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Competitive Red-Green Stax or, The Great Radhaggro - Staxing Her Mana-maker For Conquest!

This is a competitive (that's CEDH) agro-stax deck. Because it's competitive, that means everyone is trying to combo by turn 3 or 4. This deck can win on turn 5. That means we have to play stax stuff on turn 2 to slow down the people trying to win on turn 3, so that the game lasts long enough for us to win on turn 5. Got it? Good.

Why Radha? Why Stax?

The Competitive EDH (CEDH) scene is mostly dominated by fast combo decks, with a sprinkling of slightly less-fast combo decks. In broad generalizations, fast combo decks are trying to assemble a 2-card combo that ends the game by turn 3 or 4, or maybe 5 with some protection and interaction. That's well and good, but aren't there other archetypes? What if I want to play a different style of deck? Will we just get run over by combo decks as we try to do something cute and interesting that takes more than 3 or 4 turns to develop?

That's where Stax comes in. Stax means playing cards that slow everyone down, but that generally slow down your opponents more than they slow down yourself. "Stax" as an archetype gets its name from the the first stax deck, which was "The 4 thousand dollar solution" (http://www.starcitygames.com/magic/vintage/5273_T4KS_The_Four_Thousand_Dollar_Solution_To_The_Type_One_Metagame.html) or "T4k$s" which is basically an anagram for "STAKS", and featured the card Smokestack . Modern stax decks don't typically use Smokestack and are more likely to run cards like Sphere of Resistance , Trinisphere , Null Rod , Rule of Law , Gaddock Teeg , Aven Mindcensor , Linvala, Keeper of Silence , and The Tabernacle at Pendrell Vale . The problem with these cards is, a lot of them are white! Can we play them? No, but that's what makes this deck interesting! We're using cards nobody's ever used before in Competitive EDH. And the cool thing is, it works!

Why Not Play Blood Pod ?

There's basically one successful stax deck in CEDH now, it's called "Blood Pod" (http://tappedout.net/mtg-decks/tana-and-tymna-blood-pod-primer/) and it runs Tymna the Weaver and Tana, the Bloodsower as the generals. It gets its name from the two standout cards it features: Birthing Pod and Blood Moon , the first one it uses to set up Kiki-Jiki, Mirror Breaker and Felidar Guardian to win the game, while the second card is a stax piece that attacks multicolored decks and punishes them for not playing basic lands. It also plays a bunch of other stax pieces like thalia, guardian of thraban, Aven Mindcensor , Linvala, Keeper of Silence , Trinisphere , and Rule of Law . The idea is to hose mana production, make it hard for people to assemble a combo with Rule of Law and Eidolon of Rhetoric effects, and then draw cards using Tymna the Weaver until you can assemble your own combo and win.

Playing Grand Warlord Radha has some important benefits over Blood Pod. First, we're two colors. So we can run Blood Moon and Magus of the Moon and not get hosed. We have plenty of basic lands. The Blood Pod deck has 3 or 4 basics, but also has almost no red cards, so the Moon effects actually hurt it very badly. And of course, Grand Warlord Radha 's ability also fixes mana by producing either Red or Green. Second, we can run all the spheres. Our general makes mana so we aren't particularly hurt by Sphere of Resistance , Thorn of Amethyst , Lodestone Golem or Damping Sphere , which is great since these are some of the best stax effects we have. These come down early and make it very hard for opponents to do much. Third, we can run better finishers. We make mana with the general and can easily support super-effective cards like Void Winnower , Emrakul, the Promised End , Ezuri's Predation , Genesis Wave , and Tooth and Nail .

However, Blood Pod does get some better hate cards, like Aven Mindcensor and Linvala, Keeper of Silence . These are strong. We can run Stranglehold as an analog of Aven Mindcensor , but the best we have to stop other creatures, particularly mana-producing creatures, is Goblin Chainwhirler . A one-sided wrath like Ezuri's Predation is also awesome, but doesn't come down early enough to really act like a stax piece. Instead of the Rule of Law effects Blood Pod runs, we can play the spheres - Damping Sphere , Sphere of Resistance , Lodestone Golem , which by taxing each spell make it difficult to play multiple spells in a turn, and thus accomplishes sort of the same effect. However, these spheres are better in a lot of cases, since it's harder to maneuver around them since each card-filtering or card-tutoring spell is also taxed. It's also easier for us to just play around them - we produce extra mana and so we can afford to pay a few more for our spells.

