Hey guys. This is my first time posting a decklist to the forum. I've been playing around with a Jund stax build for some time now and found it to be decently competitive and a lot of fun.
Why Jund Stax?
A lot of stax decks out there are in the Bant or Abzan colors. Both Derevi and Ghave (See Swift2210's Derevi and Dies_to_Doom_Blade's Ghave Lists) make excellent stax commanders that are very competitive, synergistic and utilize their commanders. Therefore, why bother running Jund? While white and blue give a player access to taxing effects and tap/untap modifiers, black and red allow a stax player access to permanent destruction and serious land hate. We are not running Thalia, Guardian of Thraben or Stasis to tax and lock; we're running Smokestack and Blood Moon to sac and color-screw. Green, the common color among all three wedge/shards, is used primarily to color-fix, produce tokens/sac fodder and create a mana/card advantage amongst our tax/sac effects. If you enjoy the raw destruction of Jund and don't mind people getting angry at you for occasionally blowing up the board while you rebuild with the only planeswalker in play, then Jund is for you!
Of these, Adun, Kresh, Sek'Kuar and Shattergang fit a sacrifice/reanimate/stax build. The other commanders are great, but we want something that is synergistic with the rest of the deck and what we are doing.
*Adun-Cool ability to get back a creature we sac, but is quite slow.
*Kresh-If you want a more voltron-style commander, Kresh is your man. Works well it much more creature removal than actual lockdown.
*Sek'Kuar-Getting there. However, the ability only triggers off nontoken creatures. A lot of our advantage comes from cheap and effective token producers. If it triggered off all creatures, it (in addition to being broken) would be a more viable option.
*Shattergang Brothers-Our leader. With three relevant abilities, it allows us to have an "on-demand" sac outlet that doesn't require tapping. It can be a little mana-intensive, so we don't focus the deck around him, rather view him as an emergency sac outlet that we have access to from the command zone. Very good if you're playing against voltron commanders or strong top-tier generals like Zur The Enchanter. We can get out the Bros. early and stop the creatures from swinging.
Playing cheap creatures and tokens allow us to help stabilize the board so only we have dudes out. There are also a decent amount of artifacts and enchantments by default in stax builds, so if we see something we don't like, we can always sac our stuff to get rid of it at instant speed-without targeting. Additionally, the effect is symmetrical, so if two or more players have nice enchantments or artifacts, one activation from us takes out two things. With a 3/3 body, and the ability to buff our creatures, it is also in the realm of possibility to kill an opponent with general damage out of nowhere.
Current Deck Statistics:
Avg CMC: 2.97
Creature: 30
Enchantment: 12
Artifact: 14
Planeswalker: 4
Instant: 5
Sorcery: 3
Land: 32* (Tabernacle included here, but does not tap for mana)
Deck Goals
Originally, this deck was developed as a "Jund Goodstuff" build, with the commander being a way to keep the board clean. After a great deal of play testing and evolution, I've found that the deck wasn't holding up to a lot of the other decks in the places I played. Blue countered my stuff, voltron generals stomped me and I constantly felt that I was behind. I started to change the deck to a stax build in hopes of evening the playing field. What's nice is that with Jund, we still can include a lot of fun cards (Kamahl is pretty cool IMO), play to the power level of the group (choose not to strip mine lock or all out stax) and still be competitive. That being said the deck has two approaches:
1) Try to hit the combo and win. While I usually try not to do this and have a fun, longer game, there are situations where you just want to end the game or win. This deck provides a few combos to accomplish this.
2) Lock down the board, develop an overwhelming presence/advantage, kill opponents through commander dmg or overrunning a ton of tokens. This is the usual approach I take and is a lot more fun.
Combos
There are currently two infinite combos in the deck
1) Kiki-Kiki, Mirror Breaker + Zealous Conscripts. Using Kiki's ability, make a copy of the Conscripts. The token comes into play, you gain control of your own Kiki and untap it. Repeat to generate infinite tokens. A nice note about this combo is that if you have a mana dork out, you can either copy it with Kiki or untap it with the Conscripts making the combo cost less than the normal 10 mana.
Ramp
These guys help us get ahead quickly to put out stax pieces before opponents can generate a board.
*Birds of Paradise-Dork. Good for fixing, can chump block flying creatures and sac fodder if needed.
*Bloom Tender-Probably the best mana dork in the deck. Can generate a bunch of mana and fix our colors, especially if our commander is on the battlefield.
*Fyndhorn Elves-Dork. Fixing and sac fodder.
*Llanowar Elves-Dork. Fixing and sac fodder.
