Immortalized says... #3
I agree on some parts but, (and this may just be my exhausted brain talking, absolutely no offense or irritation intended) agree to disagree on others.
April 12, 2017 8:51 a.m.
Centaur2606 says... #4
This deck looks horrible to play against. I love it.
April 15, 2017 8:10 a.m.
NoSoyYucateco says... #6
Have you thought about Solitary Confinement to go with your Necropotence?
April 21, 2017 4:05 p.m.
Immortalized says... #7
i have thought of it, but i'm not entirely sure it gets the pass
April 21, 2017 6:17 p.m.
Immortalized says... #8
NoSoyYucateco, what personally would you cut from this list?
April 21, 2017 6:21 p.m.
NoSoyYucateco says... #9
Solitary seems like a significant improvement over Norn's Annex.
April 21, 2017 6:30 p.m.
Immortalized says... #10
only should i happen to have both out. the annex is less conditional and the same cost, even if it protects a bit less.
April 23, 2017 8:40 a.m.
Immortalized says... #11
Hmmmmm... Having had that stick on my mind, Ender666666, what do you think of the previous suggestion?
April 25, 2017 6:09 a.m.
so maybe i am missing the point but why no Aetherflux Reservoir? this card is just plain gold with oloro, as you clearly will not be letting your opponents hit you or even try so as you build HP you can just nuke a problem player outright. but all in all i do like the deck very much.
May 7, 2017 5:04 a.m.
Immortalized says... #13
Gunpla, the point, very similar to a deck by Ender666666 is for your opponent to sit and suffer, watching as they can't do anything. Can't blame ya for not seein it. Remember that upvote :D
May 8, 2017 4 a.m.
Ender666666 says... #14
Norn's Annex is a great card if you have the room, but it CAN be circumvented so I usually prefer something that just prevents an attack entirely.
May 8, 2017 10:30 a.m.
Love the Oloro deck. Personally I like to run Zur's Weirding + Bloodchief Ascension to lock out opponents draw. You already have Necropotence to save you from them stopping your draw. Also, if you like Night of Souls' Betrayal + Humility for permanent board clear.
May 15, 2017 11:51 a.m.
Immortalized says... #17
The first combo is nice, but i feel it is lacking in a place here. the second however, intrigues me. In your opinion, what would the night replace in this deck Stellato?
May 15, 2017 11:37 p.m.
I think that if you're only running Sanguine Bond and not Exquisite Blood you could drop it for that. Or, maybe replace Boon Reflection since this is more of a stax deck and Oloro + Venser's Journal already offsets some damage. Thats just what i would do, but think about any cards that have been dead in hand and see how it might fit.
May 16, 2017 12:30 a.m.
Immortalized says... #19
Thanks for the input, but i think i'll keep the bond. it's one of my few actual win conditions.
May 16, 2017 6:33 a.m.
Penthoplayer says... #20
When you can, If suggest a few high - price cards.
The Abyss and The Tabernacle at Pendrell Vale because of so few creatures
Moat and Island Sanctuary - we don't like being attacked.
Serra's Sanctum - fast mana
Enchanted Evening - Goes well with Sphere of Safety, and, if you get it, Serra's Sanctum.
May 16, 2017 10:38 a.m.
Immortalized says... #21
Never much been a fan of evening. it leaves so many holes.
May 16, 2017 11:33 a.m.
I don't play a complete Stax build myself, so I'm not totally sure what cards to suggest you add or to replace. Your budget also appears as though it is very high, which makes it more unlikely that there are a whole lot of changes to be suggested as that typically indicates the list is already very tuned. I will mention a couple more minor things that I think can be tweaked.