Blood Pod also runs Tymna the Weaver , so it has built-in card advantage. We run Grand Warlord Radha , which makes mana, instead of drawing cards. So we trade card advantage for mana advantage. This can be a weakness. We have to include some cards that draw cards ourselves, like Mask of Memory , Duskwatch Recruiter  , Lifecrafter's Bestiary , or Grenzo, Havoc Raiser . These cards aren't great, and we're not guaranteed to have them in every game. It is possible to reach a point in a game where we've played our hand and we don't have many cards coming in. This isn't necessarily a losing position, since our cards are so powerful, we can frequently win despite drawing fewer cards than our opponents. However, it does feel crappy. I like drawing cards!

To summarize: Blood Pod is a good deck. We actually break parity on the stax effects better than Blood Pod does. However, we don't have card draw in the command zone. But we do get to play bigger finishers. It's a choice, and both decks are good, but I think Radha is more fun, and just about as effective. But at least you have a choice now. There's not just one stax deck in CEDH anymore!

The Plan: Stax, Mana, Attack.

Step 1: Stax. The main plan is to slow down people trying win quickly by using some kind of stax effect. This can be a Sphere of Resistance or a Harsh Mentor , but hopefully something that costs 2 or 3 CMC so we can cast it on turn 2 (and we have 3 mana turn 2 off a turn 1 mana elf, frequently). There's a number of good creatures that also have some kind of stax effect, like Scab-Clan Berserker , Burning-Tree Shaman , Eidolon of the Great Revel , Magus of the Moon , Manglehorn , Lodestone Golem , and Ruric Thar, the Unbowed . These are excellent since they simultaneously slow opponents down, while attacking and dealing damage, making them less able to take 2 damage from incidental hatebears (like Harsh Mentor ) and they make mana as they attack when Radha is out.

Step 2: Mana. We then put creatures on the board, and use them with our general to generate large amounts of mana. We can then cast something expensive and cool! And you know, game-ending. Either we can get something big and disruptive down like Ruric Thar, the Unbowed or Void Winnower , or something huge and game-winning like Emrakul, the Promised End , a giant Genesis Wave , or entwined Tooth and Nail .

Step 3: Attack for the Win. We win with combat, and that include combos: Aggravated Assault + 5 creatures with reasonable attacks -> infinite combats. We were running Hellkite Charger , which does the same with 7 creatures, but it's pretty hard to set up. People see it coming and kill the dragon, or you don't have 7 creatures that have good attacks, or your opponents have blockers. Also the total cost is way more: 6 to cast Charger + 7 to activate = 13, which is lot and not generally possible in a single turn; whereas casting Aggravated Assault is 3, and 5 to activate is much less, it's easier to do all that in a single turn. The second infinite combat combo is Kiki-Jiki, Mirror Breaker + Combat Celebrant -> infinite combats. This can be set up off Defense of the Heart or Tooth and Nail with entwine, but 9 mana for entwine is sort of unlikely to go off before we gain the extra mana from the combat step and Radha's ability. Typically you play one of the creatures main phase 2 and then the other one on your next turn.

We can also win with overrun off Kamahl, Fist of Krosa , which can use up the mana from the Grand Warlord Radha attack trigger to overrun multiple times in a turn; although that’s also usually a two-turn plan since he costs 6. And most awesomely, we can use the mana generated by Radha to cast a mid-combat Chord of Calling for x=8 and get Craterhoof Behemoth .

