This is a 75% Competitive Daretti stax/combo list. Ive built and rebuilt this deck 3 times now, and i keep coming back. It is just too much fun, super synergistic and can be very resilient.

This deck requires you to do things that will make your opponents feel bad. Ask your playgroup before building this if they are ok with getting locked down and having all their lands either become useless, blown up or stolen.

The first few turn's main goal is to get daretti out as fast as possible. You want to aggressively mulligan to atleast a turn 3 Daretti, and should have some stax pieces down before that. Or at the very least have a decent blocker to protect him with. Once you get the table nice and slowed to your pace with static orb, or ward of bones. you want to start wheeling. Not only does this draw you a new hand, it also dumps all your recurable artifacts into the graveyard for later use. Wheels can be good or bad, on one hand you might have made an opponent discard important combo pieces, and on the other you might make them draw into ones they needed. Use as your own discretion.

The end game should be turns 6-9 and should all be very durdly, your turns might take 2-5 mins, your friends will already be fuming that they cant do anything with all the stax on board, but they will also grow impatient. If i notice my table getting restless i usually go with (hey guys/gals, thanks for being patient with me. I just want to make sure i do this all right) And thats fair to say. your turns involve a lot calculation and when to do what.

THE STAX PACKAGE: Phyrexian Revoker, Ward of Bones, Silent Arbiter, Winter Orb, Blood Moon, Lodestone Golem, and Static Orb, Price of Glory and Ensnaring Brigde


THE RAMP PACKAGE: Krark Clan Ironworks, Grim Monolith, Basalt Monolith, Metalworker, Treasonous Ogre, Lotus Bloom, Gilded Lotus, and Mana Crypt


WHEELS AND CARD DRAW: Chandra, Flamecaller, Wheel of Fortune, Wheel of Fate, Molten Psyche, and Reforge the Soul, Teferi's Puzzlebox, and Alhammarret's Archive


MLD: Ruination, and Keldon Firebombers

Win conditions are:

1) rings of brighthearth + Basalt monolith/grim monolith =Infinite colorless mana + staff of domination/walking ballista = infinitely huge Ballista ping until all players are dead/draw your deck gain infinite life

2) Mycosynth lattice + kill switch = full table hard lock, extra points in you have unwinding clock

3) Mycosynth lattice + vandalblast = destroy all permanents you dont control

4) Mycosynth lattice + hellkite tyrant = gain control of all permanents

5) Prototype portal + Ugin's Nexus + -2 daretti/ Krark clan ironworks = Infinite turns

6) Daretti's Emblem + mindslaver + infinite mana(or 10 mana for each other players tur, easily achievable with unwinding clock) = Hard lock mindslaver, might as well be Infinite turns

7) Goblin Sharpshooter + Basilisk's Collar = Destroy all creatures you dont control(plus gain 1 life for each creature destroyed this way)

8) kuldotha forgemaster + blightsteel + anger in the graveyard

If you have read this far, be warned. It is a very fun and rewarding deck to play. Again, I personally have turned off a few people to edh with this deck. Though i also pushed the more determined people in my play group to play more competitively and build cEDH decks.

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Date added 6 years
Last updated 6 years
Legality

This deck is not Commander / EDH legal.

Rarity (main - side)

15 - 0 Mythic Rares

38 - 0 Rares

12 - 0 Uncommons

3 - 0 Commons

Cards 100
Avg. CMC 4.16
Tokens Copy Clone, Elemental 3/1 R, Emblem Daretti, Scrap Savant, Golem 3/3 C, Wurm 3/3 C w/ Deathtouch, Wurm 3/3 C w/ Lifelink
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