*Seedborn Muse- Doesn't generate mana by itself but helps us immensely if we have a stax piece in play such as winter or static orb. Also lets us abuse our creatures abilities multiple times before the turn comes back to us (Bros, Bloom Tender, Yisan etc).
*Exploration-Incredible T1 play. Can generate explosive starts. Later on can be used as a sac fodder or to recover from a board wipe.
*Wild Growth-Enchantment "dork." If played alongside a dork, will generate a faster start than two dorks (ie. T2 have access to 3 mana as opposed to 2 due to summoning sickness). Great synergy with Blood Moon/Contamination to get around the color screw and great with Garruk's untap ability.
*Explosive Vegetation-Used more for color fixing than ramp. Helps get the colors we need in a three colored deck and good synergy with blood moon.
*Crucible of Worlds-Re-use those fetches! Or, if you're feeling really salty, strip-mine machine-gun people.
*Golgari Signet-Rock and fixing
*Sol Ring-Rock
*Lotus Cobra-Fixing, is awesome with fetches and provides mana with Quirion Ranger if you get mana screwed or have blood moon out.
Stax
The mainstay of the deck. Achieved primarily by enchantments/artifacts rather than creatures (in builds including white).
*Doomwake Giant. Wipe opposing dorks and tokens. Increased the enchantment count to make more useful. Combos with Living Plane to wipe all opponent's lands (awesome) and Kiki-Jiki for a -1/-1 every turn.
*Lodestone Golem-Big beater that can be cast very early on and sac'd if necessary. Taxes non-artifact stuff.
*Magus of the Moon- Do you play modern? Blood moon type effects can be devastating if a deck isn't prepared for it. Greedy mana bases? Have fun not playing your stuff. A fantastic creature that can win games. Is able to be fetched at instant speed with Yisan and is almost always the 3-drop of choice with him. A T2 Magus can buy you a ton of time, especially against decks without rocks or basics.
*Shattergang Brothers-The Commander. As explained above, is useful as an "on-demand" tool to help stabilize board states. Flexible in that it is a symmetric effect and can hit creatures, artifacts and enchantments.
*Blood Moon-See above. As a non-creature, harder to remove. Back-breaking.
*Contamination. The black blood moon. Requires an upkeep payment of a creature. We have ways to feed it (reassembling skeleton, tokens). Great early game and against decks with a lot of basics.
*Living Plane. Gives lands "summoning sickness" to slow opponents, deters board wipes and incredible synergy with Doomwake Giant. Just be careful as your lands are now targetable with spot removal.
*Nether Void-Not a "tax" per se, but counters spells if you don't pay an extra 3. Great synergy with vexing shusher as you only pay 1 extra and can be political in allowing your opponent's stuff to be uncounterable. An early nether void can buy you a ton of turns. Board wiping with this on the field can all but close a game out for you.
*Root Maze-Deceptively powerful stax piece. T1 pretty much ensures you'll resolve your T2-4 plays as opponents will be too busy trying to establish a board state than trying to hold up counters. Bad dyssynergy with fetchlands. Try to play a fetch before resolving this. Can greatly help against hyper-competitive, super-fast decks like Zur as there is no way for them to play him before T3.
*Smokestack-Good lord. This card is bonkers. If you can get it going with some sac fodder it will win you the game. Few decks that don't kill it right away can't keep up with the sacrificial effects.
*Sphere of Resistance-Taxer for everything. A great T1 play is land, sol ring, Sphere. Will guarantee you get a few turns before people try to combo off. Can also help by making counter magic inefficient and guarantee a tapped-out opponent can't do any non-on-board tricks.
*Static/Winter orb-Commonly used untap modifiers. Combining with another stax piece like root maze or mana web can help keep opponents locked-down while you build your board state with dorks or a seedborn muse.
*Tangle Wire-Fantastic early game play. Has a benefit of being able to tap itself and only affects you for 3, 2, 1 as opposed to opponents who are 4, 3, 2, 1. Great synergy with the orbs to prevent untapping. Also great synergy with goblin welder. Keep cycling the tangle wire to have a constant effect.
*Thorn of Amethyst-A sphere of resistance that doesn't affect creatures. Still quite good.
Toolbox/Other
This section includes some Jund-colored EDH staples and toolbox cards.
*Quirion Ranger. The go-to Nisan on 1. Untaps Bloom tender for ramp, is nuts with Yisan and helps when you get mana screwed (just bounce a forest you have in play for mana). Is particularly funny if you can turn Gaea's Cradle into a creature with Kamahl or Living plan and untap it as a creature
*Beast Within-Destroy. Target. Permanent. Instant speed. Great all-around removal. Gives a beast token which has slight downside of being sac fodder. However, you can target opponent's lands and possibly hit a basic while blood moon is out.
