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Paradox Daretti [Primer]

Commander / EDH

Saltyfresh


Hi, this is a primer for a competitive stax version of Daretti, Scrap Savant that uses Paradox Engine as it's main win condition.

Skip this section if you just want to read about the deck, it is merely an introduction to my playgroup to gain a bit more understanding about the meta and the kind of decks I play against.

Hello! I wanted to start with telling a little bit about myself and my playgroup, and how our shift went from playing casual or 75% decks to nearly full powered competitive edh.

I've been playing edh for about 5 years, before that I played mostly kitchen table magic, with an occasional fnm back when extended was still a format. I remember I hadn't played magic in quite a while, thought about starting back up again and replied on a facebook group to a dude hosting a night of kitchen table magic. When I arrived everyone there played EDH, I didn't have a deck but I could borrow one. Roon of the Hidden Realm, and after playing EDH for one night I fell in love with the format. Building your deck around a specific card allowing you to play any janky combos you could think of with it (even forcing you because how else were you going to fill up a 100 card deck?). Finishing my own Roon deck felt like my first real EDH deck. The powerlevel around that time was what most people would probably refer to as 75% decks right now, usually trying to bring out a Prophet of Kruphix asap and disrupting your opponent's turn with Venser, Shaper Savant or drawing a ton of cards through Prime Speaker Zegana. Good times.

Then commander 2014 hit. I instantly fell in love with Daretti and picked the deck up first chance I got. I remember opening it and sleeving in a cafe where we often played and winning games right out the box with it (might be worth to note that we didn't have competitive decks at this point). From that moment I've played it throughout the last 5 years, taking it apart at times but always putting it back together.

Even though the decks in our meta didn't shy on playing powerful cards, and it's hard to lose with a board state containing Avacyn, Sigarda and Iona on blue, decks didn't actively try to close out a game. Then came along the first shake up of our meta in the form of Maelstrom Wanderer. This deck was built with a plan, oftentimes being able to clear a table by turn 6 or 7, be it through a craterhoof or a simple kiki combo. This caused everyone to shift their decks to have an active plan to close out the game. Mike/trike and kiki combo's became a regular thing, the first storm deck entered our meta lead by Mizzix, but first you'd have to be lucky enough to live through Jhoira bringing out an Apocalypse followed by a Blightsteel Colossus turn 5.

From here on it was an arms race. Force of Wills and Pact of Negations became prevalent in order to stop oftentimes predictable combo's, the first actual stax decks became prevalent at our tables, including generals such as Derevi and Brago, and of course Daretti. Midrange decks running on Survival of the Fittest engines were built to be able to fight through the stax decks and our meta stalled out for a while.

The thing that finally pushed our playgroup over the edge was the release of the commander 2016 set. The first competitively build storm deck entered our meta lead by Yidris. It would take home 50% of the games in a 4 man pod at times, even if everyone knew what the deck was capable off. It didn't take long for people to up the ante.

Enter our current meta. We have a slew of Ad Nauseum decks (notably Shimmer Zur, Doomsday Kess, Yidris and even mono B Sidisi), Jeskai Ascendancy Kidele/Bruse Tarl, Food Chain Prossh and Tazri, Derevi stax, Tana/Tymna Blood Pod, Keranos Blue Moon, Brago stax and probably more. Combo decks will win the game by turn 3 or 4 if left unattended, but our meta plays quite a lot of interaction so most of the time you can be sure your Seething Song will cost 4R. At least it's easily cast with all those nonbasic mountains. Of course none of this matters since everyone is stuck on 2 land after the turn 1 trinisphere.

So, I'm a jerk, I love stax decks and in this meta I play Daretti. I wrote this primer to spark up a discussion and hopefully encourage other Daretti players to share their lists. I know this commander is considered subpar to most of the names listed above, and although I will never argue Daretti to be a tier 1 commander, I do think he is slightly underrated in general.

Daretti is a commander that lends itself best (in my opinion) to a stax archetype.

