I'll have a look at it xander11, maybe I have some ideas...
May 8, 2017 2:53 a.m.
So I am building a stax deck and I am not sure how I can improve it to actually be a viable deck Stax
May 4, 2017 8:35 a.m.
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I'd like to know what your experiences are with other Stax decks, if you have faced any so far...
I currently play Augustin's $t4ks (4000$ Solution/Stax) and I have the most problems, when someone is able to resolve noncreature mana sources right in the beginning, before the first taxing stuff hits the board. Being dependent on creatures entering play and attacking can be a problem, because there is a lot that prevents creatures from doing what they should do. We have a derevi deck here but I've only seen it win against rather casual decks, so I'd like to know what you think would be your chances against my own Stax.
May 29, 2017 5:08 a.m.
I am currently tuning my Gitrog Monster deck:
I'm not sure in which direction I should go to make it faster and more reliable. At first I had a list that focused on getting Squandered Resources or Rain of Filth , then (hopefully) drawing into land searching spells, which enable to generate more mana and draw more cards and so on...I managed to pull off one lucky kill on turn 3 with that method, but it all depended on getting Squandered Resources and Natural Balance and drawing into enough land searchers. I feel there are not enough spells that have a good "mana/land search" ratio to make this approach work well enough.
Another method to win is by having a free discard outlet and Dakmor Salvage. It's basically repeatedly milling the deck with the help of kozilek and generating infinite mana in the process with Lion's Eye Diamond.
What I'm unsure about is the rest of the deck. I have some disruption, artifact/enchantment destruction, Choke to annoy our mono U players, cheap mass discard...some Dredge stuff and Dread Return, several landfall Triggers, Sanguine Bond and Exquisite Blood Combo which work well with the lifegain from Zuran Orb and Retreat to Kazandu, some cycling in addition to the cycling lands and Archfiend of Ifnir...
It's all somehow nice but I'd like to hear some opinions if it's better to completely focus on one way to exploit the Gitrog Monster or if it's better to be more flexible and use cycling, dredge, reanimation and land searching/sacrificing equally.
As this is my 8th ready to play commander deck I don't have any more of the best mana artifacts left. The deck is land based, but the speed of Mana Crypt and all the moxes shouldn't be underestimated...I have thought about adding Null Rod or using proxies for the missing artifacts.
Thanks in advance for your comments!
May 29, 2017 4:31 a.m.
I play purphoros myself, but more like a goblin tribal deck, without the expensive big creatures and spells.
I would suggest Goblin Welder and Daretti, Scrap Savant to get stuff like Myr Battlesphere, Wurmcoil Engine and Memory Jar out of the graveyard repeatedly. This probably requires more artifacts in general, mana artifacts for example. Panharmonicon is also great in this deck.
May 29, 2017 3:50 a.m.
Switching the view to converted mana cost probably shows why you have problems in keeping up with your playgroup: you only have 9 one drops in the whole deck and 13 two drops. This means except for 22 cards you won't be playing ANYTHING before turn 3.
One way to change that would be to invest in acceleration through mana artifacts, but that would quickly consume your +100 dollar budget. You might have a look at Mana Crypt, Chrome Mox, Mox Diamond, Lotus Petal, Mana Vault, Grim Monolith, Mind Stone, Golgari Signet, Coalition Relic and if you have enough artifacts in the deck, also Mox Opal and Voltaic Key. I would also play Dark Ritual in every black deck.
As your commander profits from creatures, I would suggest mana producing creatures instead. Birds of Paradise, Llanowar Elves, Deathrite Shaman for example. There's a huge lot of these creatures available and none of them are expensive. Searching for additional lands also helps your commander, so Skyshroud Claim, Tempt with Discovery, Nature's Lore, Edge of Autumn, Crucible of Worlds and Life from the Loam could be nice. Solemn Simulacrum can also go into any commander deck, which has enough basic lands.