*Krosan Grip. Aura Shards? Aura of Silence? No thanks. We don't like those. "Uncounterable" removal.
*Demonic/Vampiric Tutor. A huge upside of running black. The best tutors in the game, bar-none. There's a reason why they are banned in legacy. Gets what you need, when you need it. Wanna combo? Grab Kiki. Greedy mana bases? Blood moon. Blue mage got you down? Vexing shusher
*Domri Rade-Decent card advantage engine. With a little less than 30% creatures in the deck it is a good chance to draw you an extra card. The fight ability is nice if you have a wurmcoil out, or pumped something with Kessig Wolf Run. The ultimate can let you win in short order. Having a baseline 3/3 double-striking commander is awesome. Having the emblem with a flipped Homura is nuts.
*Freyalise, Llanowar's Fury-Wasn't in early builds of the deck. Huge mistake. This card is value, value, value. Making dorks every turn with the plus (!) ability is great when we have some stax pieces out. A naturalize on a stick is also great to blow up crap like aura shards/aura of silence. The ultimate, which is very achievable, can draw 3-4 cards on average...I've drawn 9 before.
*Garruk Wildspeaker-The OG Garruk and IMO the best version. With winter/static orb out he lets us get around the stax and can generate a bunch of mana with Gaea's card or a Wild Growth enchanted land. Makes dudes when you don't need the mana. Has an easy-to-achieve overrun ability that can end games.
*Liliana Vess-Vampiric tutor on a stick. Also good for making blue players discard any counter magic they may be holding before you resolve bombs. Ultimate is ok, haven't used it before.
*Xenagos, The Reveler-Before Freyalise, it was the best walker in the deck. Having him out after an Obliterate is game-winning. Makes dudes, generates a boat-load of mana and gets around stax effects. The ultimate is also pretty solid, but risky as dumping walkers, artifacts or enchantments kind of sucks.
*Phyrexian Reclamation. Deck needed more recursion if toolbox/combo/stax creatures die.
*Quirion Ranger-The go-to first Yisan activation. Can add mana if you haven't played a land and is awesome to keep a Yisan chain going.
*Survival of the Fittest-Get's combo pieces. Fills graveyard. At instant speed. Great addition to the deck.
*Sylvan Library. Card draw. Great with fetchlands.
*Phyrexian Arena-Slower card draw than Library. Hurts less. Great to have out.
*Zealous Consripts-Combo piece. Also great for stealing opponents stuff to sacrifice. Also hilarious to take an opponent's planes walker about to go off (I've taken an Ugin before. Feels good).
*Yisan, The Wanderer Bard-A bizarro birthing pod. Included over pod due to the instant speed search. Helps search out dorks, bombs or combo pieces. Great with seedborn muse. Is one of the primary win-cons as it can help fetch out the Kiki-combo.
*Wurmcoil Engine-Fantastic beater. Awesome with Kiki-Kiki and goblin welder as you get the tokens overtime it is sac'd or cycles the graveyard. One of our few sources of life gain. Also good with Domri or a flipped Homura (fire breathing on a wurmcoil? Sounds cool)
*Triskelion-Removal and counter piece.
*Sheoldred, Whispering One. Stax, beater and reaminmator all in one package. Removal magnet but is great if you get her out on an empty board.
*Scavenging ooze-One of the few graveyard-hate cards we pack. Life gain in a pinch.
*Dosan, The Falling Leaf. I hate getting my stuff countered. Great to grab if you'll be combing off.
*Reassembling Skeleton. Was originally bloodghast but has the benefit of being able to jump in from a graveyard to block and fuel contamination without needing to draw into a land. IMO better due to the ability to block. Can also be a repeatable sac fodder.
*Mikaeus, The Unhallowed. Wasn't in earlier builds and was added for the combo with Trike. After play testing realized it allowed you to double-sac all your creatures to the brothers, pumped your team and was wrath-protection. A fantastic dude that I'm glad I added.
*Krenko, Mob Boss-His flavor text says it all. HIGHLY DANGEROUS. Card can kill people out of nowhere, is the only thing able to outpace an up-ticking smokestack and is nuts with Purphoros. Small goblin sub theme in the deck (commander, vexing shusher, welder, kiki) lets us increase the rate of goblin mobbery.