Stax is an archetype that aims to establish control of the game by preventing your opponents from winning (or if all is well, doing anything at all) before establishing its own win condition. You might have heard the phrase “it’s easier to win yourself than it is to prevent three opponents from winning” and I’ll be honest, this is mostly true. Which is why when playing a stax deck, you should think of your interaction merely as slowing the other decks down, and never count an opponent out simply because he didn’t do anything on his or her turn. You are essentially still racing your opponents to a finish, you’re merely starting by shooting them in the foot first.

Generals in stax decks are often used to break parity on stax effects, since most will affect you as well. Examples of breaking parity are non-linear effects such as Grand Arbiter Augustin provides, or abilities such as those on Derevi or Brago which allow you extra untaps, or simply drawing cards.

So why Daretti?

Daretti breaks parity by giving you the option of digging an extra 2 cards through your deck every turn, and bringing the unique effect of being able to reanimate artifacts.

Daretti is incredibly resilient. Being able to reanimate necessary stax effects, or recurring them when they are countered allows you to keep the pressure up on combo decks, while giving you a good backup for interaction on your own combo turn. The deck wins most of its game through either locking out opponents completely or complicated Paradox Engine lines. I'll go into detail on the win conditions further on.

But it's time to face the music.

The deck has a few clear weaknesses:

  • Being mono red means card draw and tutors are limited, to counteract this the deck tries to play cards that either perform double duty as being disruptive for your opponent and gaining card advantage in some way for you (such as Codex Shredder or Pyrite Spellbomb) and few cards which would be mostly dead outside of a combo (for example Rings of Brighthearth).

  • We can't deal well with enchantments, the biggest threats are by far Rest in Peace and Stony Silence which can completely shut you down, but it should not be underestimated how dangerous a Carpet of Flowers can be if left unattended.

  • Generally very low stack interaction which means you are sometimes reliant on other players to stop combo turns should your stax effects be disrupted at the end of the last turn.

  • Mana Crypt, Sol Ring, Mana Vault, Mox Diamond, Chrome Mox, Mox Opal, Grim Monolith, Lotus Petal, Gemstone Cavern, Ancient Tomb, Mind Stone

These are standard choices for a deck with no access to mana dorks, Lotus Petal and Mox Opal deserve a special mention for their interaction with Salvaging Station. Mind Stone is the worst by far but has the flexibility of being able to sacrifice it for a card.

  • Gilded Lotus and Coveted Jewel

These will most often be brought into play through Daretti's ability. Coveted Jewel is a very welcome new addition to the deck, it effectively changes Daretti's -2 into sacrifice an artifact: draw 3 cards, gain RRR. This card allows you to set up very explosive turns, especially if you are able to abuse the enter the battlefield trigger multiple times in one turn.

  • Metalworker

Deserves his own mention, let me start by saying this card is mostly overhyped by players who haven't played the deck. It often feels like a win-more card, only generating insane amounts of mana if you already have a lot of cards in hand, however it is one of the few cards which allow you to win out of very little boardstate, and if often causes opponents to react, possibly delaying their own gameplan.

  • Damping Sphere, Sphere of Resistance, Trinisphere, Lodestone Golem

Sphere's are most effective versus storm decks, usually forcing an answer before they can win, and usually slows down other decks by at least one or two turns.

  • Torpor Orb, Cursed Totem

Effective versus creature heavy decks, Cursed Totem is generally good enough that I would always play it versus a blind meta, Torpor Orb is more of a meta call.

  • Winter Orb, Static Orb

Effective versus most types of decks, the downside is that they usually require a good time to land. Winter Orb has the downside of doing nothing versus artifacts or dorks, it has however managed to well enough to keep its spot. I can definitely see this being cut depending on your meta, Static Orb is far more effective.

  • Tormod's Crypt, Grafdigger's Cage

Graveyard hate, cage is also one of our best answers to flash hulk (which I sadly haven't had much chance to play against, since none of the regulars in my playgroup play flash hulk decks). Both are recurrable by Salvaging Station making them very hard to interact with at times.

