|Commander / EDH||Legal|
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|Masterpiece Series: Kaladesh Inventions (MPS)||Mythic Rare|
|From the Vault: Exiled (V09)||Mythic Rare|
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As long as Trinisphere is untapped, each spell that would cost less than three mana to play costs three mana to play. (Additional mana in the cost may be paid with any color of mana or colorless mana. For example, a spell that would cost to play costs to play instead.)
Price & Acquistion Set Price Alerts
|Have (4)||rebelteddybear , NostalgicAce , Nemesis , mziter501|
|Want (3)||Roadhog , EnividWodahs , Gabeph|
1 day ago
Okay, brace yourself. I'm going all out.
- P.S. Sorry that my inner spike ignores price...
Cards to Cut: Show
- You don't need two 8 drops. She doesn't give global support like Avacyn, and Avy is your commander so she's already better. I say choose one (and we all know which 8 drop you should keep).
- I get the value of Shepherd, but it comes down to the same thing. You should only have one 7 drop. Pick one.
- Both are good. Just cut one. This will help curve out better and play more aggressively.
- So this card is okay, but not as good as it looks at a glance. The player has to draw 2+ cards at once, or in a similar fashion. Collector's replacement effect does not apply if a player cantrips after their draw step, or something of that sort.
- Life is not that important. Really. I get that he blocks, but Jubilation or Tithes can block too and they are overall better cards for a Staxy build.
- Great, great card. Super Stax. Only issue, is you need to have your artifacts. Tabernacleing your artifacts hurts you significantly worse than your opponents.
Maybe Mother of Runes
I know you love her, but really she doesn't contribute to the Stax theme. She "helps" curve, but I think we can do better here.
- This hurts you equally or more so than opponents. Yeah, this shuts down aggro token decks, but you need to swing with your fat fatties. The goal of this deck is to lock everybody in the game down, but giving yourself a slight advantage to get big creatures out to swing with.
- This is essentially a worse version of Aurification.
- Really this doesn't do that much. It could, but it's not worth it. A mana rock would be a better slot in, really.
This absolutely needs to go. This literally destroys everything that you set up from turn 1-10. It is such a nonbo that there is no real justifiable reason or "synergy" to include this card.
I get that this can grab any land, but it really is a waste of a turn. A lock hurts your opponents and gives you an advantage that is similar to ramp, but also makes you more and more likely to win the game. Serra's Sanctum doesn't win you the game. Make sense?
- Pseudo Stax because of the exile effect, but really I still don't think you need this. I cannot stress enough how you will always have the better and stronger creatures, so 6 mana to equip this for such a small ability isn't worth it, in my opinion.
- Cool, you get to draw some cards, but you help everyone else too!? No! This is the opposite of what you want to do. Deprive, deprive, deprive. You will have the upper hand enough that this meager card draw is irrelevant.
- This or Weathered Wayfarer needs to go. Reason being is that they counteract each other. You can keep both if you think you can play around it, but really I don't think it would hurt to let go of one or the other. Your call.
- Im sorry man, but this card is not very good. I can show you so many lands that would be better. Scrap this one.
- Really, games won't go on so long that you will have to recast Avy enough times to worry about this. Plains would just be better.
- I know this has a decent ceiling, but there will be games where you have 10 lands out and still don't get this trigger.
- This is a good card, but really I don't think it will be all that relevant. Your call, but a basic would be just as good, really.
- Really I don't know what this does for the deck, besides coming in tapped. Not trying to harp, but I don't see you using this ability hardly at all.
- This card is sooooo baaaad. It's very overrated, and it's too slow. You want to just outrun your opponents long enough until they trip. This makes you trip and your opponents catch up.
This is up to you. It can whiff hard, even more than Sky Ruin. Especially with the land destruction in the deck. I say pass on this, and I'll find you a better but similar replacement.
Cards to Add: Show
With all the artifacts you should be running, this card is great. Even without a ton of artifacts, this just tells your opponents "no".
- You might want to get rid of Ghostway, but this is great. It shuts down flicker/blink decks, shuts down Worldgorger Dragon combo, and so much more. All of my goblin cheaters, everything. This is a good card.
- Winter Orb on a creature. This should go in (all of this land hate will make sense in a little bit).