*Kiki-Jiki, Mirro Breaker-What's more to say about this little guy? Combos with...creatures. Infinite with conscripts. Great with bloom tender for extra mana, grave titan and triskelion.
*Kamahl, Fist of Krosa-Confession, I'm a Vorthos. I loved reading the books and Kamahl made it in here as a nod to my love of lore. After many rounds of cutting cards, he's managed to stay in due to the awesome ability to 1) protect against wraths by turning opponents lands into creatures and b) having a repeatable overrun. Awesome card all around.
*Homura, Human Ascendant-Surprisingly powerful. Can't block? Who cares. Our deck uses sac outlets and he happens to be better as an enchantment anyway. Great to have our commander be a 5/5 flier with fire breathing. Awesome with wurmcoil engine as well.
*Grave Titan-Grave Daddy. Token generator. Beater. Deathtouch blocker. Card is a bomb. Awesome with Kiki-Jiki.
*Goblin Welder-Such a scary guy for just one mana. People consider countering him when he comes down, with good reason. He can cycle your tangle wire, wurmcoil engine and even mess with your opponents creatures.
*Creakwood Liege-Surprisingly powerful and is the best lord for the deck. Not only creates 3/3 worms each turn to feed to stax or beat face with, but pumps our other golgari dudes including our commander (5/5 ain't bad).
*Craterhoof Behemoth-Errataed to "When Craterhoof Behemoth enters the battlefield, target player or players lose the game." It's funny when you start counting up the damage and realize you're overshooting lethal by a lot. Like 40 or more lol. If Yisan gets to 7, it's a really funny combat trick.
That's the deck guys. Comments, criticisms, advice, etc are welcome!
Also, I'm probably going to be playing around with cards in this section as possible adds:
5/20
Out: *Desolation-Very brutal against decks without rocks or dorks. Can be tough on you, but if you have alternate sources of mana can lock the game down very fast. That being said, it has been a little lackluster and may be cut due to the tempo loss to play it.
*Thunderscape Familiar-A reverse-stax piece. Lowers our mana requirements to get around stax pieces. Think of it as a double-medallion on a body. Can be sac'd if necessary.
*Farseek-Used for color fixing. Can grab a dual or basic if blood moon is in play. CANNOT get a forest, however. Preferable to rampant growth due to the flexibility.
*Kodama's Reach- Color Fixing. See above.
*Skullclamp. We run tokens to feed our stax. This card can draw you upwards of 6 a turn for 3 mana. If you have a reassembling skeleton, it is a constant source of card draw.
*Tectonic Instability-Helps against blue decks trying to hold up counter magic by either forcing them not to play lands or not hold up mana. Good with seedborn muse.
*Inferno Titan-Big Beefy beater. Nice ETB effect to hit small dudes. Doesn't really hit many bigger creatures and may be cut soon.
In: Dosan, The Falling Leaf
Erebos, God of the Dead
Eidolon of Blossoms
Living Plane
Doomwake Giant
Phyrexian Reclamation
Enchantress's Presence
Up till 10/26:
Out:
1x Eidolon of Blossoms. Moved away from enchantress theme.
1x Elves of Deep Shadow. Didn't really need another dork; green>black in early turns anyway
1x Erebos, God of the Dead. Never really got to abuse the card draw. Greed may be better here.
1x Purphoros, God of the Forge. Since moving to a heavier stack route, we don't produce tokens as fast to abuse.
1x Vexing Shusher. Didn't do much. May get slotted back in if my meta switches to more blue.
1x Enchantress's Presence. Moved away from enchantress.
1x Necropotence. While insanely powerful, triple black is really tough to do; had to cut if for now.
1x Chromatic Lantern. Didn't need the fixing as much as I thought. 3 Mana is also a lot for a rock in this deck.
1x Gruul Signet. Talismans are better
1x Mana Web. While quite good, opponents just float the mana anyway and usually destroy it.
1x Rakdos Signet.Talismans are better
1x Obliterate. Very cool; but in reality 8 mana is insane. Plus boros charm really sucks. Cut for now.
In: Mainly more fast mana, stacks pieces and toolbox stuff
Elvish Spirit Guide. Uber fast mana, not affected by stax pieces; i.e. since it exiles from hand and doesn't need to be in play, it can get around our stax.
Fauna Shaman. 2nd Survival. Fetch able by Yisan.
Quirion Ranger. AMAZING with Yisan, dorks and pretty much anything else that taps here. He is usually my go-to first activation for Yisan. Particularly good if you miss land drops as you can just pick up your land and replay it.