  • Blood Moon, Magus of the Moon, Ruination

Very effective disruption considering the prevalence of 4 color commanders (or commander pairs).

  • Treasure Nabber

Deserves a mention here for making it very hard for opponents to use their mana rocks, prevents Scepter/Reversal wins, the downside is that it usually only prevents the use of your opponents artifact mana for setup, on the combo turn a lot of decks can deal with giving their artifacts away after using them. I'm still not entirely decided whether this is worth it's slot, but every time I considering cutting it it somehow it wins me another game.

  • Possessed Portal

This deserves it's own mention. This card is probably only playable in Daretti due to it's high mana cost, but it has the upside of being able to win the game on it's own. Opponents must have either an answer in hand, or a tutor to hand and the mana to cast it, otherwise they will never draw the answer anymore. Oftentimes this strips players of their hand and permanents leaving you to restart the game with usually only Daretti in play. Should you attempt to use this to force a game on later turns you often outvalue your opponents through the use of Squee, Goblin Nabob, Myr Retriever, Scrap Trawler or Crucible of Worlds. Even without these, a well timed portal denies 2 or 3 draw steps and gains 2 or 3 end of turn triggers before it's answered severely hurting people's hand or board state.

  • Gorilla Shaman, Meltdown, Vandalblast, By Force, Abrade

Artifact Removal. Meltdown obviously hits our own artifacts as well, but it's definitely possible to put a Gilded Lotus into play and then casting it for an X of 2 to simply remove all other players fast mana, also very good to play on the draw to remove everyone's moxen or Mana Crypts. By Force makes the cut over Shattering Spree because you oftentimes have a lot more colorless mana to dump then red, but should you feel you need more artifact removal it's probably next in line. Mox monkey is hilarious.

  • Lightning Bolt, Abrade, Pyrite Spellbomb, Blasphemous Act

Creature removal, mostly necessary for Kataki or Gaddock Teeg, oftentimes used simply for Bloom Tender. Rending Volley and Galvanic Blasts are good considerations if you need more targeted removal. Blasphemous Act is kind of a meta call, Rolling Earthquake is another good consideration if you want this kind of effect.

  • Pyroblast, Red Elemental Blast

Stack interaction in mono red! Removes problematic commanders such as Zur, Kess or Yidris in a pinch. Can be cut down to one if your meta plays little blue, but honestly, what meta are you playing?

  • Jokulhaups, Ugin the Spirit Dragon

Mostly there to reset the board to Daretti vs enchantments. You can be cheeky with cards like Scrap Trawler or Slobad, Goblin Tinkerer, or simply floating mana and casting a Crucible of Worlds after it resolves, but most of the time simply having Daretti is enough. Ugin is more situational, but can definitely decide a game the turn it comes down.

  • Spine of Ish Sah

Oftentimes only there to remove problematic permanents through Daretti's -2, can be looped to wipe the entire board of permanents.

  • Faithless Looting, Cathartic Reunion, Wheel of Fortune

Probably the best red card draw spells, discarding is nearly no downside for our deck. I've played Control of the Court but the discard 3 at random is oftentimes just too dangerous. Burning Inquiry is another consideration, but I personally dislike the random effect, although I should test it considering it might ruin your opponents opening hand.

  • Deal Broker, Quicksmith Genius

Oftentimes simply used to dig through your deck faster if the board is locked down, very effective in combo turns to find gas.

  • Coveted Jewel, Sandstone Oracle, Memory Jar

Coveted Jewel deserves another mention here, it is single handedly the artifact I most often reanimate due to giving you the mana to play any possible stax piece you draw. Sandstone Oracle can refill your hand in response to an opponent filling their hand with Necro to draw necessary interaction. Memory Jar is insane. Early turns it can simply allow you to draw 7, play any fast mana, stax or interaction pieces, and then have your opponents discard their cards before their turn. On combo turns you are mostly digging through your deck for ways to bring this back into play. It also has fringe uses in stopping players from being able to go off using Doomsday if you leave it in play, or wheeling away an end step Ad Nauseum hand in the opponent's upkeep to buy you one more turn.

