Welcome to Augustin's $4000 Solution!

I always played Stax and at some point tried to build decks in that style in every format I played. Around 10 years ago I played it in vintage, then legacy and I also tried it in extended. I've started playing Commander early in 2016 after a break of several years and until now I've constantly built on this Stax list. I assume most people will know what Stax tries to achieve and how it's usually done in other formats. My description therefore gives an insight in my card choices for Commander and the resulting strategy.

After my abstinence from Magic I was amazed to see how prices for certain cards have skyrocketed. In Vintage, Stax was also known as the $4000 Solution ($t4ks) because of the deck's average price tag. That was when a playset of Mishra's Workshop could be bought for less than 600 euros (which I did back then). Now the price of $4000 is true for Stax in commander, even though there are no old moxen and only one workshop and tabernacle involved. Having these top cards available is the foundation of how this deck is built and how it is played - heavy on artifacts, explosive speed and proactive control.

An overview on Augustin's crackdown plan...

The most important aspect of playing a classic Stax build is to start off much faster than any opponent, often at the cost of emptying one's hand in the first two turns. It is important to get an explosive start and to get it reliably, not by chance. Therefore I must play the best acceleration available in , which means...ARTIFACTS!

Mana rocks that produce more mana than they cost (the best category):

Mana rocks that fix colours (the 2nd best category):

Mana generators, which are also needed for combo kills:

Lands that produce 2 or more mana:

With that much artifact power in the deck it is possible to cast Augustin on turn ONE, for example:

...Of course there are more possible openings that enable a turn one Augustin and most of them require 3 parts, of which some are interchangeable and therefore have a higher chance of appearing in the opening hand. It's almost always possible to cast Augustin on turn 2 and if I don't do it, it's usually not because I can't, but because there's something better to do before. Another great way to start off with this deck are the cards givin in the next section.

Of course, making pay players more to cast anything is the job of my Commander. He is accompanied by various other cards, which make everything or just specific types of spells cost more. I'm currently not using cards which make for example especially instants/sorceries or spells of certain colours more expensive, because they are too specific for the overall strategy. The following cards have been given their own category in the deck list above:

These taxing spheres start at and end at with Lodestone Golem, so unless I start and drop a sphere or the commander on turn one, there's the need to deal with whatever the opponents managed to get into play before the cost increasing happens.

This part of the deck is relatively new, but it has turned out to be quite important for staying in charge of the whole table. There are a few counterspells and removals that primarily deal with whatever the opponent(s) might cast in the very early game, before I can increase the cost of their spells.

This includes countering their Sol Rings or mana elves with Mental Misstep before I have even had my first turn, getting rid of a mana rock or early tutor with Spell Pierce, countering their first spell with reasonable cost with Mana Drain for more tempo in my next turn, killing the acceleration of the opponents with a perfectly dosed Engineered Explosives and removing an important creature with Swords to Plowshares or Umezawa's Jitte. I also don't hold back with a Cyclonic Rift if it feels necessary to bounce something in the first few turns - the overload might win a game later, but bouncing something important early may win the game even faster!

This part of the deck goes hand in hand with increasing the costs of spells and should also take part in the early and mid game. This section explains which cards remove lands by either destroying or bouncing them and even prevent players from accumulating more lands than I have myself.

Land destruction:

Land bounce:


Land Equilibrium works well together with the effects that let you take lands back to your hand (while the same effects force your opponents to take back lands too, which they can't play again then). These cards are perfect for preventing ramp in form of getting additional lands into play via spells or creatures.

Mana Breach and especially Overburden are great cards for several reasons. As described above, one important aspect in this deck is to create an early lock with Land Equilibrium. It's great that you have some options to get rid of all your previously played lands quickly without destroying them. Your own bounced lands can be used for huge card advantage with Scroll Rack too...or you can even re-use irrigated famrland with Crucible of Worlds if it's really needed or you can save a City of Traitors before playing other lands or bounce lands before your own Armageddon resolves.