Stranglehold. Cut a while ago. But it seems searching the library is a pretty big thing in competitive EDH. Since adding more fast mana, getting this T2 is very do-able. It occasionally happens T1.
Crop Rotation. Instant-speed Gaea's Cradle or Tabernacle? Sweet
Trinisphere. Didn't like it at first, but really helps slow opponents early turns
Torpor Orb. CIP/ETB is a big deal for a lot of artifact and enchantment hate (screw you aura shards). Lock em down. Only stops a few creatures in this deck. Will need to be sac'd before going off with Kiki-Conscripts
Talisman of Impulse. Can use right away. better than signets
Talisman of Indulgence. Can use right away. better than signets
Sculpting Steel. Incredible. Two spheres of resistance? Another Lodestone Golem? I love this card and would play a playset if I could.
Mana Crypt. F-f-fast mana.
The Tabernacle at Pendrell Vale. Working on getting one (almost there). Shuts down decks not prepared for it. If Prossh doesn't have haste, he's gonna lose all his little buddies. Sack a dude to the Bros to get Prossh off the table if the opponent thinks they're swinging in with a infinite/5 Prossh.
Change 11/12: Out-Fauna Shaman
In-Lotus Cobra
Change 3/29/16: Some BIG changes. Took out Mike+Trike. While Mike is incredible for recursion (and may make it back in), the 2nd combo is more redundant. It can't be Yisan-ed into. Homura is fun, but really mana-intensive. Decided to go with more of a Jund LD package than tap down effects. Talimen cut as was somewhat superfluous, though may make it back in if I need the black mana. Kept the green one for dorks. Domri cut as got killed really fast before doing much. Blood moon and magus make mountains, so the 3rd was unnecessary. Bokuja bog was better for GYH. Explosive vegetation was nice to get basics under the moon, but with the fetchland contingent and dorks, it wasn't really needed.
Out:
1x Homura, Human Ascendant
1x Mikaeus, the Unhallowed
1x Seedborn Muse
1x Triskelion
1x Talisman of Indulgence
1x Domri Rade
1x Explosive Vegetation
1x Mountain
In: Wanted another dork and GYH, what better than DRS? He's still being tried out, but as a creature that can be fetched by all the black tutors, Yisan and Chord, he makes the cut. Eternal witness for CA (it replaced Domri). Is fetch-able, recursion if my stax pieces get blowed-up and nuts with Kiki-Jiki. Great-Oak Guardian is here for a Yisan-chain win (Kiki->Oak). Added the firebombers and tectonic break after playing a ton with Derevi. Playing a Bant stax list helped me better understand which colors bring what to the table. Bant relies on tax and tap effects. Jund blows stuff up. Tectonic break is incredible as we usually can get way ahead with cradle, dorks, etc and completely neuter out opponents. Chord of Calling. WTH was I thinking???? Why wasn't this in the deck. instant-speed ANYTHING. Helps find out combos faster, value with E-witness and really screws with those blue mages ;). Praetor's Grasp as a flex spot. Nice to search that combo opponent's deck for their one piece (Lab man?). The bonus is that they CANNOT get it back. All cards that allow you to grab a card from exile grab FACE-UP cards. This puts it face down and outside of another opponent using an eldrazi processor effect, the card is gone for good. Also beneficial to grab a mana rock or pact of negation if you are combo-ing off. Bojuka bog replaced a mountain. Having an instant-speed GYH card (crop rotation) helps hose those T1-entomb strategies. Finally added keldon firebombers as a fantastic hoser. Able to chord or Yisan into, this help level the playing field. For it's mana cost to effect, its probably one of our best options to level the field and push ahead. A great lock piece with Kiki.
1x Deathrite Shaman
1x Eternal Witness
1x Great Oak Guardian
1x Keldon Firebombers
1x Bojuka Bog
1x Chord of Calling
1x Praetor's Grasp
1x Tectonic Break
10/3 Changes:
Out: Great Oak guardian, Kher Keep
In: High Market, birthing pod
*Elves of Deep Shadow-Dork. Only generates black mana, which usually isn't a problem. The life payment isn't bad either. Sac fodder if necessary.
*Chromatic Lantern-Mana rock. Awesome rock that has great synergy with Blood Moon.
Gruul/Rakdos signet
*Mana Web-Similar to Tectonic Instability. A bit better because it doesn't affect you.
