The deck typically can ramp into a big bomb or draw spell on turn 3-4. The earliest I've done anything of major merit has been the occasional turn 1 Ward of Bone or turn 1 Storm Cauldron, but those require a heavy opening hand of mana rocks. For the purpose of early ramp, there are 21 mana rocks. Stax pieces are incredibly easy to drop. With proper division of colored mana, there's really no problem tutoring up the proper Stax piece or board wipe for each situation. The lack of counterspells is a bit underwhelping, but that's why I stuck with surefires like Force, Swan Song, and Forbid. Force is the token freebie, Swan Song is similarly applied for 1 measly blue mana, and Forbid is my recurring friend. Forbid in an opening hand is devastating.
It's easy to play around your own double-edged Stax effects. Storm Cauldron can circumvent your own land destruction. Khalni Gem can help a bit there, too, while at the same time being able to reset Gemstone Mine if need be. We make enough mana here for Trinisphere to be no issue. Activating Memory Jar and casting Sunder the same turn essentially destroys all lands as well, and can be timed to affect you the least.
I think more counters may be needed, but I'm not sure what to cut. The high number of mana rocks is absolutely necessary to drop a win-con early, or cast a board wipe when I can't quite grasp the W. Thoughts?
Enter the Infinite and Laboratory Maniac are inefficient cards that do not belong in your deck. If Laboratory Maniac is answered right before you mill out, you lose the game.
Stax decks win with combos, so running Enter the Infinite and fatties is beating around the bush. Tunnel Vision kills a player who recently had a card moved to the bottom of his or her library and Palinchron produces infinite mana with many other cards. While you run many chase rares, your deck still contains many problems that have yet to be addressed.
Commander
:symw::symu:Rasputin Dreamweaver:symu::symw:
Win-Cons
1 Enter the Infinite
1 Laboratory Maniac
1 Felidar Sovereign
1 Jin-Gitaxias, Core Augur (I count him as a win-con over a card-draw mechanic because... well, that's basically game. Even if he's circumvented, he's not a go-to for drawing cards. He's there to end the game).
Draw Engines and Tutors
1 Mystical Tutor
1 Personal Tutor
1 Merchant Scroll
1 Tolaria West
1 Myojin of the Seeing Winds
1 Consecrated Sphinx
1 Sphinx's Revelation
1 Mystic Remora
1 Rhystic Study
1 Fabricate
1 Enlightened Tutor
1 Recurring Insight (this is my absolute favorite)
1 Trinket Mage
1 Tezzeret the Seeker
1 Expedition Map
1 Memory Jar
Stax and Board Wipe
1 Trinisphere
1 Linvala, Keeper of Silence
1 All is Dust
1 Mass Calcify
1 Soulscour
1 Ravages of War
1 Armageddon
1 Catastrophe
1 Sunder
1 Storm Cauldron
1 Land Equilibrium
1 Rising Waters
1 Winter Orb
1 Tangle Wire
1 Ward of Bones
1 Cyclonic Rift
Other Bombs
1 Elesh Norn, Grand Cenobite
1 Blazing Archon
Protection
1 Force of Will
1 Forbid
1 Swan Song
1 Boseiju, Who Shelters All
1 Cavern of Souls
1 Homeward Path
Mana Rocks
1 Phyrexian Metamorph
1 Copy Artifact
1 Sol Ring
1 Mana Vault
1 Mana Crypt
1 Mox Diamond
1 Sky Diamond
1 Marble Diamond
1 Mox Opal
1 Azorius Signet
1 Khalni Gem
1 Prismatic Lens
1 Chromatic Lantern
1 Fellwar Stone
1 Talisman of Progress
1 Gilded Lotus
1 Worn Powerstone
1 Coldsteel Heart
1 Chrome Mox
1 Grim Monolith
1 Everflowing Chalice
Remaining Lands
Golds
1 Gemstone Mine
1 Tarnished Citadel
1 Glimmervoid
1 Gemstone Caverns
1 City of Brass
1 Command Tower
1 Meteor Crater
1 Reflecting Pool
1 Nykthos, Shrine to Nyx
UW
1 Tundra
1 Hallowed Fountain
1 Skycloud Expanse
1 Adarkar Wastes
1 Nimbus Maze
1 Seachrome Coast
1 Glacial Fortress
1 Mystic Gate
Blue
1 Oboro, Palace in the Clouds
1 Seat of the Synod
2 Snow-Covered Island
White
1 Ancient Den
2 Snow-Covered Plains
Other
1 Marsh Flats
1 Polluted Delta
1 Scalding Tarn
1 Misty Rainforest
1 Flooded Strand
1 Arid Mesa
1 Windswept Heath
1 Ancient Tomb
1 Reliquary Tower
1 Mishra's Workshop
The deck typically can ramp into a big bomb or draw spell on turn 3-4. The earliest I've done anything of major merit has been the occasional turn 1 Ward of Bone or turn 1 Storm Cauldron, but those require a heavy opening hand of mana rocks. For the purpose of early ramp, there are 21 mana rocks. Stax pieces are incredibly easy to drop. With proper division of colored mana, there's really no problem tutoring up the proper Stax piece or board wipe for each situation. The lack of counterspells is a bit underwhelping, but that's why I stuck with surefires like Force, Swan Song, and Forbid. Force is the token freebie, Swan Song is similarly applied for 1 measly blue mana, and Forbid is my recurring friend. Forbid in an opening hand is devastating.
