Archon of Valor's Reach
is another fat card that can shut people down. I've found that most cards that cost 5+ are usually pretty strong. The problem is living long enough to cast them when your opponents are on combo. With that in mind I always recommend being careful with the amount of large creatures/spells you add to a deck.
Assassin's Trophy
is more removal if you think you need it. Never really hurts to have more removal.
Choke
and
Blood Moon
take the same slot. I normally play
Choke
if I see more 1-2 color decks and I play
Blood Moon
if I see more 3-5 color decks
Containment Priest
so this card introduces some anti-synergy to the deck that can be kind of a pain. It does work to stop hulk piles and reanimator decks, but it is symmetric, so it will shut off our Yisan/ Reanimation / Pod Lines while its on the field.
Dark Confidant
is just more card advantage, and I play it normally
Dryad Militant
is a cheap hate piece that can shut down certain hulk decks that use something like
Dread Return
, as well as giving storm decks that like
Yawgmoth's Will
a hard time
Faerie Macabre
probably correct to run this if you consistently see 2+ hulk decks in your pods. Do keep in mind that some common versions of hulk will still be able to use a card like
Memory's Journey
to try and respond to
Faerie Macabre
. This is just an additional free interaction piece that you can stick in your deck to try and not die super early. Plus, if you're totally buttoned up on stax, you can always use it as an evasive threat to trigger
Tymna the Weaver
.
Harsh Mentor
seems good into some metas. His ability slows down decks that want to chain
Lion's Eye Diamond
with
Auriok Salvagers
as well as many Thrasios/
Razaketh, the Foulblooded
strategies. Normally punisher type effects aren't useful, since if it won't 100% stop an opponent its useless sometimes. But my thoughts have been that the more chip damage you can do during a game, the better
Harsh Mentor
becomes. And since this deck already wants to be turning things sideways, it seems like it has potential.
Inferno Titan
,
Sun Titan
, and
Tendershoot Dryad
take similar spots for me. I normally play two out of three of them.
Sun Titan
gives access to a lot of recursion of stax pieces, so I normally play him, and I'm trying out
Tendershoot Dryad
in the "pure beater" slot.
Inferno Titan
is good since you get immediate value if he resolves, since you can ping down a bunch of dorks or kill a relevant commander like
Tymna the Weaver
.
Inferno Titan
is also much easier to resolve post
Blood Moon
than either
Sun Titan
or
Tendershoot Dryad
. Its nice to play
Inferno Titan
when you normally see a lot of good targets for his ability, you want to slam
Blood Moon
asap, and you see enough removal that
Tendershoot Dryad
usually dies before being helpful.
Luminarch Ascension
is a card that comes in and out of my main list pretty frequently. Into slow pods of interactive combo decks, its a threat you can slam early then use to pressure them as they develop and posture.
Manglehorn
and
Reclamation Sage
take up similar slots for me. Since the mainboard hates on artifacts so much I normally just play
Reclamation Sage
over
Manglehorn
since it has extra flexibility.
Reanimate
and
Animate Dead
take up a similar slot to me. I've recently been reducing the number of reanimation spells I play mainboard, and since I tend to play
Sun Titan
I currently am using
Animate Dead
as my one reanimation spell. If you play against reanimator decks, I'd probably bump back up to two or if your big bombs die enough and you think it'd be worth it you could try running two reanimation spells.
Runic Armasaur
is a solid card to hate on decks with lots of creature abilities. Its kind of a mini cursed totem that also gets value blocking
Tymna the Weaver
and drawing cards off people's fetches.
Serra Ascendant
is admittedly a weird choice. I've found that the added life it gives you makes just dumping life into Tymna a non-issue, plus you get to have a large fire covenant if you need to. If it lands early it can also severely cripple an Ad Naus or Zur player.
Sphere of Resistance
this is a tax effect with can be effective, but it will depend on your meta. Use your discretion to determine if this will have a high enough impact in your games
Skullclamp
has huge upside when it works, but since this deck has so many ways to hate on artifacts it can really end up as just a dead card in loads of your games.
Tangle Wire
is good if you keep losing to super fast combo decks, it will help slow them down for the first few turns until you can develop a bit and layer more stax. It can also be nice later on when you have a bunch of tokens / it has value with
Sun Titan
Thalia, Heretic Cathar
is another relevant creature that slightly slows your opponents down.
Treasure Nabber
shuts down scepter decks, Chain veil teferi, and makes storm players lives more difficult. Keep this in mind if you see a lot of those decks.