*Obliterate-While not a "stax" piece, it is the deck's "oh-s@#t button." Most commander decks need a way to stop things from getting out of hand. By playing red we have access to an uncounterable board wipe that is stopped by three cards in the game-time stop, venser and mindbreak trap. Has an added bonus of a) you having the knowledge of a wipe so you can float mana to play dorks or hold up lands and b) not affecting planeswalkers or enchantments. Obliterating with a Freyalise, Xenagos or Nether Void out can put you so far ahead, opponents can never catch up.
*Enchantress's Presence. Added more enchantments to the deck, so why not draw cards for playing them. The deck needed more card draw, so this was added.
*Necropotence-Draw. Lot. Card. Win. Game
*Eidolon of Blossoms. Like enchantress's presence. Only triggers on ETB, but will trigger itself. Great with Kiki.
*Erebos, God of the Dead. More card draw. Added bonus of shutting down Oloro players and the like.
*Vexing Shusher-Whenever your opponents try to coSHHHHHHH. It helps when you need to resolve something against a SHHHHHH!!!! Joking aside, lets you resolve your combo pieces, play political with a nether void and can be searched out by Yisan.
*Purporos, God of the Forge-A remnant from when the deck was more of a token build. Still great to have out for residual damage, creature pump if you need it. Awesome with Krenko.
3/29/16: Old Combo (removed for more stax pieces): Mikaeus, the Unhallowed + Triskelion. With both in play, use the Triskelion ability to target itself with all the triggers. It will die, and owing to Mike's ability, trigger undying and come back with an extra +1/+1 counter. Use that counter to ping a creature/player then repeat the cycle to kill as many creatures/players as you want. Be wary of people interacting with triskelion or Mike before the triggers resolve. To get around something like Trickbind or Stifle be sure to put all the triggers on the stack before passing priority.
Finally a big thanks to you guys on the forums who posted on the Stax Primer, Dies_To_Doomblade, Swift2210 and Glix for their inspiration and all the guys I play with.
EDH:ShatterStax, Only The Strong Survive
Teferi, Mage of Zhalfir Mono-U Control
Ob Nixilis of the Black Oath
Sen Triplets
Mizzix of the Izmagnus
Derevi Stax
VolThrun
Marchesa, The Black Rose
Olivia Voldaren, Vampire Tribal
EDH:ShatterStax, Only The Strong Survive
Teferi, Mage of Zhalfir Mono-U Control
Ob Nixilis of the Black Oath
Sen Triplets
Mizzix of the Izmagnus
Derevi Stax
VolThrun
Marchesa, The Black Rose
Olivia Voldaren, Vampire Tribal
Few suggestions I have: Harrow over Kodama's Reach just because I prefer the instant speed and CIP vs CIPT. Goblin Matron is a second copy of Kiki/Krenko/Welder (or SGB tuck rule RIP XD)
I personally have been told I have a hard on for dredge because I love to put Life from the Loam in every green deck ever.
This is basically a second Crucible of Worlds that you can add in a few Cycle Lands to have an awesome draw engine.
Thanks for the suggestions! I'll definitely try out a few of em. Harrow would actually be nice in that it thins a little and can let me get rid of stuff under blood moon for other basics. Loam is also something I hadn't considered, but TBH dredge always messes with my head when I have to think of the draw trigger and dredging stuff lol
Rancor and oil are also pretty good to try, especially the oil as I can try to one-shot someone out of nowhere.
Lastly, yea I really really really wish Braids wasn't banned. Was in the deck earlier and is perfect for the build. But alas, ear wax. Hopefully they unban her.
Thanks for the comments!
Private Mod Note
():
Rollback Post to RevisionRollBack
EDH:ShatterStax, Only The Strong Survive
Teferi, Mage of Zhalfir Mono-U Control
Ob Nixilis of the Black Oath
Sen Triplets
Mizzix of the Izmagnus
Derevi Stax
VolThrun
Marchesa, The Black Rose
Olivia Voldaren, Vampire Tribal
I really liked Dies_to_doomblade's enchantress package and wanted to try it out here. Since a lot of our stax pieces are enchantments and the deck was wanting more card draw, I wanted to try it out. The Doomwake+living Plane combo is just awesome. Living plane also combos incredibly with Xenagos and Gaea's cradle to make absurd mana. Thirdly, it helps with our stax package as we are trying to slow the opponents. By making their lands dudes it gives them summoning sickness, acting like a root maze. Finally, people are loath to blow up the board when their lands are dudes too. Reclamation to get our dudes back and Erebos to give needed extra card draw.
Will try it out without the ramp/fixing cards to see how it goes. May also try out a harrow too.