In-Depth Stax Analysis

This stax deck comes with a clock, since we're putting out damage at a pretty good rate and eventually we do something like overrun, assemble infinite attacks, or cast a huge disruptive fatty. So the stax plan doesn't have to prevent our opponents from ever doing anything, it just has to prevent them from winning. And, since this is CEDH, that means it has to stop them from assembling an infinite combo. So it's fine to use stuff like Harsh Mentor and Damping Sphere that don't really hinder play particularly much, but which make it really hard to execute a game-winning combo. We'll kill them before they answer all the stax pieces.

Spheres : Sphere of Resistance , Trinisphere , and Damping Sphere stop a lot of combos. Thorn of Amethyst does less work, but it also does the least damage to our own spells, so it's ok. These also slow development a ton if you can land them early. Lodestone Golem is one of the best spheres, even though it looks like it would hurt us with our low artifact count. It actually doesn't since it also attacks to make a mana using Radha's ability, and being a 5/3 it can almost always attack into someone profitably.

Activated Effects : Harsh Mentor and Burning-Tree Shaman are amazing. They stop these combos: 1) drawing infinite cards with Thrasios, Triton Hero , 2) making infinite mana with Dramatic Reversal and Isochron Scepter , 3) making infinite beaters with Kiki-Jiki, Mirror Breaker , 4) milling your deck with the Breakfast Hulk combo ( Nomads en-Kor and Cephalid Illusionist ), 5) making infinite mana with The Chain Veil and Teferi, Temporal Archmage , 6) making infinite mana with Auriok Salvagers and Lion's Eye Diamond , and 7) dredging your deck with a discard outlet + Dakmor Salvage and The Gitrog Monster . It also hoses less-played combos like Arcum Dagsson and Power Artifact - Grim Monolith . Then it does incidental damage to Razaketh, the Foulblooded combos and Viscera Seer death combos. It also just does random damage for things, like people using fetch lands or Necropotence . The only common win conditions unaffected by these two guys are Food Chain and Laboratory Maniac , although second-tier wins like Captain Sisay and Yisan, the Wanderer Bard basically get around them, too.

Moons : Magus of the Moon and Blood Moon stop a lot of decks. A lot of CEDH decks are four colors since they run Thrasios, Triton Hero and Tymna the Weaver , and these decks won't have more than 2 basics. These Moons are awesome.

Spell-Cast Hate : Eidolon of the Great Revel and Scab-Clan Berserker are sort of like extra Thorn of Amethyst s, since they punish people for casting a lot of cheap spells. These are great in some matchups - like against actual storm decks - and less good in others. Note they both stop Isochron Scepter combos, which is probably the most common combo used in CEDH today. Ruric Thar, the Unbowed is their big daddy, he stops a LOT of stuff since the 6 life is pretty significant. Usually he's one of the first tutor targets.

Artifact Hate : Null Rod stops artifacts hard, Manglehorn less so. Manglehorn looks really good if your opponents ever play a Mana Vault into it. Gorilla Shaman is also good, but he's mostly just to destroy cheap mana artifacts. Depending on your meta you might need more, like Reclamation Sage , Artifact Mutation , Release the Gremlins , Decimate , or even Vandalblast . There's a tremendous number of anti-artifact cards in red and green, but I think these are the best of them.

Anti-Counterspell Tech : Xantid Swarm is great; so are Vexing Shusher , Prowling Serpopard , and Pyroblast , although I'm not sure how much of that I can fit in the deck. Spheres like Thorn of Amethyst also make counterspells harder to use. And Possibility Storm makes them almost impossible to use. Boseiju, Who Shelters All is a low-investment card that can make Genesis Wave and Tooth and Nail uncounterable (and, let's face it, Ezuri's Predation is always going to get countered, even if someone is basically going to win on-board if it doesn't resolve), but it's a pretty weak land.

Stranglehold : Stranglehold gets its own section. It's a great effect that stops fetch lands, and also a lot of combos, like boonweaver, razaketh, tazri Food Chain , and Doomsday . It also makes it difficult to set up a combo since the pieces can't be tutored. And it makes it hard to tutor for a board wipe. The second clause is a cute combo with Emrakul, the Promised End , since the targeted opponent will not be able to take an extra turn!

