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Gaddock Teeg Stax

Objectives:

The objective of the deck to stop the other players from optimizing their lines of play. There are a multitude of ways to deny their selections.

Strategy:

The main prerogative of this deck is to cut the corners of the ways they play by reducing the fringes of their cards' intended use. Once the fringes are removed, remove the new fringes. Continue trimming the edges of their interaction until there is very little room for them to operate. If it's set up well enough, you can navigate your restrictions and use activated abilities of your cards to win. If you sneak under the radar, enough restrictions will be imposed to where a specific set of events will have to occur (that are often quite expensive) for them to achieve their win condition.

Tactics:

Aegis of the Gods , Privileged Position , Shalai, Voice of Plenty , Sterling Grove , Swiftfoot Boots , and Lightning Greaves are all in this deck to prevent you as the player or your permanents from being targeted. All of these are vulnerable to a board wipe, but there's not a whole lot to do about that. In most games, this type of target invalidation is not to impinge on what the other players are doing, but it's to invalidate you and/or your board state as a valid target on the board. The less they interact with you, the better.

Baird, Steward of Argive , Kataki, War's Wage , Leonin Arbiter , Tithe Taker , Suppression Field , and Norn's Annex exist to make punitive taxes on passive or active strategies. Not all of these directly affect the opponent. All of them interact with your opponents if they are actively trying to alter your board state, life total, or interact with your turn.

Collector Ouphe , Dosan the Falling Leaf , Fiend Hunter , Gaddock Teeg , Kinjalli's Sunwing , Loxodon Gatekeeper , Manglehorn , Reclamation Sage , Spirit of the Labyrinth , Thalia, Heretic Cathar , Tocatli Honor Guard , Glacial Chasm , Nevermore , Grafdigger's Cage , and Pithing Needle all exist to prohibitively deny a specific strategy. Navigate this carefully, as some of these don't have targets and you could inadvertently invalidate a key interaction that you're relying on.

Alms Collector , Aven Mindcensor , Containment Priest , Hushwing Gryff , Stonecloaker , Glare of Subdual , Wrath of God , Natural Obsolescence , Orim's Chant , Settle the Wreckage , Silence , and Swords to Plowshares are all cards to help police the game state. Every card can operate at instant speed except for Wrath of God . Hold them in your hand and use them as counter spells.

Boonweaver Giant , Eternal Witness , Karmic Guide , Reveillark , Saffi Eriksdotter , Sun Titan , Angelic Renewal , and Resurrection are all here to grab that nice piece that can help lock your board state or hinder another person from clinching a win.

Beast Whisperer , Mentor of the Meek , Protean Hulk , Seedborn Muse , Yisan, the Wanderer Bard , Pattern of Rebirth , Eldritch Evolution , and Birthing Pod help you find the missing piece of the puzzle to assemble your ideal board state. The Beast Whisperer and Mentor of the Meek can help fill your grip to filter through your deck. Hulk, Yisan, PoR, Eldritch Ev, and Birthing Pod grab a specific card, and the Muse helps you activate everything.

Methods and Gameplay

When playing this deck there are a few methods to win the game, but none of them will work properly if you come out aggressive or start "Staxxing" too early. This deck needs to watch the board state develop, then react to developing strategies with the cards you have or can tutor for. With this general gameplay method in mind, here are a few things to consider while playing:

  1. Do not keep any starting hand that cannot cast Gaddock Teeg on turn 3. Gaddock Teeg is a super cheap, effectual piece that's prohibitive by the nature of his existence and needs to be out on turn 3 at a minimum. Everyone will likely groan at the fact that you have cast this before they can hit their first 4 drop with the mana provided by their land or mana rocks on rate, but no one would want to spend their 4th turn to destroy him. Let him abide and take combat damage if need be, but don't let him take lethal damage until you believe that he would impede your plan.

  2. Card advantage comes at a premium in this deck. There are likely better cards that are likely going to be included at a later date to get more cards in-hand, but the few that I have right now need to be used deliberately. Card selection is a must when using this deck. Several lines of thought have to be considered when playing this deck, and choosing your cards from tutors or casting from your hand require even more deliberation. Because of the non-linear nature of this deck, three (over-generalized) things need to be considered when using your advantages.

    1. What could be in your opponents hand that can interact with what you're about to do? Base this off of the colors they play (e.g. Red = burn, Blue = counters, etc.).

    2. What is on the board that would prohibit you from taking this action? You are likely very aware of what your opponents have that can benefit or hinder you, but before each cast, thoroughly review what's on your board before you cast so that you don't accidentally reveal free information by casting something your own board prohibits.

    3. By taking this action, how would it affect your hand, or your intended line of play? Almost everything in this deck trims off the edges of card effects (e.g., no EnterTheBattlefield effects, creatures can't enter the battlefield from anywhere but the players' hands, mana cost restrictions, etc.), so don't deny ETBs until after you've used yours.