Private Mod Note
():
Rollback Post to RevisionRollBack
EDH:ShatterStax, Only The Strong Survive
Teferi, Mage of Zhalfir Mono-U Control
Ob Nixilis of the Black Oath
Sen Triplets
Mizzix of the Izmagnus
Derevi Stax
VolThrun
Marchesa, The Black Rose
Olivia Voldaren, Vampire Tribal
Few suggestions I have: Harrow over Kodama's Reach just because I prefer the instant speed and CIP vs CIPT. Goblin Matron is a second copy of Kiki/Krenko/Welder (or SGB tuck rule RIP XD)
I personally have been told I have a hard on for dredge because I love to put Life from the Loam in every green deck ever.
This is basically a second Crucible of Worlds that you can add in a few Cycle Lands to have an awesome draw engine.
So I tried out some of the suggestions. I really liked harrow, but found that when I draw my ramp spells I really wish I just had gas instead. I may switch it back in for explosive vegetation, as I like the instant speed, but wanna try the new "enchantress" direction now.
Goblin matron would be nice, but there aren't too many goblins in the deck to warrant it and we already have a bunch of tutors. Burgeoning is great and I would most certainly run it. Unfortunately, in playtesting the deck runs out of lands-in-hand quickly, so it is less useful here; exploration is there for an early-game ramp and lock. Static orb is very harsh and I would run unwinding clock, but as you mentioned its only as good as the number of artifacts out. We have rocks, but I don't think enough to warrant the clock. I will definitely be testing rancor and/or glistening oil, as I want to run with the enchantress theme. Thanks again for the suggestions and positive comments!
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EDH:ShatterStax, Only The Strong Survive
Teferi, Mage of Zhalfir Mono-U Control
Ob Nixilis of the Black Oath
Sen Triplets
Mizzix of the Izmagnus
Derevi Stax
VolThrun
Marchesa, The Black Rose
Olivia Voldaren, Vampire Tribal
Updated: Added more stax pieces, lowered the curve, added more fast mana and toolbox stuff.
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EDH:ShatterStax, Only The Strong Survive
Teferi, Mage of Zhalfir Mono-U Control
Ob Nixilis of the Black Oath
Sen Triplets
Mizzix of the Izmagnus
Derevi Stax
VolThrun
Marchesa, The Black Rose
Olivia Voldaren, Vampire Tribal
I think making room for bojuka bog would be good. Finding it at insant speed with crop rotation is very relevant against some match ups that stax struggles in.
Also vandalblast is a red staple to me. Works super well with blood moon and contamination because otherwise they can just use rocks to bypass the mana screw.
Edit:
Other ideas include Boom/Bust and devastation. Ever blow up all lands and then drop a Tabernacle? You have not LIVED until you did that. In Stax you want to have planeswalkers or huge enchantments to make sure that it's a massive boost to you. I run a ton of rocks and enchantments to make sure that it doesn't hurt me.
I admit it hurts to not have white in this case because things like Aura shards are amazing or keeping opponnets off artifact mana but I suppose Shattergang and gate to phyrexia would help with that
Hey guys so I've actually moved on from commander on to 60 card decks so I don't have any commander decks.
Anyway I've started my own gameplay channel in which I play games (Magic also)
I'vs been considering bog since I added the crop rotation. Don't see a ton of reanimator around, but I really like the instant-speed "gotcha!" Will probably take out one of the more useless lands for now (such as Blood Crypt, which I don't find I fetch for that often).
Re vandalblast: Never considered it before, but I really like the idea. Will definitely try it out! Thanks!!
May also be trying null rod as well...not sure how good it'll be given my rocks, but may wanna test it
EDH:ShatterStax, Only The Strong Survive
Teferi, Mage of Zhalfir Mono-U Control
Ob Nixilis of the Black Oath
Sen Triplets
Mizzix of the Izmagnus
Derevi Stax
VolThrun
Marchesa, The Black Rose
Olivia Voldaren, Vampire Tribal
Ten times out of nine I go get Necro. It's the best enchantment in the deck for a reason
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Hey guys so I've actually moved on from commander on to 60 card decks so I don't have any commander decks.
Anyway I've started my own gameplay channel in which I play games (Magic also)
I had it in for a while, but it was always super tough to cast with the triple black and the deck's heavy reliance on green. It always felt secondary to setting up stax locks. I know it's just bonkers and is a mistake not to have. I may have to add an Urborg, Tomb of Yawgmoth to help mitigate the difficulty casting it. Definitely gonna make it work though. Much appreciated!
