March 27, 2014, 09:28:31 PM
Oloro,Ageless Ascetic (Stax)The Stax archetype is the fun killer archetype of Commander. Its goal is simple: make it impossible to be swung at, and grind your opponents into a lengthy battle of attrition. This deck is not for the thin-skinned or weak willed, you will be hated for running it. Unless you are in a very mature meta that enjoy playing very difficult, high level decks; I don't recommend this. The point of Commander is to have fun, and this can turn you into an archenemy where you find yourself battling the entire table, picking your cards up off the ground and/or having everyone drop after the first wipe. In a more mature setting Stax decks actually make opponents have to think about their moves, plan around yours and build more meta decks to combat it with. This deck is very difficult to pilot and requires some really timely decision making and accurate analysis of board-states. The reward of playing Stax will be finding yourself having a large edge above other popular strategies. It pacifies Voltron decks with pillowforts. Renders Combo decks and their greedy manabase ineffective with land destruction, tax effects. It taxes Swarm/Token decks to near uselessness. It even has something in store for Reanimator, graveyard hate and some exile spells. Without much more, lets jump into the cards and what their use is.
Stax & Taxβ’
Aura of SilenceThe card is pretty self-explanatory. Its a powerhouse in the Tax department. It is reusable artifact/enchantment removal with
Sun Titan, it makes
Sol Ring and opponent mana rocks much less useful. A+
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Cursed TotemWhat is there not to like about this? It locks out any creature based combos, like the ones employed by
Kiki-Jiki, Mirror Breaker or
Deadeye Navigator. Aggressively cost and pretty much stays relevant throughout the game.
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HumilityThis +
Night of Souls' Betrayal = No creatures on the field, permanently. The ultimate board lockdown.This is more or less when opponents begin to consider scooping or berating you.
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In the Eye of ChaosWhenever a player casts an instant spell, counter it unless that player pays X, where X is its converted mana cost. Basically you've gotta pay twice if you want that counterspell to connect. The amount of Instants in this deck is pretty low (7), and of those spells they don't cost all much anyway, and runs no counters itself. The only drawback is it will be destroyed by
Nethervoid (World Enchantment rule). If you ask me - that's a good problem to have.
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Land EquilibriumWith enough manarocks on the battlefield, and no lands of your own, this is another soft lock. Opponents are basically just holding onto cards they can't play.
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Mana VortexAggressive cost land destroyer. Its usefulness is evident, its frustration is unparalleled, its the perfect kind of card for this deck. It comes in early, sets opponents back greatly, and works with
Sun Titan.
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Nether VoidThe most devastating card in the entire deck probably is
Nether Void. Whenever a simple
Naturalize costs 5 mana, removing
Nether Void can be a daunting challenge. Its essentially game over if you manage to
Armageddon. It even slows down Planeswalkers, traditionally a weakness of Stax decks. The card is very expensive, but if you truly enjoy playing with supremely powerful cards, and are looking for an investment that is unlikely to EVER lose any value (it is on the reserve list, never to be reprinted in paper again). It is a backbreaking card to hit the field, and it changes the dynamics pretty much instantly.
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Night of Souls' BetrayalNight is a small pillowfort effect in that it lessens the amount of damage taken overall, sometimes enough to deter attackers. Night is a part of locking creatures out of the game completely when combined with
Humility. Gone are the days of you losing life through combat damage! Even without
Humility, the effect that Night grants, a universal -1/-1 to all creatures, can pick off utility and small token creatures all game long.
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Painful QuandaryThis holds up the ol' "KILL THAT GUY" neon flashing sign up. It also makes my opponents have to think about everything they're doing or risk discarding answers. It puts them in a horrible bind, and puts me in a place I'm comfortable being. Every spell they cast is a 2-for-1 or
Lava Axe. I like my chances of winning those games where this sticks.
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OverburdenOne of the great early pressure cards in this deck. If it comes down it pressures creature decks to calculate more carefully. If it comes down late it sort of whiffs. But part of the subtly of this deck is that it provides more threats for my opponents then similar control decks. I don't run counters, because I find that counters only provide temporary solutions to bigger problems, but if I keep pushing out problems then they'll run out of answers. In multiplayer, answers are limited, but threats can be forever. I would prefer my opponents go 1-for-1 with my threats then the other way around.
Overburden is one of those threats and a real great early card that punishes creature based decks.
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Tainted ΓtherExtremely good in a creatureless build and naturally works with
Overburden. I really like this card, not thrilled by the double Black cost, sometimes you cannot have it all.
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Torpor OrbThe worst card to see hit the battlefield for a creature heavy deck. Over the past few years, Wizards has unleashed a torrent of powerful Enter the Battlefield creatures. Hell,
I even built a whole deck around the concept! One stop answer to anything that can effect you under certain boardstates. Recommended tutor target if you're not too sure who you'll be facing.
