best suited for your strategy. With doubling season you should have walkers that can use the ultimate immediately when they get twice as many counters and whose ultimate is pretty much game winning. That would be Jace, Unraveler of Secrets, Narset Transcendent, Venser, the Sojourner and probably Ugin, the Spirit Dragon. If you get to ultimate any of these, your opponents won't need to keep playing anymore. Of course the "good" Jace is also automatically included in any blue commander deck and I would also put the first two Tezzerets in any Stax that has blue and black available. Tezzeret the Seeker will often get Ensnaring Bridge to prevent further attacks on walkers (which ghostly prison and propaganda can NOT do). You don't really need anything that prevents creatures from attacking you as the player because your walkers will be the main target for attacks - if people attack you instead it's their own fault, it won't do them any good to let planeswalkers live for too long. Well, if you exchange your walkers for some that actually end the game of course.
2 weeks ago
Okay, so I am going to spout off any cards that I think are cuttable, but let me stress that it is only a suggestion.
This is of course my 2, so feel free to disregard anything I say! If you have questions about my choices, feel free to ask away and I will help clarify as best I can.
Cut Suggestions Show
Anyway, this is what I got to suggest. Your deck is great as is, but if you are really trying to fit any extra synergy I'd take a look at these first.
Extra Room Show
Thanks for reading my second novel on your page, as always, this is only my opinion and I hope it was useful to you!
3 weeks ago
There's all kinds of budget options to make either one of those decks nasty.
or, you could have some real fun with Guilty Conscience and Stuffy Doll (goes infinite, but you must have a c-c-c-c-combo breaker, I prefer Sundial of the Infinite, Deadeye Navigator or some sac engine, or else some rules nazi will tell you it's a draw because the turn never ends, or some shit...)
Then there's always Odric, Lunarch Marshal or Edric, Spymaster of Trest to discourage them attacking you (sadly, Odric requires other creatures with keywords, but hey, Drogskol Reaver is still a thing...)
Plus, you could run your very own Terastodon with the inclusion of green. Also, Manglehorn, Prowling Serpopard, Acidic Slime, Fathom Mage + Inexorable Tide , not to mention Cryptolith Rite + Deadeye Navigator + Village Bell-Ringer , Murkfiend Liege, the list goes on and on...