One thing I would say is that it is possible you have too many high CMC lock pieces. Your CMC is around a 3.5 and I honestly think it should be below 3, and probably closer to 2.2-2.5 in an ideal world. When you're running a Stax/Taxes list, you're going to want to keep your own costs very, very low. Having lock pieces or tax pieces that cost 5 or 6 become difficult to get out between your other early game pieces that seek to increase those costs. Honestly, I would look to get rid of your more expensive and less essential lock pieces/win conditions and replace them with a tutor suite, which your deck does not seem to have. Enlightened Tutor, Mystical Tutor, Vampiric Tutor, Demonic Tutor, Imperial Seal (if you have access to one) would all be good adds as it will greatly boost the consistency of your deck. Venser's Journal is a cute interaction with Necropotence, but doesn't do much else. I think it doesn't pull its weight in this list unless you are just gaining a lot of life from it constantly. It costs 5 mana to play, which is pretty prohibitive in the type of game a list of this budget seeks to compete in. I'm also a huge fan of Mox Diamond and Mox Opal for fast mana. The Dynamo and Gilded Lotus are both pretty expensive as far as mana rocks go, making them less useful in a deck that systematically makes everything cost more and wants to operate with fewer resources. With a Winter Orb you can also take great advantage of more mana rocks in the list. Other notable mana rocks are Mana Vault and Grim Monolith you can also run any of the Talismans a la Talisman of Dominance as I think those are pretty solid.
One last thing is that you seem to run a ton of basic lands and effectively only run 32 lands because 3 of them don't produce mana. You may hurt your own ability to produce the colors you need as your list is fairly color intensive. I'd have less issue with so many basics in a more artifact heavy deck (which you could do, but might as well play Sharuum at that point), but it looks like you may have problems getting the colors you need with so many basics. I count 27 cards that cost at least 2 colors to play and many of those are 3 mana spells, which means you want to be able to have your colors to play them on turn 3 and your list is evenly split amongst your 3 colors. How do you expect to play a Phyrexian Arena on turn 3, but have also held up UU for a Counterspell the prior turn? I'd really consider some cards like City of Brass, Mana Confluence, Reflecting Pool, Watery Grave, etc. At least 5-6 of those to help out with your mana base. As it is right now, it looks a little clunky. Even though you lose some to your basic land hate, your opponents will almost always lose more, so it is worthwhile to smooth out your ability to actually play your cards in the first couple turns.
Hope this helps. I apologize for no card tags. When I tried to post using them, it repeatedly gave me errors like the card name was wrong.
May 30, 2017 4:28 p.m. Edited.
Winterblast says... #23
I still think the artifact/land balance doesn't make a good manabase. Without mana crypt or sol ring there is no turn 1 acceleration and you have only 30 lands in total. the land count is fine, but only if you have enough cheap other mana sources...preferrably those which produce more mana than they cost. there's still the 3 available moxen, Lotus Petal, Mana Vault, Grim Monolith (and Voltaic Key to untap the rocks that produce more than one mana) and with so many high cmc spells in your deck I would definitely play all of them.
With back to basics you obviously want to have more Basic lands but you can play all fetchlands that include your three colours, not only exactly your colour combinations. I would play the duals and shocklands, which means only 6 lands in the deck would be nonbasics (and other than back to Basics there's nothing global against nonbasics in your own deck anyway), Marsh Flats, Polluted Delta, Flooded Strand (exactly your colours) AND Scalding Tarn, Misty Rainforest, Arid Mesa, Windswept Heath, Verdant Catacombs. Then fill the rest with Basics and you still have a high chance of getting the colours you need.
And I suggest having at least one combo to end the game quickly when needed. Cursed Totem would be the better choice instead of Damping Matrix because you can set up a combo without problems, it's cheaper and creature based combos will still have a hard time. Aetherflux Reservoir fits so well that it's the most reasonable choice for a win option because you can either gain life by waiting or by using the draw ability of Oloro with Words of Worship. then maybe Helm of Obedience and Leyline of the Void/Rest in Peace or Basalt Monolith/Rings of Brighthearth. relying on the angel or faerie tokens is a bit weak, just like the one single eldrazi.
July 7, 2017 3:14 a.m.