Pillowfortβ’
Ghostly Prison β’
PropagandaIdentical cards that become even better when together. The peanut butter and jelly of the deck. Both get recursion with
Sun Titan and
Replenish. The main goal in a pillowfort deck is to get people to stop attacking you, or slow them down. These cards do both.
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Karmic JusticeThe Magic equivalent of bringing a gun to a knife fight. You destroy my artifact? I destroy your planeswalker/land/ect. Makes people really think twice about destroying any non-creatures of yours huh? It wants to punish
Aura Shards.
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MoatI have one from years ago, so I threw it into this build. Probably not nearly worth buying one unless you've already got it, or enjoy collecting.
Magus of the Moat is a more suitable budget alternative. It is a very powerful card, but not worth $400+
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Sphere of SafetyI'm running 24 total Enchantments. Odds are pretty good that I'll have a few in play when this drops. It's an evolving
Propaganda/
Ghostly Prison that protects my Planeswalkers also. I'm going to move on past explaining this obvious inclusion.
Drawingβ’
Erebos, God of the DeadA cheap, indestructible draw engine who's activation cost is offset by Oloro in the command zone. He can even swing in for some damage and has a little bonus of shutting off other life gain decks.
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Jace, the Mind SculptorThe most powerful Planeswalker ever still manages to find his way into any deck playing blue. You'd be silly not to include him, unless of course you cannot afford it. Part of the subtle beauty of this format is you only need 1.
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Lim-DΓ»l's VaultCard requires some explaining:
Step 1: Look at the top five cards of your library.
Step 2: If you like them, proceed to step 3a. If you don't like them, proceed to step 3b.
Step 3a: Shuffle the rest of your library, then put those five cards back on top of your library in the order you want. The spell has finished resolving.
Step 3b: Put those five cards on the bottom of your library in the order you want. Pay 1 life. Return to step 1
How would you like to sculpt your next 5 turns, or look through your whole deck for 2 mana and a couple of life? Cards like Oloro make running
Lim-DΓ»l's Vault a no brainer. I'm pretty surprised how few decks run this.
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Mystic RemoraQuick way to draw a few cards. Cumulative upkeep does suck, but you only really need to make it around the table 2 or 3 times before letting it die. It's super cheap at 1 CMC, so it's worth it.

tax is HUGE for opponents, even late in the game. It's impossible to justify paying for it early, which makes this card perhaps better then
Rhystic Study, I'd even be so bold as suggesting its "strictly" better, but it doesn't pop on creatures.

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Phyrexian ArenaArguably better then
Dark Confidant. It's in mostly every single deck running black. It's fun drawing cards, and this does it.
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Rhystic StudyAdds insult to injury most often. With high powered resource denile strategies like Stax, it's difficult to justify spending mana to stop you from drawing a card. It's a great enchantment and never outlives it's usefulness.
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Sensei's Divining TopTop has been discussed ad nauseam. It's a benefittial card and worth including into almost any deck. It's likely the single most powerful draw engine for any color.
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Thassa, God of the SeaThassa is an interesting include. The powerful scry ability every turn is amazing at getting you out of being flooded, finding answers and others. It can also deal some damage, has a low cost and amazingly gets recursion with
Sun Titan and
Replenish. Dodges
Aura Shards also.
Recursionβ’
Crucible of WorldsAny deck that focuses on land destruction ought to have a way to play their lands again. Crucible does some great stuff by bringing back
Strip Mine, manlands or
Flagstones of Trokair.
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Ill-Gotten GainsAllows a fast recovery after a board wipe. The symmetrical hand discard combined with
Leyline of the Void is just silly. My opponents do get back 3 cards under normal circumstances, but it's unlikely they'll have anything as cool as
Replenish in their hand.
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ReplenishReturn all of my useful cards back onto the battlefield for 4 mana? Where do I sign up? It's usefullness has weaved it's way through a lot of my card write ups. It's only ever not useful when you've got too many good cards already on the battlefield.
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Sun TitanThe Titan is a one stop shop for mostly every card in my deck. He's a
Crucible of Worlds stapled to a mini-
Replenish inside of a 6/6 body. He hits a whopping 66 cards in this deck (67% of the deck, not including Oloro and Himself).
Token Generatorsβ’
BitterblossomThe 1 life lost is a wash because of Oloro. It sets up an extremely early board state that could allow you to outright win. Originally this card was included as a perfect compliment to
Smokestack. You'd just sack one of your new faeries. This list no longer uses
Smokestack, so if you cannot afford a
Bitterblossom - it's easy enough to get rid of.