- Basically Pithing Needle on a critter. Both of those are almost as good as Nevermore, but cheaper. So they balance out.
Maybe Sanctum Prelate
- Almost Trinisphere. Again, both of those are good.
- Needs. More. Thalia.
Good graveyard hate. It does have the chance to nonbo with Emeria and maybe some others, but again, you control when to cast things. Also, you can play RIP years before Emeria. So think about what can get you more use: A card that sticks around for 8 turns, or one that sticks around for a few?
- Good combo card with RIP. I know you think it's confusing, but all it says when paired with RIP is, ", : Mill all cards in target opponent's library."
- Great taxers. You should have enough artifact ramp to negate this effect.
- This might be better than, equal, or mutually good compared to Quicksilver Amulet. Lower CMC, easier to get benefit from, but takes time to set up. This is up to you, but it is not mana intensive, meaning you can lock up the board and play stuff for free each turn. Thats huge.
- You know tons of cards to name with this card. Lands, booger creatures, etc. Plus, if you see your opponent has their commander with an activated ability, name that!
Maybe Grafdigger's Cage
- This is more graveyard hate, but really might just be a worse card than RIP. Both might be good, but really this is just a suggestion for you to see at the very least.
- Might as well deter your opponents from attacking you as much as possible. This is not a great card, but paired with all of your locks and Prison effects it nearly stops your cold.
- Hurts your opponents for playing without any repercussions on your behalf. This wrecks against mono-colored or when paired with Winter Orb
- Both this and Hokori, Dust Drinker. You will see why lands dont matter as much in this deck.
- Maybe also the moxen (Mox Diamond, Chrome Mox, Mox Opal) because theyre free ramp
- These all are abusable mana rocks. They generate tons of mana, bypass all of the taxers you set up, and can let you get Avy, or really any of your high drops, out super early.
- I think this is a must. This lets you reuse any mana rock that generates more than 1 mana.
This is a little gimmicky, but it can turn off Winter Orb and the likes, plus it lets you reuse mana rocks again. If it had a little lower CMC then this would be an auto-include.
Remember when I said that I would suggest a better Temple of the False God? Well, here ya go. Right out of the gate it works. Yes, sac it if you play a land, but the tempo this skips you ahead is justifiable without a doubt.
- Dude, come on. Run this. Hell, maybe even run Wasteland.
This is not all that great, but after an Armageddon you get an extra body, and every bit of a lead you get makes it harder and harder for your opponents to win.
4 days ago
Cut those Bontu from the SB. I would also maybe cut the Scarab God, depending on how it performs (seems kinda durdly for Modern, but I haven't played against it yet).
1 week ago
I think you need a bit nore stax pieces for the stax flavor to really be felt. As it stands, the deck looks more like a token pillow fort deck that will eventually win using the Sanguine Bond + Exquisite Blood combo.
If you really want to pursue the stax route, you need to keep in mind that it only works if you can set it up considerably early in the game and do so without paralyzing yourself in the process.
Some stax cards that you might want to add are Trinisphere, Death Cloud, Winter Orb, Tangle Wire and Chalice of the Void. I also remember a couple of 1 cmc creatures that add 1 to the cost of non-creature spells. I cant remember the names but you might want those too.
As for cuts, you have 2 orzhov signets and sol rings so you might want to begin with those. Lol. Id also lose some of the high cmc stuff and add more mana rocks especially if youre going to be using Winter Orb.
Basically, you want the deck to setup its gameplan faster. Not sure how helpful these comments are but ill keep popping up every now and then to give more inputs as I am also a fan of stax.
3 weeks ago
Thank you so much for the feedback,
-I haven't tested with Simian Spirit Guide yet, but it is definitely something that i need to do.
-Chalice of the Void isn't in the deck for budget reasons, I might end up splurging and getting some, but that will definitely happen after its eventual reprint.
-Thorn of Amethyst completely slipped my mind when I thought of this deck, but I don't know if it will work well with my other lock pieces considering that Trinisphere and Blood Moon are noncreatures. I might try running Magus of the Moon instead of blood moon to alleviate some of the issue, but I'll have to test that.
-Honestly, the Mizzium Mortars are the biggest problem I have with this deck. You were correct about Lightning Bolt not being in the main because of trinsphere (i'm not even sure if this is a valid reason) and I felt like I needed some kind of removal that didn't heavily saturate my 3 drop slot. I like your suggestion of Beast Within because it can be used as land destruction and removal, so I'll probably remove the mortars and add the beast within.