Unlike other Stax decks you might see, I personally don't like the approach of tapping lands with Stasis or Winter Orb. Firstly, these cards are simply not good on their own and require a setup before you can be on the winning side of the nasty situation. Secondly, if these cards leave play again, everything works again. On the other hand, destroying, bouncing or sacrificing means that the cards are gone from the board and even if the cards that caused the lands to vanish will be removed, the lands are still gone.

One part of the deck is based on effects that trigger at the beginning of the upkeep, mostly in order to deal with stuff that is still on the board, despite the attempts of preventing anything from being played in the first place. These cards are given in their own custom category in the decklist. I had Paradox Haze in the deck for a while because it can be devastating with these upkeep triggers, but there aren't enough really awful cards to justify a card that does nothing besides giving someone an additional upkeep.

I currently use 2 of the 3 available tabernacle effects
- The Tabernacle at Pendrell Vale
- Pendrell Mists
- Magus of the Tabernacle (has been removed because the 2/6 body isn't needed that much and he has the drawback of taxing himself while costing the same as the Enchantment)

The tabernacle and it's newer relatives are incredibly good at stopping creature based strategies, especially if it's about using a large number of creatures to do whatever you want to do. Suddenly having an upkeep cost for every creature means losing a lot of tempo and even having to sacrifice creatures. Removing mana sources in such a situation will also reduce the number of creatures everyone can keep.

Maybe I discover more such upkeep effects that fit into the whole plan of this deck but until now I've put in all I know and which I've considered worth playing. Mana Vortex has been switched in and out several times - losing a land when casting it is a big downside and with white in the deck there are mass removal for lands and the much more flexible World Queller available, so I won't really need it.

Last but not least, the classic Stax pieces Smokestack and Tangle Wire: these are killers in the mid game, perfect to stabilize a situation in which I am slightly ahead but about to lose tempo in the next few turns. They won't turn a game in your favour but they are important to establish control in the long run.

How to play the deck:

With this deck I feel it's pretty easy to keep any hand, as long as there is some acceleration present, because if we do nothing else, Augustin on turn 1/2 is always great. Having not so much acceleration but a counterspell in the opening hand is also a way to go. I recommend taking the free mulligan when the first hand isn't perfect - there's nothing to lose and it's harder to come back from a slower start than to play with fewer cards in the beginning.

The early game, which I would say are the first three turns in this case, is all about getting mana on the board and play taxing pieces. The land bouncing effects described above are perfect in this stage of the game as well. Do not hesitate and counter any mana rock if there's a Spell Pierce or Mental Misstep available. Play Engineered Explosives when you see that your mana rocks have different cmc as your opponents' or when there's a need to clear the first round of small critters. Getting a Cursed Totem or Torpor Orb to resolve can be great against certain decks and they fit easily inbetween the other cards we want to play in the beginning.

Tutors should be saved to get whatever solution we might want to find in the next turns, when we already know what our opponents actually managed to throw at us. However, if it's necessary to speed up our otherwise perfect opening hand, we can use an Enlightened Tutor to find the missing mana rock for an explosive turn 2.

Now we enter the stage when we can attempt to get a lock in place or to secure the situation we created in the first turns. Tangle Wire, Smokestack and World Queller shine here, destroying all lands with Armageddon or Ravages of War also makes sense now. Getting a Land Equilibrium out in the early or mid game does a lot to stabilize the situation and buy more time for finding more lock pieces or a combo and it even might win the game on the spot. A best case scenario for example would consist of having a taxing sphere, having countered or destroyed the opponent's nonland mana sources, Land Equilibrium and then a method to destroy all lands.

As the hand is probably empty or almost empty by now, draw is important. The cards we want to see now can be found in the list above in their own category. The mid game is also the time for tutors, because we want to complete our locks and - if possible - dig for combo pieces.