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Elspeth, Knight-ErrantEvery single one of Elspeth's abilities are useful. Every single one. It cannot be overstated how AWESOME she is for this or any deck. She can make blockers, make those tokens stronger and her ultimate? It might as well just say "this is for stax decks". Get one ASAP. I have not included
Elspeth, Sun's Champion because of her high converted mana cost, the 3 tokens would make sense if I were running
Smokestack, the -1 ability is super cool and worth a look, but overall isn't as useful.
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Sorin, Lord of InnistradIf Elspeth was the #1 Planeswalker for Stax decks, Sorin is #1b. The tokens are better then Elspeth, because the lifelink is relevant to regain some lost life from various sources. The emblem? Bonkers. It makes you creatures powerful enough to attack through
Humility. Only thing keeping him from a perfect score is his ultimate, doesn't do all that much.
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Trading PostIt is the Commander equivalent to a Swiss-Army Knife. It's just useful for many situations, and can get you out of plenty tough spots.
Tezzeret the Seeker can toggle this bad boy pretty well!
Spot/Mass Removalβ’
ArmageddonNo deck can truly call themselves Stax without copious amounts of land destruction. Land destruction is one of the most frustrating parts of playing Magic the Gathering. Since mana is a resource, having that all taken away from you results in plenty of hurt butts. This deck sets up a ton of Mana rocks to survive Armageddon and continue to play spells. A bit of strategy I like to employ is using Armageddon as early as turn 4. The reason is, most opponents keep and sculpt their hands around curving, so they're more apt to take a 3-lander while holding some high CMC cards in hopes of hitting their land drops until they can play them. Destroying all of those lands before they can curve out is a gigantic tempo play, the kind some decks may never recover from.
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CataclysmThis is a more symmetrical
Armageddon that certainly has it's advantages are some of the following
1)
It asks you to sacrifice those permanents. Which gets around indestructibility.
2)
You do not keep your precious planeswalker. Which is invaluable for a deck that is weak against Planeswalkers.
3)
My enchantments are better then yours. Just ask your girlfriend

4)
Tempo. Another
Armageddonβ’
CatastropheHybrid of the two original sweepers from Alpha:
Wrath of God and
Armageddon. Modal spells are powerful in Commander because they provide options. Creatures destroyed this way can't be regenerated is relevant sometimes also. It is a worthy inclusion.
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Liliana of the VeilLilly is pushed hard toward Stax players because she acts as a resource denial machine. The +1 is symmetrical, the -2 is deadly because they sacrifice (getting around Hexproof and Indestrucible) and the -6 is quite achievable. The ultimate is powerful, because you can separate the creatures into lands/permanents and creatures. Based on which pile they take you can cast
Armageddon for their lands keep or
Wrath of God for the creature keep. Pretty dirty move.
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Path to ExileExiling is strong in this format. Cheap efficient removal is strong in every format. Path gives up a slight bit of tempo, but it gains you some back if you want to use it on your own tokens to get a land. Exiling an opponents General is especially strong since they now have to pay the tax on it.
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Seal of CleansingSeal deals with troublesome enchantments and artifacts in a similar way to
Aura of Silence.
Sun Titan also provides recursion for this,
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Swords to PlowsharesProbably the best removal spell ever printed. It exiles, it's cheap, it's instant speed and you can use it on your own token if you fall behind.
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Utter Endπ
One of the best cards against this deck is
Aura Shards, which must be dealt with accordingly. As stated previously, Exiling is super powerful and important in this format, since recursion is such a common theme. This deck also runs few Planeswalker answers, since it runs so few creatures. A great way to deal with indestructible non-land permanents and planeswalkers is exile
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VindicateQuite possible one of the best cards printed for this format that isn't banned (yet). For a mere 3 mana you get to hit ANYTHING (creature, enchantment, artifact, land, or planeswalker). Worth splashing black in your white deck and vice versa just to access this one card. The Sorcery speed is hardly a drawback considering you get a
Heroes Downfall that can blow up
Gaea's Cradle if you haven't hit your
Strip Mine yet. This deck is weak to planeswalkers because it runs so few creatures,
Vindicate lets you deal with them without having to go deep. Also, Planeswalkers are opponents problems too, don't let them fool you!
Mana Rocks Azorius Signet,
Chromatic Lantern,
Coalition Relic,
Dimir Signet,
Mana Vault,
Orzhov Signet,
Sol Ring,
Talisman of Dominance,
Talisman of ProgressBoard sweepers Catastrophe,
Cyclonic Rift,
Merciless Eviction,
Terminus,
Wrath of GodTutors Demonic Tutor,
Enlightened Tutor,
Land Tax,
Tezzeret the Seeker,
Vampiric TutorGraveyard Hate Bojuka Bog Leyline of the Void,
Nihil SpellbombTop 55.
Nether Void4.
Replenish3.
Land Equilibrium2.
Cataclysm1.
Oloro, Ageless Ascetic
Last Edit: November 12, 2014, 10:37:45 PM by Dudecore