  • Paradox Engine

I'm starting off with this card because it's simply the most common win condition in this deck. When this was initially released I wanted to try it simply because of all the hype since the initial reveal. I thought it would be fun, but it has since made me remove most other win conditions simply because of slot efficiency.

In order to prevent diluting any deck you want your win conditions to preferably synergize with your commander or with the cards naturally in your deck. In our case Paradox Engine does both, being able to be cheated into play to avoid the biggest downside to this card (it's mana cost) and interacting with the tons of artifact mana and activated abilities such as Deal Broker and Goblin Welder, which becomes completely broken with the Engine.

This deck generally quickly makes insane amounts of mana with Paradox Engine, then tries to use wheel effects or Sandstone Oracle to refill your hand, play the rest of your fast mana and use cards such as Myr Retriever to replay the card draw effects. The actual lines in game are so vastly different that it's impossible to narrow down, I'll be mentioning a few infinite combos further on, most of which use Paradox Engine in some way.

  • Goblin Welder

Vintage playable cards are usually busted in some way, and this deck happens to be able to abuse Welder. Even after playing this deck for the length I have, I still get baited into keeping unreasonable hands simply because I can drop Welder turn 1.

Besides the obvious synergy with our commander, Welder doubles as interaction for opponents, such as removing an Isochron Scepter or Aetherflux Reservoirs on combo turns (provided your opponent has an artifact in their graveyard). Provides protection for stax pieces, or switches them out just before your turn. In the worst case scenario it simply upgrades your mana rocks for better one in your yard, or allows you to gain a surge of mana by using it to switch a tapped rock for an untapped one during your turn.

Generally if I have a chance to get a turn with an active Welder and a Paradox Engine you should try to win. Worst case scenario I end up with a ton of stax pieces in play, an untapped Welder and possible instant speed plays to gain multiple Welder activations during my opponents turns. Welder coincidentally makes it very hard to interact with anything else on your board during your combo turn, since you can simply bring back any artifacts your opponent might want to remove.

  • Salvaging Station

What? Yea I know. Hear me out, first I'll list the possible cards this can target in my deck: Great Furnace
Darksteel Citadel
Chrome Mox
Mox Diamond
Mox Opal
Lotus Petal
Mana Crypt
Tormod's Crypt
Codex Shredder
Grafdigger's Cage
Mana Vault
Pyrite Spellbomb
Sensei's Divining Top
Sol Ring
Voltaic Key

The mana rocks are mostly useful for early game value (using a Mana Vault to bring out Daretti turn 1/2, discarding the Salvaging Station and swapping it for the Mana vault the next turn, to bring back Mana Vault and still have 3 mana + lands available). Or for bringing back during combo turns (simply to generate mana with a sac outlet, or returning artifacts for Daretti to sacrifice to bring back important pieces). It gives great protection / reusability to Grafdigger's Cage and Tormod's Crypt should you face decks that these cards are effective against. Sensei's Divining Top allows for extra card draw in combination with a sacrifice outlet. Pyrite Spellbomb allows you extra draws even without a sacrifice outlet, or to simply pay R to shock, being reusable as long as you kill a creature with the 2 damage. Voltaic Key can untap either a mana rock such as Mana Vault or untap Salvaging Station (allowing for some loops with Scrap Trawler).

I'm going to give Codex Shredder it's own section because this is actually one of my most common win conditions. Firstly what Codex Shredder does on it's own is inhibit the use of top deck tutors such as Mystical or Vampiric Tutor, in general you will have it in play and should no one have done anything with the top of their deck you will use it to mill yourself before the start of your turn to dig through your deck faster. Should the game stall out you can pay the 5 mana end of turn to return an important spell to play in your next turn. This also gives mono red a way to replay every possible card in our deck.