Sorin Markov is absolutely devastating in commander, just like everything that sets someone's life total to a certain low number. With the lifeloss ability of your commander you can put at least one player under much pressure. In general you have to think a bit differently than in modern, because the power level is much higher in commander and you can't win by dealing damage as easily. losing 2 life is nothing, not even 5 life is a big deal, around 10 it starts to bother you, but only if the source can swing again for you in the next turns. you have to watch out for combo and control though, because most decks try to secure a win somewhere between turns 3 and 5.
May 29, 2017 3:22 a.m.
goobahead1 you didn't comment anything useful, did you?
May 29, 2017 2:48 a.m.
If you have problems with mana in the early game, you should increase the number of one drops that produce mana...you only have sol ring at the moment!
I would cut high mana cost spells because speed in the beginning is far more important
May 28, 2017 7:50 a.m.
Interesting build, found some possible cards for my own frog!
I'm ccurrently trying to improve mine...I think the biggest problem is to make the deck fast enough and reliable. There's a potential kill with Squandered Resources and Natural Balance on turn 3, if you draw into the right cards. Maybe you can find some interesting cards in my list as well:
How often have you played this deck so far? I can't really tell what's the biggest problem for it, as I've played it only 3 or 4 times so far and the only time I've lost was when I got stuck in the combo turn and had no lands left. Do you have more worst case experience with that kind of deck?
May 28, 2017 5:56 a.m.
May 28, 2017 5:05 a.m.
I don't think black offers protection for ennchantments, only Guardian Beast gives artifacts indestructible. other than that it's pretty hard to avoid mass removals because that's what they are made for: remove stuff that might be hard to remove because it has hexproof, protection of something...
May 27, 2017 7:45 p.m.
I need some help with this deck, especially how to make it more reliable and faster. One idea is to go for more drege or cards with retrace and flashback...not sure if that makes the deck go off faster though.
I'm also looking for discard outlets besides the one I already have, to make the infinite loop less dependent on a certain creature or even card type.
May 27, 2017 7 p.m.
Contagion Clasp is better than Contagion Engine imo because it's much cheaper. it can be searched for with Tezzeret the Seeker , it can take out mana dorks and utility creatures earlier in the game and the double proliferate isn't worth 6 mana.
For Paradox Engine to be reliable, you need a lot more mana artifacts. it doesn't do much if your only untapping mana source is a single sol ring or mox. Clockspinning is awesome if you want to do more with Paradox Engine...automatically ultimates planeswalkers if you can produce 4 mana with artifacts and the card alone is good as well.
May 27, 2017 6:43 p.m.
Thank you VitalisStacs!
I think I have explained somewhere in the comments why I removed winter orb. Keeping permanents tapped is worse than completely removing them, for example with mass land destruction and constant sacrificing effects and it also can't compete with the effect of Land Equilibrium, which prevents multiple lands from even entering the battlefield. Same with static orb, it isn't strong enough to be worth the two-sided effect. Both cards are very weak in the early game and that is where I want to establish control.
I don't play mass removal for creatures because it's a one time hit and doesn't prevent further creatures from being played. Also, it's often just the commander or another recurring creature, probably a combo piece, that is really a problem. I think it's more efficient to disable what creatures are supposed to do than repeatedly clearing the table.
Clever impersonator is a bad Phyrexian Metamorph here, simply because of double blue and not being an artifact (everything that can't be cast with Mishra's Workshop has to be A LOT better than an artifact alternative imo). Grasp of fate is also a problem because of double white. Copy enchantment has too few targets in the deck and defense grid is too situational imo.
As for spot removals...I play a few targetable removals, for example Engineered Explosives, Umezawa's Jitte and Karn Liberated. World Queller can also get rid of certain card types, especially when I don't have one of that type in play at the moment. The good aspect of these cards is that they are all reusable. Playing a spot removal as instant or sorcery in a game of 3 or 4 players means giving card advadvantage to all players who are not losing a spell or permanent. In this deck I never want to trade 1:1 because I wouldn't be able to control the whole table if I did so.