It's easy to play around your own double-edged Stax effects. Storm Cauldron can circumvent your own land destruction. Khalni Gem can help a bit there, too, while at the same time being able to reset Gemstone Mine if need be. We make enough mana here for Trinisphere to be no issue. Activating Memory Jar and casting Sunder the same turn essentially destroys all lands as well, and can be timed to affect you the least.
I think more counters may be needed, but I'm not sure what to cut. The high number of mana rocks is absolutely necessary to drop a win-con early, or cast a board wipe when I can't quite grasp the W. Thoughts?
1 Rasputin Dreamweaver
Win-Cons
1 Enter the Infinite
1 Laboratory Maniac
1 Felidar Sovereign
1 Jin-Gitaxias, Core Augur
Draw Engines and Tutors
1 Mystical Tutor
1 Personal Tutor
1 Merchant Scroll
1 Tolaria West
1 Myojin of the Seeing Winds
1 Consecrated Sphinx
1 Sphinx's Revelation
1 Mystic Remora
1 Rhystic Study
1 Fabricate
1 Enlightened Tutor
1 Recurring Insight
1 Trinket Mage
1 Tezzeret the Seeker
1 Expedition Map
1 Memory Jar
Stax and Board Wipe
1 Trinisphere
1 Linvala, Keeper of Silence
1 All is Dust
1 Mass Calcify
1 Soulscour
1 Ravages of War
1 Armageddon
1 Catastrophe
1 Sunder
1 Storm Cauldron
1 Land Equilibrium
1 Rising Waters
1 Winter Orb
1 Tangle Wire
1 Ward of Bones
1 Cyclonic Rift
1 Elesh Norn, Grand Cenobite
1 Blazing Archon
Protection
1 Force of Will
1 Forbid
1 Swan Song
1 Boseiju, Who Shelters All
1 Cavern of Souls
1 Homeward Path
Mana Rocks
1 Phyrexian Metamorph
1 Copy Artifact
1 Sol Ring
1 Mana Vault
1 Mana Crypt
1 Mox Diamond
1 Sky Diamond
1 Marble Diamond
1 Mox Opal
1 Azorius Signet
1 Khalni Gem
1 Prismatic Lens
1 Chromatic Lantern
1 Fellwar Stone
1 Talisman of Progress
1 Gilded Lotus
1 Worn Powerstone
1 Coldsteel Heart
1 Chrome Mox
1 Grim Monolith
1 Everflowing Chalice
Remaining Lands
Golds
1 Gemstone Mine
1 Tarnished Citadel
1 Glimmervoid
1 Gemstone Caverns
1 City of Brass
1 Command Tower
1 Meteor Crater
1 Reflecting Pool
1 Nykthos, Shrine to Nyx
1 Tundra
1 Hallowed Fountain
1 Skycloud Expanse
1 Adarkar Wastes
1 Nimbus Maze
1 Seachrome Coast
1 Glacial Fortress
1 Mystic Gate
Blue
1 Oboro, Palace in the Clouds
1 Seat of the Synod
2 Snow-Covered Island
White
1 Ancient Den
2 Snow-Covered Plains
Other
1 Marsh Flats
1 Polluted Delta
1 Scalding Tarn
1 Misty Rainforest
1 Flooded Strand
1 Arid Mesa
1 Windswept Heath
1 Ancient Tomb
1 Reliquary Tower
1 Mishra's Workshop
Stax decks win with combos, so running Enter the Infinite and fatties is beating around the bush. Tunnel Vision kills a player who recently had a card moved to the bottom of his or her library and Palinchron produces infinite mana with many other cards. While you run many chase rares, your deck still contains many problems that have yet to be addressed.