Another important part of the mid game is to disable creature based strategies with the help of the Tabernacle effects, Humility, Ensnaring Bridge, Moat , a well places Swords to Plowshares and other cards that wouldn't be optimal in the very beginning. At this point I'd also like to defend Padeem, Consul of Innovation as a very useful piece to protect important artifacts from targeted removal (card draw included).

The late game is something we might not even get into, for example if it was possible to establish a hardlock in the mid game or if we happened to get a combo into play faster than expected. It depends a lot on the matchup what we need to do if the game drags on.

In most cases the goal will be to find a combo to end the game before someone else finds a way to break through the Stax pieces we have assembled in the earlier stages of the game. The combos, which end the game on the spot are:

When drawing through the deck with unlimited colourless mana we will find mana rocks that produce coloured mana and Words of Wind . We can then proceed to skip the draws and bounce a permanent instead, which results in an empty board for all opponents. In the process we will come across the Helm/RIP combo as well as all our taxing spheres, counterspells, Timetwister to reshuffle if we want...if we get that far it's definitely over.

Another two card combo that doesn't win immediately but results in a lock is Smokestack and Sundial of the Infinite. Put a counter on the Smokestack, end the turn before sacrificing - we skip the draw, everyone sacrifices one permanent more each turn and eventually mills themselves. Add a taxing sphere and/or Land Equilibrium and it's safe to assume that no one will play anything anymore.

I also have one alternative win included: Mechanized Production This card put on a Sphere of Resistance can do the job on its own. It must be removed immediately, as it gets harder to get rid of it with every turn. It's not only for the late game and it can be put on any artifact, even a mana rock.

Apart from going for a combo it may be necessary to find a Cyclonic Rift in the late game. If that one resolves at the end of an opponent's turn it's not very hard to secure a win. Several games have ended in the late game with a rift followed by Armageddon .

Summary of key combos

Helm of Obedience + Rest in Peace
Metalworker + Staff of Domination
Basalt Monolith + Rings of Brighthearth
Humility + Moat
Land Equilibrium + Mana Breach

Card Choices (not up to date)

Some cards and why I use them might need some additional explanation:

Having a lot of cards available which slow down the game, producing a copy of one of these each upkeep is quite cool. Winning the game after 7 turns of cost increases or tapping everyone out is even better! The preferred targets for Mechanized Production are of course
- Lodestone Golem
- Sphere of Resistance
- Thorn of Amethyst
- Tangle Wire (not game winning but a massive slowdown)

I've added Academy Rector to have another great tutor for this lock or other nasty enchantments.

Chronatog and Sundial of the Infinite both let you skip your own turn. This may seem like a bad idea but if you have one of them on the board you can put counters on your Smokestack carelessly and let the other players sacrifice while you skip your next one or two turns. These cards can also win the game, if you can establish a situation in which no player has any threat on the board and can't play anything at all (for example Land Equilibrium after Armageddon - no opponent can put a land into play until you do). You can safely cast Chronatog at any time in the game and because of its weird ability it will usually be ignored by other players until it's too late.

I have removed Chronatog and play Sundial of the Infinite instead. After OnlyOnTuesdays recommended it, I realised how many tricks are possible with this card. Besides the tricks Chronatog can do, here are some nasty possible Sundial actions that came to my mind:- Counter spells and abilities that are played at the end of your turn by ending your turn in response- Adding counters on Smokestack while not having to sacrifice for the second ability- Ending your turn during combat, if something bad and unexpected happens

All in all I would say that Sundial has to be preferred over Chronatog because it gives you more options, it isn't affected by Cursed Totem and it can be tutored up easier in this deck. I wanted to keep Chronatog for style, because I have already made a "Stax" shirt design with his iconic face ( but Sundial makes him pretty much obsolete because it can do the same and more - it just can't deal damage or block, but that's not too important anyway. I might get my Sundial altered sometimes though and have a Chronatog painted over it, holding a sign with "your turn!" or something like that...