Paradox Engine, Salvaging Station, Codex Shredder and 6+ mana on rocks gives you the possibility of looping a 0 or 1 mana spell in your graveyard for infinite mana or infinite damage. The way this works is simple; assume you have Salvaging Station and Paradox Engine together with the necessary mana rocks in play. You either return Codex Shredder from your graveyard to play using station, play it from your hand or have it in play already. Activate Codex Shredder for 5 mana to return for example Lotus Petal from your graveyard to your hand. Playing Lotus Petal untaps your mana rocks and untaps Salvaging Station from the Paradox Engine trigger. Use the Salvaging Station to grab the Codex Shredder from our yard, sacrifice the lotus petal to end up with +1 or +2 positive mana (depending on if you had 5 or 6 mana from rocks). If you have a Lightning Bolt/Pyrite Spellbomb in your yard you can replay this infinitely to kill all our opponents. If you have a sacrifice outlet Sensei's Divining Top allows you to draw your whole deck and finish your opponents any way you please.

  • Scrap Trawler, Myr Retriever, Krark-Clan Ironworks

I'm lumping these cards together because it's another possible win condition, the same one the modern KCI deck uses, for a detailed write up of this combo I'd like to refer you here: https://blogs.magicjudges.org/ftw/2018/03/19/how-does-the-krark-clan-ironworks-combo-work/

Besides this combo, these cards provide a lot of value in our deck, from being able to generate more Engine triggers on your combo turns, to simply backing up your stax pieces, or sacrificing them before the start of your turn in the case of KCI.

  • The Chain Veil

Another possible win condition, if combined with Paradox Engine, to provide infinite Chain Veil activations (using Ugin to kill the entire table). Mostly used in combo turns to allow Daretti to return a draw effect to play another time. Although it is very mana inefficient, mana is often not the problem on combo turns, and even if it only allows you to use Daretti's + ability that still gives you the extra possible draws you might need to find a combo. An alternative for this slot could be Past in Flames, which allows you to flashback Wheel, Trash for Treasure or Scrap Mastery on your combo turn.

  • Mindslaver

One of the only win conditions that survived the coming of Paradox Engine. Generally you try to use this on opponents who are obviously intending to win on their next turn, and most often you can do it for them, or at least have them kill themselves (through Ad Nauseum for example). Can also be used to force your opponents interactions on another player then yourself. Most often using this means effectively skipping your turn, which makes this very dangerous to use should you target the wrong player, but most competitive EDH decks at least tend to be able to shut themselves down completely or kill themselves outright.

  • Scrap Mastery

The final win condition. Early game this can be a valuable play to remove all your opponents mana rocks and return 1 or a few carefully selected artifacts discarded to Daretti's + ability. Late game this can either bring back every stax piece your opponents got rid of throughout the game in one go, or outright win the game with everything brought back.

  • Gamble

Probably the only truly good tutor in red, so we're all over that. I mentioned earlier that I hate random discard, and I do, but this is too good. Early game it's often best to simply get a Mana Crypt, and late game it luckily has value in our deck even if it acts as an Entomb.

  • Imperial Recruiter

This searches up a ton of creatures:
Goblin Welder should you go for a win
Slobad if you need a sacrifice outlet
Magus of the Moon if you need a stax effect
Myr Retriever should you need to round out the combo
Gorilla Shaman can provide artifact removal in a pinch
Anger if you need to provide the haste (possibly during a combo turn)
Squee, Goblin Nabob if the board stalls and you need something to break parity
It has a bunch of other possible targets, such as Shimmer Myr, Loyal Apprentice, Dire Fleet Daredevil, Squee Goblin Nabob and Deal Broker which are all very situational. The versatility of this tutor is a godsend.

  • Trash for Treasure

Brings a stax piece back in a pinch, most often used during a combo turn to bring back Memory Jar.

  • Crucible of Worlds, Squee Goblin Nabob

Both mostly used to break parity on Daretti's + should the game stall out. Honestly cards I always consider cutting when adding anything new.