  3. The most visible win condition is for you to go wide, and your opponents will fixate on that. Most of the game is built around you using your creatures for static abilities, but only one interaction for your creatures is to use a combat step to attack. This is obvious, but attacking exposes your creatures to combat damage. Make sure you've consulted your hand and the board state before you swing with anything, as even declaring attackers opens the game to interaction. Using cards like Baird, Steward of Argive can limit a crack-back, but you aren't invulnerable.

  4. Protect your creatures, then protect your life total. You're going to get a lot of pressure early. It will subside. This is because there are likely to be some pretty key pieces out on the board that slows down one player more than the others, and they perceive you as a threat. You're going to draw hate. Relish it. Communicate to your opponents that, although you may be prohibitive, you aren't threatening. Be political. Ask questions, aid enemies, misdirect, obscure lines of play, sever interaction. And always remember this one thing as you play: Watch the board state develop, then you react.

Getting to your Win Condition

Ashnod's Altar + Saffi Eriksdotter + Karmic Guide + Mentor of the Meek = Draw Your Deck

1.Cast Ashnod's Altar

2.Put Saffi Eriksdotter , Mentor of the Meek , and Karmic Guide into play

3.Use Saffi Eriksdotter 's ability, targeting Karmic Guide

4.Use Ashnod's Altar sacrificing Karmic Guide , Producing 2 colorless mana

5. Saffi Eriksdotter 's ability triggers, hits the stack, and resolves on Karmic Guide , returning Karmic Guide from the graveyard to play

6. Mentor of the Meek sees Karmic Guide enter the battlefield, Mentor of the Meek 's ability triggers and hits the stack

7. Karmic Guide 's "enters the battlefield" ability triggers, is placed on the, targeting Saffi Eriksdotter and resolves, returning Saffi Eriksdotter to play

8. Mentor of the Meek sees Saffi Eriksdotter enter the battlefield, Mentor of the Meek 's ability triggers and hits the stack

9.Use the 1 floating colorless mana generated by Ashnod's Altar (when Karmic Guide was sacrificed) for each Mentor of the Meek trigger.

10.In the order of events above, start steps 3 through 9 until you are satisfied with your hand.

11.Cast your win condition

Ashnod's Altar + Saffi Eriksdotter + Reveillark + Mentor of the Meek = Draw Your Deck

1.Cast Ashnod's Altar

2.Put Saffi Eriksdotter , Mentor of the Meek , and Reveillark into play

3.Use Saffi Eriksdotter 's ability, targeting Reveillark

4.Sacrifice Reveillark to Ashnod's Altar , generating 2 colorless mana, and putting Reveillark 's 'leaves the battlefield" ability on the stack, targeting Saffi Eriksdotter

5. Saffi Eriksdotter 's ability hits the stack, and resolves on Reveillark

6. Mentor of the Meek sees Reveillark enter the battlefield, and Mentor of the Meek trigger is on the stack

7. Reveillark 's ability targeting Saffi Eriksdotter resolves, returning it to play, and Mentor of the Meek trigger is on the stack

8.Use 1 floating colorless mana generated by Ashnod's Altar when Reveillark was sacrificed for each Mentor of the Meek trigger.

9.In the order of events above, start steps 3 through 8 until you are satisfied with your hand.

10.Cast your win condition

Win Conditions

Shalai, Voice of Plenty + Seedborn Muse = 4 +1/+1 counters for each rotation to your next combat step.

Altar of Dementia + Saffi Eriksdotter + Karmic Guide = Infinite Mill

1.Cast Altar of Dementia

2.Put Saffi Eriksdotter and Karmic Guide into play

3.Use Saffi Eriksdotter 's ability, targeting Karmic Guide

4.Sacrifice Karmic Guide to Altar of Dementia , milling 2 cards off of an opponents library.

5. Saffi Eriksdotter 's ability hits the stack, and resolves on Karmic Guide

6. Karmic Guide 's "enters the battlefield" ability triggers on the stack, targeting Saffi Eriksdotter and resolves, returning it to play

7.In the order of events above, start steps 3 through 6 until no opponent has a library.

8.Pass your turn.

Altar of Dementia + Saffi Eriksdotter + Reveillark = Infinite Mill

1.Cast Altar of Dementia

2.Put Saffi Eriksdotter and Reveillark into play

3.Use Saffi Eriksdotter 's ability, targeting Reveillark

4.Sacrifice Reveillark to Altar of Dementia , milling 4 cards off of an opponents library, and putting Reveillark 's 'leaves the battlefield" ability on the stack, targeting Saffi Eriksdotter

5. Reveillark 's ability targeting Saffi Eriksdotter resolves, returning it to play

6. Saffi Eriksdotter 's ability hits the stack, and resolves on Reveillark

7.In the order of events above, start steps 3 through 6 until no opponent has a library.

8.Pass your turn.

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Comments

Casual

97% Competitive

Date added 2 months
Last updated 2 months
Legality

This deck is Commander / EDH legal.

Cards 100
Avg. CMC 2.94
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