Strixhaven Stadium

Strixhaven Stadium

Artifact

: Gain . Put a point counter on Strixhaven Stadium.

Whenever a creature an opponent controls deals combat damage to you, remove a point counter from Strixhaven Stadium.

Whenever a creature you control deals combat damage to an opponent, put a point counter on Strixhaven Stadium. Then if it has ten of more point counters it, remove them all and that player loses the game.

Latest Decks as Commander

Strixhaven Stadium Discussion

0rc on Dime-store Derevi (Competitive, Budget $100!!)

3 months ago

Korath_98, thank you for your enthusiasm and kind words!

Personally, I would not include Strixhaven Stadium, although I did consider it when I first saw the spoiler. I wouldn’t add it for a few reasons: 1) in a multiplayer game I need to connect with 30 creatures to win or generate enough tap/untap triggers with enough mana—-I prefer win cons that win flat out with fewer components; although maybe im just not thinking hard enough about it, 2) it is a non-creature spell and so would be subject to multiple taxes.

This deck already has multiple streamlined win cons and doesn’t need more. I recommend trying out the counterspell lock :)

If I did add it, I’d remove Congregation at Dawn.

Thanks!

-0rc

Korath_98 on Dime-store Derevi (Competitive, Budget $100!!)

3 months ago

Man I love this deck so much! I was looking for some ideas, because I didn't have any clue where to begin. I'm 100% upvoting. Out of curiosity, would you consider Strixhaven Stadium for an alternative wincon? And what would you take away in order to fit it in? Thanks!

multimedia on Tricky Flicky

4 months ago

Hey, well done so far on a budget.

Unfortunately, Ranar has been errata to instead say, "Whenever one or more cards are put into exile from your hand or a spell or ability you control exiles one or more permanents from the battlefield, create a 1/1 white Spirit creature token with flying". This change means Ranar + Samurai of the Pale Curtain + Blasting Station isn't an infinite combo anymore. The act of sacing a Spirit with Station is a cost not a spell or ability. Ranar now cares about the source that originally made the permanent leave the battlefield and the original source has to exile the permanent which Station doesn't do.

Samurai of the Pale Curtain's ability to exile opponent's permanents is also hindered by this errata because now Ranar cares about the source that removed the permanent from the battlefield before Samurai exiles that card. For example, if you destroy an opponent's artifact with Disenchant that permanent is destroyed and then Samurai exiles that permanent when it goes to the graveyard, but you don't create a Spirit by Ranar. The original source that made the permanent leave the battlefield is a spell, Disenchant, but Disenchant doesn't exile and it must to create a Spirit. Swords to Plowshares still works fine since it exiles the creature as the original source doing the exile.

Ranar + Blasting Station + Restoration Angel + Felidar Guardian is still a win condition infinite combo since the errata to Ranar doesn't change it's effect with blinking permanents.


30 lands is a low amount with only 5 sources of ramp. Consider 5 more budget lands and ramp?

A excellent budget interaction with blink is Palace Jailer since when Jailer is blinked the exiled creature doesn't return to the battlefield, that only happens when you lose the monarch not when Jailer leaves the battlefield. This makes Jailer when blinked an engine to exile opponent's creatures which also creates Spirit tokens by Ranar. Jailer also gives you the monarch when it's blinked for a repeatable draw source at your end step. Spirit tokens help to defend as blockers to keep the monarch since the only way you lose the monarch is by an opponent doing combat damage to you or an opponent plays a card that makes them the monarch.

If interested I offer more advice including cuts to consider. Good luck with your deck.

wallisface on Quidditch

4 months ago

Some thoughts:

  • the deck is tagged as "Modern", but Brainstorm is not a modern legal card.

  • As lagotripha mentioned, having white in this deck doesn't help you much. I'd drop white from this deck entirely. You're currently using it for only 3 very high-mana (and quite weak) cards, so I think the deck would overall perform a lot better with just the 2 mana (even without dropping white, I don't think any of those walkers are worth running).

  • I would suggest running only 2-3 Strixhaven Stadium, as while your deck is built around it, most of the time it's unlikely to do anything for you other than provide a colourless mana.

  • You currently have 25 lands also, which is quite high, but I can see why you currently need them - because you have soo many high-cmc cards. I would suggest ditching all your planewalkers (they don't particularly help you) and Hornet Queen - this easily lets you run closer to 22 lands, which will let you be much more aggressive.

  • More low-costing proliferate targets should help you get more benefit from proliferating. Stuff like Cloudfin Raptor feels really strong here.

zapyourtumor on The Infestation

5 months ago

I would probably make the deck more focused on a specific theme/synergy. I think currently the most synergy is tokens and -1/-1 counters, so I'd cut Winding Constrictor.

Sedgemoor Witch makes a bunch of tokens and has a nice interaction with Plumb the Forbidden... but you only have 8 instants and 2 sorceries. To make Sedgemoor good you need at least 20 total. I'd just cut it.

Strixhaven Stadium is kind of useless. At that point you should be able to win through combat damage anyways.

Going along with a -1/-1 counter + tokens theme, there's definitely one card I believe you should definitely add: Hapatra, Vizier of Poisons. Even though its legendary I think she deserves the full playset. For only 2 mana, it places -1/-1 counters and creates a ton of deathtouch snakes which clog up whatever non fliers the opponent has.

Obelisk Spider is another good one, similar to Hapatra: it makes -1/-1 counters and also drains the opponent.

It's too bad you can't play Black Sun's Zenith because the card is kind of bonkers in this sort of deck.

For removal, Eaten Alive is strictly better than Splinters. Honestly I don't recommend running either though. I'd just straight up run Fatal Push.

Land count looks a little high, I think 22 seems like a better number since your curve is pretty low. Cards like Heroic Intervention are generally not worth running just to save your creatures from wipes.

legendofa on Pursuing Perfection, Part 11: Simic …

6 months ago

I might revisit an Experiment Kraj idea I had some time ago. Basically, Kraj with a counter on Gilder Bairn and any creature that can produce or better as a tap effect instantly gives everything with a counter as many of those counters as it wants. With Llanowar Tribe, Canopy Tactician, some new planeswalkers, Sage of Hours, Strixhaven Stadium, and other fun bits and pieces, this might be doable.

Load more