  • Slobad, Goblin Tinkerer

Sacrifice outlet for artifacts, we definitely don't need one every game, but this one has a decent effect and can be sought up through Imperial Recruiter.

  • Ichor Wellspring

Bad card draw, but we have to take what we can get.

  • Dire Fleet Daredevil

Breaks the color pie, allowing you to use an opponent's Yawgs Will, Transmute Artifact or Demonic Tutor to set up your own win, or use a possible Nature's Claim or Abrupt Decay to remove a problematic enchantment. Worst case scenario it atleast exiles the card from your opponent's graveyard so they won't be able to use it.

  • Loyal Apprentice

Provides blockers and artifact fodder, easily kills enemy Dack Fayden or Liliana, or simply pressure Ad Naus life totals.

  • Shimmer Myr

Can catch opponents off guard, I've had games where I stopped a combo because my opponent wheeled me into Shimmer Myr and Grafdigger's Cage. Allows for more protection during Paradox turns in case someone wants to respond to the cast trigger.

  • Anger

Mostly provides haste to Welder or Deal Broker, should we draw into them during a combo turn. Always a good card to throw away to Daretti's +.

If there’s one upside to playing mono colored it’s probably that you simply get to play a lot of lands that tap for colorless since we generally only need 1 or 2 mountains over the course of a game. Some of these lands are underwhelming and barely used, but it’s never been proven to be a downside to run them over more Mountains.

  • Ancient Tomb, Crystal Vein

Crystal Vein is the poor man’s City of Traitors, either way lands that can tap for 2 mana.

  • Arid Mesa, Bloodstained Mire, Scalding Tarn, Wooded Foothills

Shuffle effects, plays nice with Crucible of Worlds.

  • Buried Ruin

Artifact recursion in a pinch.

  • Darksteel Citadel, Great Furnace

If you’ve been a diligent reader you might have noticed some interactions with artifacts in this deck.

  • Strip Mine, Wasteland, Dust Bowl

Mostly used for high priority targets, or strip a person off a color. Plays nice with Crucible of Worlds.

  • Inventor’s Fair

One of the few tutors available to mono red, but luckily a very good one for our deck. Usually the sole reason I avoid playing a land when I have a chance to go off. Usually tutors for Memory Jar or Possessed Portal.

  • Nephalia Academy

This card actually saves me out of sticky situations sometimes, such as opponents resolving Wheel of Fortune and the Academy allowing me to redraw a Pyroblast that can be used to stop an opponent from going off. Or the odd save when dropping this turn 1 before an opponent wheels on his turn 1.

  • Phyrexia’s Core

Allows us to sacrifice Static/Winter Orb before our turn, or get rid of a Sphere if we want to go off.

  • 13 Mountains

To round out the deck.

If you've been paying attention, you might have missed a few very good cards. I'll list these for completionists sake, the reason I don't run them is simply budget restraints.

  • Mishra's Workshop

The downside here is that this only taps for mana for a third of the cards in your deck. The upside is that it is thrice as effective as any other land in casting those cards. Obviously insane in this type of deck.

  • Bazaar of Baghdad

Seeing as the main use of our commander is filtering through our deck faster, having that ability on a land would make it a whole lot easier. I could see myself losing games simply because it would be too addicting to dig further every turn and end up not being able to play anything.

  • The Tabernacle at Pendrell Vale

Very effective tax effect against heavy creature decks. Would probably improve some of our matchups vs midrange decks.

  • Lion's Eye Diamond

Not quite certain how effective this would be, I'd probably run this in conjunction with Past in Flames to just generate extra mana before flash backing a Wheel, or otherwise simply use it when casting Scrap Mastery. Definitely seems worth testing.