Possibility Storm : Possibility Storm also gets its own section, since this card is insane. First of all, it makes it hard to assemble a combo or develop a boardstate since it makes spell casting random. Then, it interacts with most of our deck. If there's a Sphere of Resistance in play, that applies to the first spell, and to the second, random spell that's cast off Possibility Storm . The same goes for Eidolon of the Great Revel or Ruric Thar, the Unbowed , which will deal 4 or 12 damage for a single spell to resolve. Trinisphere is going to make the minimum cost of a spell six mana since the free spell will cost 3 also. Void Winnower is going to stop the first and/or the second spell from being cast if either of them are even-CMC. We have several ways to actually play around Possibility Storm by casting spells not-from-our-hand, like Prophetic Flamespeaker , Grenzo, Havoc Raiser , and Spinerock Knoll . Also the top-deck manipulation from Mirri's Guile and Sylvan Library allow you to know what you're going to cascade into. Lifecrafter's Bestiary will trigger twice, allowing us to draw two cards per creature cast. And finally, we usually don't care what we get off the Possibility Storm . It's cool to cast an Arbor Elf and watch it turn into a giant eldrazi!

Other Stax:

Phyrexian Revoker is ok if you're opponents are going to play a general with an activated ability like selvala, heart of the wild, Yisan, the Wanderer Bard , Captain Sisay , or even Thrasios, Triton Hero , although that's usually not an effective name. Remember it stops mana abilities so you could name Sol Ring if 2 of your opponents happen to have them early. Also stops Food Chain .

Omen Machine costs 6, but it stops both Tymna the Weaver and Thrasios, Triton Hero , which is something very few cards can do. Also it stops dredge so it's one of the only ways of shutting out The Gitrog Monster completely. Usually we're behind on card advantage so playing this hurts other people more than us. If it turns wheels into mass discard, that's great! Also makes it impossible to put counterspells into your hand. Doesn't stop Necropotence and Ad Nauseam .

Tangle Wire was ultimately cut since it doesn't synergize with very much of the deck, and the deck no longer produces a lot of random tokens that were free taps for this.

Willow Satyr is a pretty funny answer to a lot of general-based decks. I'm going to try bringing it in against Zur, Yisan, Gitrog, Sisay, etc.

Scavenging Ooze is pretty key against graveyard strategies. It's possible to bring in other stuff like Tormod's Crypt or Relic of Progenitus if your meta demands it. I wouldn't do Grafdigger's Cage unless you really need it since it shuts off Natural Order and Chord of Calling .

Answers

We do need a certain number of answers for things, although these are hard to slot into the deck since we would much rather have proactive stax pieces that prevent our opponents from doing things we need answer. I wish I had more room for answers, but I don't think it really fits in the deck.

Nature's Claim is great. So is stuff like Decimate , Bane of Progress , Terastodon , Natural State , Noxious Revival , Red Elemental Blast , Mizzium Mortars , etc. Goblin Chainwhirler is cute against other elf-based decks, and Ezuri's Predation just wins if it resolves. Depending on your meta you might want to run more anti-artifact stuff, of which there are plenty. You can pick from Vandalblast , Gorilla Shaman , Release the Gremlins , Caustic Wasps , Artifact Mutation in addition to the (basically uncuttable) Null Rod , Nature's Claim and Manglehorn . Another question is how much anti-counterspells you might want in your meta. Xantid Swarm is very good, but mostly cause its a 1-cmc flier that attacks to produce a mana. Vexing Shusher is ok but we'd need to hold up mana. Prowling Serpopard is ok too, but won't protect our Genesis Wave or our Tooth and Nail . Pyroblast is also a reasonable include.

Ramp

We want as much 0-CMC and 1-CMC ramp as we can get. Although I'm not real excited about the card disadvantage of Chrome Mox , since it takes one of our good spells. I also don't like one-shot stuff like Elvish Spirit Guide or Lotus Petal . I'm not sure if we want Orcish Lumberjack , since there aren't that many forests, and killing lands isn't great for our end game: he becomes a little too conditional for ramp. Also not sure what place 2-CMC ramp guys really have here: stuff like Priest of Titania , Joraga Treespeaker , and Radha, Heir to Keld . Three mana ramp like Elvish Archdruid is probably useless.