Words of Wind on turn 1, for example with Mana Crypt and a land is really mean. It's followed by skipping the next draw, returning Mana Crypt to the hand, playing it again and then Augustin...this lock has to be broken quickly or it's too late to escape.

Another use for Words of Wind is to bounce artifacts in order to generate more mana with Metalworker. It can also be used to remove my own (previously played) Cursed Totem or Humility in order to make a Metalworker (or Aven Mindcensor or whatever) work again later.

Sensei's Divining Top + Words of Wind - rescue any permanent at instant speed if you can pay

It's also the outlet for any infinite mana/carddraw combo in the deck, which bounces all opponent's permanents then.

AEther Barrier seems a bit odd because it gives an opponent a choice between paying one more for a creature spell or sacrifice a permanent. However, the great aspect of this card is that it can not be paid with mana from Food Chain for example. It's not something that makes creatures cost more but a triggered ability that has to be paid extra.

Changes and Feedback:

Here I will keep track of notable changes and I will also mention user feedback if it had an impact on my decisions. Feel free to leave a comment if you think anything could be further improved (without completely overturning the whole gameplan)!

25.07.17: Removed Sundial of the Infinite, Swords to Plowshares, Wasteland, Engineered Explosives in favour of Mind Stone , Sunder, Rhystic Study, Commit / Memory. I have tested the deck online with Xmage and I have frequently been unimpressed when the Sundial had shown up. EE, while being a repeatable removal with Academy Ruins, would often hit important pieces of my own board and Swords felt too random in most games. If creatures were a problem it's always a lot of them and I either need Humility, Moat or Ensnaring Bridge anyway. Sunder has been in the deck at the very beginning and went out when I bought Ravages of War . But in fact I'm always glad to see a mass land wipe showing up, so having a third one in the deck is a good idea. It's also great because it's an instant and I have Timetwister, Windfall and now I'm testing the 3rd Wheel with Commit / Memory too.

24.08.17: Trinket Mage , Long-Term Plans, Telepathy in, Serra Ascendant, Thorn of Amethyst, Mystical Tutor out. While I usually never felt the need to get a certain instant/sorcery on top, I often wanted to find ANY card in the deck, e.g. tabernacle, tezzeret, world queller and other stuff that no common white or blue tutor would find (Intuition doesn't make good enough piles in this deck). Therefore the choice of Long-Term Plans over Mystical Tutor. It always felt bad to get mana artifacts with fabricate, so trinket mage goes back in again - missed it quite often since I took it out a while ago. Maybe EE or pithing needle is justified again then, probably depends on what the other guys will be playing in the near future. Thorn of Amethyst is the sphere that hindered my own deck the most and might not even slow down creature based strategies at all so I will try to go without it. Serra ascendant goes out to test how effective Telepathy is in 3-4 player pods. Timing of counters, bounce and destruction is very important, so knowing the opponents' hands could greatly improve the performance of the deck. Sunder is out again for Wasteland, at least the invocation wasn't expensive.

information on the meta Show

I play in a mixed meta, the main opponents are a competitive 5c hermit druid and Arcum Dagsson combo (both piloted by the same player), a fairly competitive Purphoros, Teferi, selvala and some lower tier decks. Many people play monocoloured decks and the core group is relatively small. I hope that more people can be motivated to play competitive decks in my area because the frequent visitors of our regular's table already keep all their decks, even the funnier ones, on a relatively high level. Our LGS rarely hosts commander torunaments though (once or twice a year maybe).


I've recently been testing all my real life decks online with Xmage in order to find more different opponents to play against and to find out how valuable certain cards really are in various situations. I also had some real life games with 4 and 5 players, which showed where the problems with the current list are.

Firstly, the impact of Overburden was often not worth playing the card. It's game winning against a certain local Norin deck, but that's it basically. In the online games I didn't get any value from it, only if it would hit the board on turn 1 against a creature heavy deck. Mana Breach on the other hand is a real killer, because it triggers with every spell and not just creatures. I will try adding Swan Song instead of Overburden now.