Either way, thank you for the advice, I'll look into your suggestions.
3 weeks ago
Ehhhhhhhhhhhhhhhhhhhhhhhhhhh......I'm not sure about this just yet. One of the benefits of Affinity is the power of its man lands and an explosive early game. Tron just gets put together, then starts doing unfair things (like turn 3 Karn Liberated).
This current iteration seems like a weaker version of Mono-Brown Eldrazi Tron, except it doesn't have Eldrazi Temple. At the same time, it's not nearly as fast as Affinity because it doesn't have Springleaf Drum and a bunch of 1 and 0 CMC creatures.
Which brings me to this:
...which is a Vintage deck. Of course, we're looking for Modern options, but there's some cool things going on that I think you should see.
Third, look at the creatures. It's using Arcbound Ravager, Walking Ballista and Hangarback Walker just like you are, but it's forgoing the high CMC artifacts in favor of Phyrexian Revoker, Lodestone Golem, Thorn of Amethyst, and Sphere of Resistance.
So how can we port this to Modern? I think you're right playing Tron lands, but then I'd toss in Inkmoth Nexus and Blinkmoth Nexus. Maybe you play Glimmervoid, Darksteel Citadel, Academy Ruins, Buried Ruin, and some basics if you have room.
But probably the strongest aspect to playing this type of deck in Modern? Trinisphere, Thorn of Amethyst, Chalice of the Void, and Lodestone Golem are all unrestricted, unlike Vintage where you can only have 1 of each. Probably the dumbest thing you could do is play a turn 2 Trinisphere/Thorn of Amethyst into turn 3 Ghost Quarter and Lodestone Golem.
The thing you have to be mindful of is that your mana base isn't as good as it is in Vintage, so too many Sphere of Resistance effects can cripple you more than your opponent. You also have to decide between playing a bunch of powerful 1-mana accelerators (Expedition Map, Springleaf Drum, and so on) or Chalice of the Void. I'd also forgo some of the higher CMC cards normally seen in Tron like Ugin, the Spirit Dragon. Swap these out for cards like Phyrexian Revoker or Thought-Knot Seer.
3 weeks ago
Hello again! The deck looks a lot better! However if I could make a few last suggestions to your build, I think you'll have a well-oiled Ponza machine: -1 Mountain, -1 Birds of Paradise, -1 Burning-Tree Emissary, for +1 Acidic Slime, +1 Inferno Titan, +1 Stormbreath Dragon. Since you now are running Trinispheres in the maindeck (an excellent choice that I'm considering doing myself), having more cards that cost less than 3 don't mesh well in the deck. 10 sources of turn 1 ramp has been enough in my experience. I've also been very impressed with Acidic Slime in my SB and have found myself siding it in almost every match. I'm considering moving it to my MD, so perhaps you'll find success with it as well. It's like a smaller Goblin Dark-Dwellers that can also hit artifacts and enchantments instead of just lands. Titan is the fastest way to close out a game, hitting for 3 when it ETB and hitting for 9+ when it swings the next turn. I'm never sorry to see it in my hand. If you're planning on using this in a larger event like an Open, Stormbreath Dragon is great against the most common removal spells in Modern right now, Fatal Push and Path to Exile. Stormbreath is also sneakily good against control decks that rely on path for spot removal. When you're choosing large beaters to ramp into, your priority should be to either have them affect the battlefield when they come into play, or be hard-to-remove to guarantee you win no matter what the opponent has. Stormbreath's protection is great for that, and I've often activated monstrous the next turn to add the damage needed to close out the game when it swings in for the second time. I'd reconsider using it here.
Good luck with your Open!
4 weeks ago
No hablo portugese, perro hablo espanol, y creo que puedo ayudar. Creo que tienes demasiadas tarjetas que cuestan mucho, y piezas de cerradura. El Chalice of the Void, el Trinisphere, el Scourglass, y el Memnarch cuesto mucho y no trabjan con tu mazo. Yo usaria mas Serum Visions y Supreme Verdict a ayudar vives y encuentras tu combinacion. (Perdon para no accentos, no puedo usarlos con mi computadora).