Big Mana Finishers

One of the main ideas here is to slow people down, then ramp into something huge, which ends this game. Ending the game is better than trying to assemble a weak stax lock (something like Null Rod + Living Plane + Linvala, Keeper of Silence ). Green/Red has great finishers: Tooth and Nail , Craterhoof Behemoth , Chord of Calling , Genesis Wave , Tendershoot Dryad , Kamahl, Fist of Krosa , Knollspine Dragon , Hellkite Charger , Void Winnower and Emrakul, the Promised End . I think the best is Emrakul (by far), it usually costs about 9 mana, it's ability is uncounterable, and it usually 1) wins the game, 2) kills a player, or 3) almost wins the game if only I had a better working knowledge of my opponents' decks. I've cut Tendershoot Dryad since it doesn't do enough. I've cut Knollspine Dragon since it was too conditional. And I've cut Hellkite Charger since it was too easy to answer and the requirement of having 7 creatures with good attacks required a lot of set up. I sort of wish we could fit more of these big finishers, like Etali, Primal Storm , Chancellor of the Forge , Bane of Progress , Inferno Titan , but... there can't be too many of these.

I think these finishers have to be a little disruptive in addition to being a big board presence. This makes Void Winnower and Emrakul, the Promised End good since as soon as they're cast they do something to restrict our opponents' options. And Ruric Thar, the Unbowed probably fits this category - he's easy to tutor for and easy to cast, and certainly hastens the end of the game.

Mostly our big spells have to be cast in main phase 2, since that's when we get all the extra mana from Radha. Tooth and Nail in main phase two is a pretty common play and I think the best pair is probably Void Winnower + Ruric Thar, the Unbowed , which are two disruptive giant threats.

Card Draw

We have to keep the juices flowing since it's easy to play out your whole hand of ramp and then topdeck a few lands and just lose. There's some good ones, like Sylvan Library and Mirri's Guile , but after that most of them are conditional : Knollspine Dragon and Shamanic Revelation require having a big boardstate already, Genesis Wave requires a ton of mana. Slate of Ancestry is slow and requires a boardstate. Skullclamp is slow and requires tokens or extra mana dorks. Faithless Looting is tempo-negative, Regal Force is too conditional, Grenzo, Havoc Raiser and Prophetic Flamespeaker require attacks. Spinerock Knoll is slow and conditional, Etali, Primal Storm doesn't have haste. Smuggler's Copter doesn't provide actual card advantage. Lifecrafter's Bestiary is slow, but also the scry-1 is just awesome. Fecundity might be worth trying but gets worse with fewer token-makers. Wheel of Fortune is probably only good on turn 1 or turn 2, and is actively bad since it draws your opponents a ton of cards. They always find something to answer you. Lurking Predators costs 6. Mask of Memory requires at least one good attacker, but usually works with Radha. Arch of Orazca is really slow and basically only good if the board is all staxed down. Duskwatch Recruiter   is slow and only gets creatures. Runic Armasaur might also be ok if you play against Thrasios a lot.

So far, I think these are good: Genesis Wave , since it's massive. Grenzo, Havoc Raiser draws a lot of cards and can also be disruptive. Smuggler's Copter since it basically gives each elf haste, and lets the 1/1's get in for 3, and also just loots away extra lands. Lurking Predators is pretty good, and has a strong chance to stop people when they go off. It also protects against boardwipes since people cast a lot of spells to rebuild after the board wipe. Spinerock Knoll is fine for such a low opportunity cost, so is Arch of Orazca . Faithless Looting can help mold hands that are close to good, and would have to mulligan without it. Then the flashback gets rid of extra land later. Lifecrafter's Bestiary is the green Search for Azcanta   - it does two different things, and the scry-1 is really strong with stuff like Mirri's Guile and Sylvan Library . It's also not shut off by any of our stax. Prophetic Flamespeaker is probably ok; it's hurt by not having haste. And Duskwatch Recruiter   is really slow; only good if you have a bunch of mana and stax going on.