Secondly, I realised that by following the mantra "aggro isn't competitive in EDH" I have reduced my defense against actual attacking creatures to such a minimum, that I sometimes have problems to handle vanilla creatures swinging at me, after their abilities have been successfully disabled. As my deck is a classic Stax, I definitely need to have a presence on the board before nuking everything, and that is at best something that keeps on working and further establishing control even when the lands are gone. I absolutely need a beatdown option because the combo wins are secondary in that approach. Unfortunately I somehow wanted to ignore that and wanted to think that the combo wins are enough, even though my build doesn't focus on actively finding combo pieces until the late game.

In one of the more recent games with the deck I was able to keep everyone from playing right from the start (turn 1 Trinisphere, turn 2 Augustin), then wanted to secure the win by removing all lands with Sunder just before anyone could start playing again...but then came nothing, only more mana and counterspells and eventually the player with the most problematic combo deck on the table started to give away tokens with Forbidden Orchard, which then attacked me over and over again. There was certainly some bad luck involved there but before I had told myself too much that "aggro is no problem" I would have had no problems with such a stupid "threat" at all.

The conclusion is that I will go back to where I came from and take a few cards into the deck again that establish an early board presence and easily break parity in locked situations: Serra Ascendant, Elspeth, Knight-Errant, Thada Adel, Acquisitor. Other ideas would be to add Sword of Fire and Ice or Braingeyser

I will try removing Commit/Memory, Padeem and Mechanized Production because they seem to be the cards that do the least for the main strategy. Further tests will show if that change is a good decision. The decklist here will be updated then.

Comments View Archive

Enral says... #1

This deck is brutal and I really can't find any meaningful suggestions to give so I'll give you an upvote! +1

July 27, 2017 10:24 a.m.

Winterblast says... #2

Thanks Enral!

July 27, 2017 10:41 a.m.

Wurmlover says... #3

hey, you commented on my brago list a while back, I think its finally done. Would you mind taking a look at it? I think it works well in general, but I think that it needs an extra boost to make it more fitting in a meta of prossh food chain and krenko and riku.

the deck: ? Soviet Russia: The Deck ?

August 3, 2017 9:03 p.m.

Winterblast says... #4

Wurmlover your deck looks good now imo. I would say the worst you can do to an aggro deck like Krenko is to cast a Cursed Totem and also Torpor Orb but that one wouldn't be a trick with Brago. Foood chain is pretty much stopped with cost increases because the combo doesn't generate infinite mana anymore. It gets even worse with AEther Barrier because that can't be paid with food chain mana. You need to get those pieces out and protect them though. Obviously the combo player will do everything to remove the stuff that keeps him from playing his combo. It's more about keeping these hindering cards in play than actually doing alot yourself then.

August 5, 2017 10:12 a.m.

Wurmlover says... #5

well taxers like Sphere of Resistance don't do anything against food chain since prossh's trigger says however much mana you paid to cast it. aether barrier is good though, thanks.

August 5, 2017 8:41 p.m.

Winterblast says... #6

Wurmlover it holds off General Tazri though, which wants to use the food chain with one of two creatures that can be cast from exile. Cost increases can hurt Prossh as well, because the commander needs to be cast, which is already quite expensive for 6 mana. Raising the cost for starting the combo (and you have to mind that food chain has to be found and cast as well, which also costs mana for tutors and everything) can just buy as much time as needed. My plan here is to remove the lands then and go into beatdown mode or find combo pieces. You can go on with your Brago value generation in that situation.

August 6, 2017 4:53 a.m.

Lord_Khaine says... #7

As a stax fanboy, I bequeathed this deck an upvote.

I normally do or stax, but I have the cards to try . If I do, I'll likely borrow from some of your designs.

August 9, 2017 6:52 p.m.

Winterblast says... #8

Thanks a lot Lord_Khaine! I'll have a look at your decks if you have some stax lists online here.