Immortalized says... #24
I think you need to check again. Both Sol Ring and Mana Crypt are main board, there are more than thirty lands included, three of which are the fetches in my colors, damping matrix doesn't shut off a single card in my deck, And you may notice Kozilek is listed as utility. He's a shuffle on graveyard card first and foremost, win and draw engine second.
July 7, 2017 4:08 a.m.
Winterblast says... #25
Well you have three lands that don't produce any mana and bojuka bog, which you don't just want to play without a reason. This leaves you with 31 lands...and I meant if you don't count sol ring and mana crypt (because that's an auto include anyway) there is no accelerating mana artifact in the deck. Signets, Talismans and everything, that's all just color fixing but not acceleration because they cost more than they produce.
There are 4 cards in the whole deck, which you can possibly play on turn 1: sol ring, mana crypt, swan song, force of will (you don't Need angel's grace on turn 1). I don't think I have overlooked anything. Chances are high that you play absolutely nothing on turn 1.
You have 7 Cards for turn 2 plus 3 mana rocks for 2 mana, so that's 10 Cards in total of which 3 do nothing besides getting 4 mana on turn 3.
As you have no lands that produce more than one mana (such as Ancient Tomb, City of Traitors, Mishra's Workshop, Crystal Vein) this means that you have not even 15 Cards to play in the first two turns and some of these cards are counterspells, so you need a useful target for these as well. The conclusion: you won't play anything of interest before turn 3 at best, which is definitely too slow for stax.
If you Need to get Cards back from your graveyard, stuff like Academy Ruins or Sun Titan is fine as well. There's also Timetwister and the cheap Version Day's Undoing and they also fill the Hand again. I'd even play the colorless planeswalkers karn and ugin over a big eldrazi in a stax deck, simply because you get more for your mana. The Situation you described with cataclysm and kozilek can be achieved with World Queller too, just for less mana.
Why I argue for cutting damping Matrix is because it prevents you from adding a good Combo to the deck. like landofMordor already said, you have no way of quickly ending the game, unless the oppoents concede (which is only realistic when a lock seems to be unbreakable), your creatures and token producing Cards could be useless because of humility (and there are situations in which you can't just bounce or remove humility again if you don't want to lose on the spot) and then you can try to overrun everyone with 1/1s. A noncreature Combo would be perfect in such a deck, but most Options Need an activation of an artifact. Mechanized Production is a reasonable choice if you want to Keep the Matrix, but for everything else it would be stronger to Exchange that one disruptive Card in favour of a Combo.
It also has to be noted that if you play in a meta in which People have a similar Budget available, you won't be able to create anything near a hardlock with this deck. you'd rather think of the strategy as slowing everyone else down so much that you can set up your kill, whatever it is then. forcing the Opponent to concede with this build is not going to happen, unless you either have an extremely lucky draw, or your Opponent has a deck that is several power Levels below yours. tutoring up a Combo after putting some obstacles on the board is definitely going to work, just that you don't have a Combo in the deck yet
Winterblast says... #2
the point is to disable the opponents from playing at all, thus preventing the removal as well. cost increasing stuff is best for that - Sphere of Resistance, Thorn of Amethyst, Lodestone Golem, Trinisphere, Nether Void all destroy everyone who is not playing a lot of mana artifacts in the early game. It makes playing spot removal a major action in a turn, not just something you throw between some other spells, so if you are already ahead it's unlikely that anyone can catch up with you until you drop the first land wipe. stax is proactive control, meaning that you don't want to react to threats but rather keep them from happening at all. The key is less "Solutions" and more obstacles, which make certain plays impossible.
I think you have too much mass removal for other stuff besides lands for that strategy. If you have just cleared the board from all creatures, you absolutely don't want to see another mass removal for creatures in your hand but rather something that keeps new creatures from being played (for example). With only 14 artifacts it is more likely that the important ones get removed and none of the game breakers stay on the board...on the other Hand, if you have like 30 or so...well, it takes a coordinated effort to have you lose all important pieces then and usually you will have enough (if not all) of mana rocks, disruption and potential win Options remaining.
April 12, 2017 7:43 a.m.