Tutors

There's a lot of fine tutors in green, which get creatures. Tooth and Nail and Defense of the Heart are particularly good since they get two creatures, which can set up our combo: Kiki-Jiki, Mirror Breaker and Combat Celebrant . Fierce Empath is good since it gets Ruric Thar, the Unbowed , and then can attack which can make a mana. Natural Order also gets Ruric Thar, which is one of the first things we'd like to get into play. Worldly Tutor is super versatile. Survival of the Fittest is also great; ideally you can get whatever hate bear is best, or set up Kiki-Jiki, Mirror Breaker and Combat Celebrant . Chord of Calling is best if you can do it during the attack step to put Craterhoof Behemoth into play.

I don't like Green Sun's Zenith since the targets are so limited, and it makes you play Dryad Arbor which, if you ever draw it in your opening 7, is a mulligan. After you cut Dryad Arbor , GSZ just seems like a worse Natural Order , so that goes in over GSZ.

Things Not to Do

Token Making

It's tempting to try and make tokens with Grand Warlord Radha . The tokens can attack and each generate a mana! But, most token cards aren't very good. They just put out some 1/1's and don't stop our opponents from executing a combo. And opponents usually have something in play to block with, so making tokens is a bit like a Pyretic Ritual - one shot mana boost and then it's gone. I think the best token makers are these. Spawnwrithe is insane. I think I've literally not lost when I've connected with this guy. goblin rabble master is decent since it makes a token with haste so it also produces a mana with Radha the turn you cast it. I'm not sure if Tempt with Vengeance or Tilonalli's Summoner are worth it. Tendershoot Dryad has also been pretty ok, but more as a "big mana finisher". Token makers that are really cheap are nice if they come down before Radha, like Dwynen's Elite , but there aren't many of these that are really worth playing. I would chose maybe 1 or 2 or 3 of these token makers at most. I found Hanweir Garrison to generally be too slow, since it doesn't have haste and doesn't make tokens that attack for mana until TWO turns after it's in play.

Mostly I just play Spawnwrithe now; it's really just so strong if you can get it in early.

Haste

I don't think anything that just grants haste is worth a card. Hanweir Battlements is too expensive and takes a land slot from something like Boseiju, Who Shelters All or Spinerock Knoll ; Anger is too hard to get into the graveyard; Hall of the Bandit Lord ETB's tapped and costs too much life. Maybe something like Urabrask the Hidden or Fires of Yavimaya would be ok, but, they also seem bad, and not worth a whole card. Sarkhan Vol might be ok if your meta will give you a lot of value out of the -2 ability.

Land Destruction

Do we care about running LD like Boom / Bust , Winter Orb , or Impending Disaster ? Again, I don't think so since it's so conditional, and it takes us off of our "Big Finishers" plan. Also then it makes us really general-dependent, for making mana after our land is wiped, and then we could easily lose to removal on Radha or a board wipe. LD can be really good, but I think it's probably too situational: only good if your opponents don't have mana rocks or mana elves, or you already have hate down like Null Rod ; and you have a lot of creatures in play, and they can attack, and you have Radha; and you don't need your land to cast anything big; and your opponents have no way to interact with your board. That's literally 6 conditions that have to be true before a mass land destruction card is worth it. Just ask yourself, would you rather cast Emrakul, the Promised End , or cycle Decree of Annihilation ? One of these cards is good in a lot more situations than the other one.