I haven't build an esper version in real life yet, only this one, Atraxa and Silas Renn/Bruse Tarl. Unfortunately I can't build all simultaneously because I only have one copy of Workshop and Tabernacle and Timetwister and some other expensive cards. My favorite pick for esper would be either Oloro or Sen Triplets, probably rather Oloro because you can kill very fast with Aetherflux Reservoir...let me know if you have tried something

August 10, 2017 3:51 a.m.

Lord_Khaine says... #9

Winterblast, I'll make sure to upload one of my stax lists later today - most of my collection isn't on tappedout.

August 10, 2017 7:43 a.m.

Rabid_Wombat says... #10

Upvoted. Time to go and have a Frantic Search for my last remaining The Tabernacle at Pendrell Vale :/

August 16, 2017 2:23 a.m.

Winterblast says... #11

Thank you Rabid_Wombat!

You better find that tabernacle, whatever your Long-Term Plans are, that's not a card you'd like to lose...but do you have an idea how to find the tabernacle while playing? Anything that doesn't involve a tapped land like Tolaria West...

August 16, 2017 3:08 a.m.

Rabid_Wombat says... #12

After a 20 minute Treasure Hunt frenzy the Tabernacle was located in an old shoebox - luckily it's been in an Ultra Pro screw down top loader since "back in the day" phew

Tutors like Crop Rotation, Reap and Sow and Expedition Map are all good for finding it whilst playing ;)

August 16, 2017 4:46 a.m.

Winterblast says... #13

Well, unfortunately I can only play one of these here because I don't have green available. I don't think expedition map is really worth a slot just for finding tabernacle and maybe a strip mine...

What do you think about playing Long-Term Plans instead of Mystical Tutor here?

August 16, 2017 5:08 a.m.

Rabid_Wombat says... #14

Ack, sorry - I'm all about the Green mana with edh!

Long-Term Plans looks like a good idea but being able to Mystical Tutor up a Top, Mox or an Expedition Map seems to be sweeter deal...and someone will probably combo out and win the game the turn before you draw whatever you planned for ;)

August 16, 2017 5:54 a.m.

Winterblast says... #15

The mystical searches for instants/sorceries, I guess you mean Enlightened Tutor which is indeed important. The whole deck tries to prevent combos from going off so it's just a matter of how much I want to search for stuff that is not an artifact or enchantment, basically planeswalkers, creatures and lands at the cost of putting them 3rd from the top (which isn't too bad with divining top, jace and other draw engines)

August 16, 2017 6:35 a.m.

JoaoWockeez says... #16

7k deck, that's sad.

August 24, 2017 5:49 p.m.

Winterblast says... #17

JoaoWockeez you could build a budget version without the kaladesh inventions

August 24, 2017 6:03 p.m.

Podma101 says... #18

Don't know much about stax, but I know a mean deck when I see it. +1, very well done!

August 31, 2017 7:21 a.m.

Hey there,

I play meren stax and currently am trying to build a different color scheme for all the stax artifacts and such, was going to build oloro or derevi with ga4 in the deck for the extra colors, but ga4 is just SO good i was sold on him as a meren Alternative

I really like this list, a lot of the cards I already own and your primer description ia very informative and assists me with building my own ga4 version minus tabernacle and some other budgetless cards

+1 for the informative primer and disgustingly well brewed decklist, and thanks for the ideas and WU card explanations sir! (Or madam)

August 31, 2017 4:36 p.m.

Winterblast says... #20

Thanks goblinguiderevealpls! Good that you can use my descriptions and reasoning for the included cards. I don't know if a budget version would work in the same way though, because several decisions are based on having exactly those cards in the deck.

Without tabernacle and other more expensive cards the strategy has to be wouldn't have a chance of getting ahead of creature AND artifact based ramp without some of the expensive cards. You also wouldn't play as many artifacts and the metalworker combo if you don't have a mishra's workshop available...without moat you would have to play wrath and other mass removal and therefore would not play as many important creatures that you want to keep under all circumstances. Different budget certainly requires a different build, keep that in mind.