May 23, 2017 4:33 p.m.
I would use a lot more counterspells for the early game because you lack the speed (I don't see any mana artifacts here except one random sol ring). You have to prevent the other players from going faster than you, which means countering and destroying the shit out of their acceleration so you can even get as far as profiting off your cost reduction stuff. I would strongly recommend for example Spell Pierce, Daze, Mental Misstep, Stifle (for fetchlands and important combo pieces), Muddle the Mixture, Isochron Scepter (for all these spells), Thwart and with a higher budget Mana Drain, Force of Will and Pact of Negation, maybe Flusterstorm.
May 23, 2017 8:12 a.m.
I play Silvos, Rogue Elemental and it's quite successful. Even the players who know the deck always underestimate the commander because he is just a big trampler. The deck is packed with global and targeted artifact hate though, from Null Rod to Titania's Song and thus it hurts most of the top decks (including my own more expensive ones) a lot.
May 23, 2017 4:40 a.m.
Yes, it's awesome youngfischer...firstly these lands are fetchable and secondly I can play the land and use the cycling later because of Mana Breach and Overburden and with Crucible of Worlds it's even better. celestial colonnade has a really high activation cost and comes into play tapped, which is both bad for a manland...the 4/4 body is irrelevant because these lands are not suitable for a quick kill anyway, they mostly serve as recurring blockers. Colonnade also has a ridiculous price because it's played in modern and standard and here it's definitely not worth that high price. Maybe when it's out of standard it makes sense to buy one, but I don't know which of the lands it could replace. Mishra's Factory because it flies? Blinkmoth Nexus because it's a bigger blocker? Any other land that comes into play untapped? Is it better than any of the lands in the deck at all?
May 22, 2017 6:06 p.m.
Cataclysm is awesome if you manage to get a constellation of various card types which results in a lock when everyone sacrifices. It also kills all planeswalkers (which no other spell in the deck can do). It was better in the build which included the cards of the maybe list, but it's still a reset button for when I'm not fast enough in the early game.
Cutting words of wind is an option because it's also not as good as it was with the cards on the maybe list but it's still a possible turn 2 win: for example turn 1 mana crypt, trinisphere; turn 2 words of wind...and then skip every draw and no one can play anything until all opponents have drawn their whole deck. It's also possible to do the same when cataclysm reduces the board to words of wind and some taxing sphere and/or augustin, so that's another reason for keeping both cards.
At the moment I think it will be the medallion that gives way for Ugin because it only helps in casting coloured spells and only of one colour. I might put it in my Jhoira deck instead
May 21, 2017 6:28 p.m.
I forgot to mention that ward of bones only prevents playing the cards from one's hand, land equilibrium prevents the lands from being put into play, no matter how they came into play...with ward you can still use search stuff like solemn, wood elves and with land equilibrium these won't be able to cheat extra lands into play!
May 21, 2017 2:13 p.m.
dlamars I had it in the deck in the beginning, before I owned a Land Equilibrium, then I played them both and then I cut ward of bones. One problem is that it allows the opponents to have one more of every type than you have, while land equilibrium doesn't. If I have 0 lands with land equilibrium, no one can play a land until I do (the great part is, that according to the ruling you can't play the land and use the mana before sacrificing it). Another problem is that I usually have more of every other permanent type than everyone else, so apart from limiting the land supply the effects of ward of bones have often been completely useless.
I've just bought Ugin, the Spirit Dragon and I probably put him in the deck as soon as the order arrives. Not sure what to cut for it though...maybe Cataclysm because ugin is a great mass removal too, or Words of Wind (although this helps a lot with removing certain pieces that might prevent my own plays while slowing down the opponents, for example bouncing a Cursed Totem or Ensnaring Bridge for one action then playing it again), or Sapphire Medallion because I have already reduced the coloured spells very much.
May 21, 2017 1:36 p.m.
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|Playing since||Classic Sixth Edition|
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|Favorite formats||Legacy, Commander / EDH|
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