We play a few infinite combos that are generally the end-state of the game. I'll list the most common:

  • Paradox Engine + Salvaging Station + Codex Shredder + 5+ artifact mana

The way this works is you use your 5 artifact mana to sacrifice Codex Shredder to it's second ability, returning a 0 or 1 cost spell, let's take Lotus Petal and Lightning Bolt in this example. Playing Lotus Petal untaps your mana rocks and Salvaging Station, Salvaging Station is tapped to return Codex Shredder. Sacrifice the Lotus Petal for mana, then pay 5 to activate Codex Shredder and returning the Lotus Petal. This loop gives +1 mana every time from the Lotus Petal, so infinite mana. Either by making infinite mana this way first, or by simply having 6+ artifact mana in play (one of which needs to be R), you can replace the Lotus Petal with Lightning Bolt in this example, for infinite damage.

  • Paradox Engine + Voltaic Key + Sensei's Divining Top + 2+ artifact mana

With all this in play, tap Sensei's Top to draw a card, hold priority and activate the Voltaic Key targeting Sensei's Top, let the Voltaic Key ability resolve and tap your Sensei's Top. Draw a card and put Top on top of your Library, then draw another card from the second Top activation, redrawing the Top. Play Top for 1 and trigger Paradox Engine to untap your mana rocks and the Voltaic Key. This loop allows you to draw your deck (and float a bunch of mana along the way as soon as you find a second mana artifact).

  • Paradox Engine + Krark-Clan Ironworks + Spine of Ish Sah + 5+ artifact mana

Tap your artifact mana to cast Spine of Ish Sah (untap trigger from Engine), destroy a permanent, sacrifice Spine to KCI, return Spine to your hand through it's second ability. This loop needs either 5 artifact mana if your sacrifice outlet is KCI, or 7 artifact mana with any repeatable sac outlet, and allows you to destroy all your opponents permanents.

  • Scrap Trawler + Myr Retriever + Krark-Clan Ironworks

This combo requires slightly more pieces, but you can find a detailed write up here: https://blogs.magicjudges.org/ftw/2018/03/19/how-does-the-krark-clan-ironworks-combo-work/ I don't use this finisher often, but it's a backup win condition in case Paradox Engine is exiled.

Besides these infinites there's a few ways to grind the game to a halt, often causing opponents to scoop:

  • Possessed Portal (+ Squee/Scrap Trawler/Salvaging Station/..)

Oftentimes people simply won't have an answer readily available to deal with this and have no way to get it anymore. This usually causes people to turn all their attention to you hoping to force you to sacrifice Possessed Portal, so winning this way requires some counting and anticipation. It is quite indescribable how heavy this disrupts the flow of the game.

  • Mindslaver + Goblin Welder + Paradox Engine

This requires some mana and secondary artifacts to sacrifice but it's the most consistent way of looping Mindslaver activations to control all your opponents turns. Oftentimes I end up with scenario's where I can take over 1-2 turns from multiple opponents, and even though you might not be able to do so indefinitely (yet), most of the times you'll be able to wreck your opponents hands/boards sufficiently that you can use your next 1-2 turns to simply grind value.

If these win conditions have one thing in common it's that they all require a lot of pieces. Decks would optimally run the least amount of cards possible for a win condition, but since we are mono red we don't have the option to fill our entire deck with cheap cantrips and tutors. Instead the deck tries to make use of all the cards individually even if you don't have everything necessary for a win.

This turned out longer then expected when I began writing, so I applaud anyone that actually plowed through.

I wanted to do a detailed write up because despite the fact that a lot of people know the deck by name and it’s usually associated with a stax deck, I haven’t found any other primer for actual competitive lists. I was hoping to get some insight in to other players card choices if they played or played against Daretti lists.

I did have fun writing and giving a detailed explanation for my card choices gave me some good evaluation of my card choices. For the readers I hope it was at least entertaining. English is not my native language so apologies for any spelling or grammatical errors.

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Date added 6 years
Last updated 5 years
Legality

This deck is not Commander / EDH legal.

Rarity (main - side)

12 - 0 Mythic Rares

39 - 0 Rares

28 - 0 Uncommons

8 - 0 Commons

Cards 100
Avg. CMC 2.77
Tokens Emblem Daretti, Scrap Savant, Thopter 1/1 C
Folders Envy, Daretti Decks
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