August 31, 2017 5:20 p.m.

Good to know.

One day ill win the lottery so i can go buy Timetwister for my nekusar edh, but hey if you can afford to run them, DO IT. I can see why $t1ks is significantly lower in power :( oh well, nice deck!

August 31, 2017 5:25 p.m.

Sgtpopnfreash says... #22

Have you found Telepathy to be worth the spot? and out of curiosity why no Whir of Invention? I have found it to be one of the best artifact tutors for stacks strategies.

September 7, 2017 9:01 a.m.

Winterblast says... #23

Sgtpopnfreash I haven't seen it often after putting it in the deck yet but it helps a lot against more opponents. It's really good to know when exactly the best time for a mass bounce or land wipe is and when a counterspell is best used.

The triple blue for whir of invention is just too much imo. I wasn't able to cast it reliably when I first tested it. Maybe I try it again if I ever feel like there's a lack of artifact tutors. More often I was looking for stuff that no other blue or white tutor could find, that's why I have Long-Term Plans. Another idea was Expedition Map but no additional artifact tutor

September 7, 2017 9:43 a.m.

Spoosky says... #24


September 9, 2017 1:50 p.m.

n8dm says... #25

Thank you for opening my eyes to the Basalt Monolith + Rings of Brighthearth combo.

October 16, 2017 5:55 a.m.

Podkomorka says... #26

Lol there was a comment about how to fend off Krenko. This is a competitive deck, it shruggs at casual decks like Krenko, trash boss.

October 19, 2017 2:57 p.m.

Florg says... #27

Nice deck! Looks very well built. I particularly like the mechanized production win condition, very creative!

October 22, 2017 6:13 p.m.

Winterblast says... #28

Florg thanks but that card has been removed because it was too inconsistent.

October 22, 2017 6:23 p.m.

Florg says... #29

Winterblast yeah that's fair, I didn't notice it got removed. It's more cute than it is powerful. I've never really had a full stax deck but this certainly looks like a pain in the ass to play against haha

October 22, 2017 6:28 p.m.

Florg says... #30

I also just noticed you don't run a Force of Will. Why is that?

October 22, 2017 6:29 p.m.

Winterblast says... #31

Florg that's because I don't have enough blue cards to pitch and FoW won't be free with all the taxing spheres. Imagine trinisphere and FoW - lose 2 cards and 1 life to pay 3 for a "free" counterspell

October 23, 2017 2:32 a.m.

Kaleo42 says... #32

Great work here. Lots of thought put into the list and plenty of review leaves little to improve. Personally I dislike 3CMC mana rocks unless they are combo centric like Basalt Monolith. Do you think Chromatic Lantern could make room for anything better? Coalition Relic I have some reservations about as well but don't think this two color deck can afford not to run it.

November 13, 2017 5:50 p.m.

Winterblast says... #33

Thank you Kaleo42!

Coalition relic has already been replaced by Prismatic Lens because of the lesser cost. Lantern is important because it enables lands that don't produce mana on their own, for example tabernacle, to make colored mana. Mishras workshop can be used to cast nonartifact spells as well then.

I have currently stuffed in Delay and Phyrexian Metamorph instead of telepathy and stroke of genius, but it might be changed back again. Updating again when I'm sure about it

November 14, 2017 9:30 a.m.

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Revision 11 See all

1 month ago)

+1 Mystical Tutor main
+1 Expedition Map main
-1 Long-Term Plans main
-1 Coalition Relic main
-1 Arcane Denial main
-1 Thada Adel, Acquisitor main
-1 Elspeth, Knight-Errant main
+1 Thada Adel, Acquisitor main
-1 Mind Stone main
+1 Stroke of Genius main
-1 Umezawa's Jitte main
+1 Copy Artifact main
+1 Prismatic Lens main
+1 Whir of Invention main