Go-Wide Strategies

This sort of goes with the "Token Makers" bit, but I don't think cards that rely on having a lot of creatures in play are worth it. These include Shamanic Revelation , which requires a big board state. Triumph of the Hordes is also like this; it will usually kill 1 person with even just a couple elves, a stax bear, and Radha. But to end the game it requires a lot more than that. I also sort of include Garruk Wildspeaker and Xenagos, the Reveler in this category. They both make tokens, and then they have a payoff for having a lot of creatures in play: garruk Overrun s, and xenagos gives you a Gaea's Cradle worth of mana. But Garruk doesn't make a token while ticking up to the overrun. And Xenagos doesn't give you anything to use that mana on. These were both good cards in the deck, but I ultimately decided I didn't have room for two more cards that 1) didn't affect the opponent and 2) didn't provide card advantage. I have considered Chandra Ablaze as a decent card-advantage planeswalker, since her -2 Mind Twist s everyone and also draws you up to 3 cards. The forcible discard is pretty good, since when opponents are faced with a lot of stax pieces, they spend their turns sculpting their hands until they're able to blow up or bounce your stuff and then assemble a win. Making them discard everything and draw 3 random cards undoes all that. This would be preferable to Wheel of Fortune , which gives your opponents too many new cards; too many ways to answer your stax.

Graveyard Recursion

There just isn't enough strong graveyard recursion in Red-Green to justify running stuff that is shut off by Rest in Peace . Eternal Witness is probably the best recursion card in G/R; and I think instead of Eternal Witness you'd rather just have something that draws cards.

Strengths and Weaknesses

Strength : Storm Decks. These get really shut off by stuff like Scab-Clan Berserker and Eidolon of the Great Revel , as well as taking maximum punishment from Thorn of Amethyst and other spheres. They also tend to have no blockers, which is just awesome, turning all our bears into mana.

Weakness : Board wipes. This is a permanent-based deck. We put stuff in play. If all our stuff gets blow up, that's bad. If our creatures all get blown up, that's the worst, but at least we also have artifact and enchantment stax, so we're not totally out. If we lose everything - like Nevinyrral's Disk or Planar Cleansing , then... I don't think there's much of a way to mitigate this. There's bad cards like Fresh Meat which requires holding up too much mana, and something like Whisperwood Elemental only works against death triggers, not Cyclonic Rift , while being expensive and narrow.

Strength : Combo Decks. This is the whole idea. We prey on combo decks by playing a huge number of cards that stop combos. Stuff like Teferi, Temporal Archmage and Jeleva, Nephalia's Scourge are the best opponents.

Weakness : Graveyard Combo. This is rough, since there aren't many good ways of answering the graveyard in Red and Green. We have Scavenging Ooze but that's about it. I think stuff like Tormod's Crypt is a possibility, but that's shut off by Null Rod and doesn't answer every graveyard combo. Definitely a possibility if your meta calls for it.

Weakness : The Gitrog Monster . This is the greatest of all graveyard combos. It is extremely difficult to stop without Rest in Peace or Leyline of the Void . That said, we have some outs: if they play a creature-based sac outlet like Oblivion Crown it'll be hit by Harsh Mentor and Burning-Tree Shaman . With Omen Machine in play, they can't draw and they can't dredge. Decimate can kill The Gitrog Monster and make it harder to recast him. We can slow him down with stax. We can kill their mana dorks with Goblin Chainwhirler . But we can't attack into the 6/6 Gitrog to make mana. It's a pretty rough matchup.

Weakness : Decks with Creatures. If decks put out a lot of creature, it makes it harder for us to get mana out of Grand Warlord Radha 's ability. This is unfortunate, but it isn't usually game breaking. We have a lot of ways to make mana.

Push : Midrange. If they run a lot of boardwipes, we're disadvantaged. If they're trying to assemble some kind of value engine, most of those recursive sort of things are stopped by our stax bears. We probably have more ramp and can hit something like Void Winnower or Emrakul, the Promised End before they can do something really insane.

Help This Deck! Please.

If you think this deck is cool, and would like to help, please build the deck and play it against a competitive pod. Post and let me know how it goes!

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Top Ranked
Date added 6 years
Last updated 5 years
Legality

This deck is not Commander / EDH legal.

Rarity (main - side)

14 - 0 Mythic Rares

57 - 0 Rares

9 - 0 Uncommons

11 - 0 Commons

Cards 100
Avg. CMC 2.99
Tokens City's Blessing, Copy Clone, Phyrexian Beast 4/4 G
Folders EDH, edh, cEDH, Future decks, Comp EDH, research, Interesting, Other Ppl's Decks, Gruul, Decks of interest
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