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EDH:ShatterStax, Only The Strong Survive
Teferi, Mage of Zhalfir Mono-U Control
Ob Nixilis of the Black Oath
Sen Triplets
Mizzix of the Izmagnus
Derevi Stax
VolThrun
Marchesa, The Black Rose
Olivia Voldaren, Vampire Tribal
I highly recommend the urborg. Works super well with necro and if you choose to add death cloud with that as well.
Adding a gilded lotus helps with that as well.
Mana vault is excellent for what you're trying to do as well.
I recommend going artifact heavy/ creature light since the best stax decks use very few creatures.
Then again I'm not the creature guy so if it works go for it
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Hey guys so I've actually moved on from commander on to 60 card decks so I don't have any commander decks.
Anyway I've started my own gameplay channel in which I play games (Magic also)
Ten times out of nine I go get Necro. It's the best enchantment in the deck for a reason
Being a Shattergang Brothers player myself, this question is much more fundamental than it may appear. It basically answers, if you're creature-heavy or not, because it's a huge nonbo with Survival of the Fittest. And for creature-heavy builds, I can only say: 'Ten times out of nine I go get Survival. It's the best enchantment in the deck for a reason' But I totally agree with you about going creature-light for a more focused stax approach.
Also, congratulations to Draken for having nearly the only Shattergang list on the internet that looks actually playable.
And yea...I do tend to prefer a slightly larger creature base. My view is that the creatures are used primarily as toolbox, sac etc and later serve as Shattergang Sac fodder if necessary. I also tend to abuse the Yisan chain quite a bit and like to treat it as an "instant-speed" birthing pod. Help's a lot when spheres are out and its more advantageous to activate abilities rather than play spells. I do tend to get Survival quite a bit so I think I may be more in that school of thought. I'll end up testing Necro as well, as I know it's power.
and re: Dies_to_Doomblade, I LOL'd when I read the Tabernacle comment haha.
Appreciate all the opinions guys!
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EDH:ShatterStax, Only The Strong Survive
Teferi, Mage of Zhalfir Mono-U Control
Ob Nixilis of the Black Oath
Sen Triplets
Mizzix of the Izmagnus
Derevi Stax
VolThrun
Marchesa, The Black Rose
Olivia Voldaren, Vampire Tribal
Made a few changes to the deck. Will be trying out Necro this weekend along with Urborg. Bojuka bog is in for a mountain currently. Also changed Fauna Shaman to Lotus Cobra. We already have survival in the deck and although a backup would be nice, cobra just generates an insane amount of mana. If you get mana screwed, picking up a forest with the quirion ranger allows you to still generate 2 per turn. It's a pretty nuts Yisan chain to go Ranger->Cobra->Dosan, Golem->Kiki.
While on that topic, what do people think of Great Oak Guardian? This card seems absolutely nuts. It has a few pros and cons.
Pros: Fits into a Nisan chain with Kiki->Oak for an infinite combo. Doing this also produces infinite mana if you have a dork or infinite tap activations of creatures. It can be used politically, if another player is attacking someone else to instant speed pump their team. The Oak itself provides much needed "reach" as this deck can have problems with fliers. Flash or Yisan in the oak after Derevi, Prossh or Zur attack for lolZ. Doesn't provide as much oomph by itself as Hoof, but then again what does?
Cons: Need to cut something. For a while I have neglected Mike+Trike. Mikaeus is awesome by himself but I literally never want to use triskelion. I would probably take out trike for it. Which leads to the next problem. Do I keep Mike in? I can try out another stax piece (Null Rod?). In doing this, I would be removing the other insta-win combo. While I'm wary about it, very few other competitive decks run more than one infinite combo. I would probably keep conscripts in as a backup and as it is pretty good on its own (nice Ugin there...which has happened).
Any thoughts guys? Opinions appreciated!
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EDH:ShatterStax, Only The Strong Survive
Teferi, Mage of Zhalfir Mono-U Control
Ob Nixilis of the Black Oath
Sen Triplets
Mizzix of the Izmagnus
Derevi Stax
VolThrun
Marchesa, The Black Rose
Olivia Voldaren, Vampire Tribal
EDH:ShatterStax, Only The Strong Survive
Teferi, Mage of Zhalfir Mono-U Control
Ob Nixilis of the Black Oath
Sen Triplets
Mizzix of the Izmagnus
Derevi Stax
VolThrun
Marchesa, The Black Rose
Olivia Voldaren, Vampire Tribal
BIG updates to the deck. Will do a little write-up when I get a chance, but wanted to post the most recent decklist
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EDH:ShatterStax, Only The Strong Survive
Teferi, Mage of Zhalfir Mono-U Control
Ob Nixilis of the Black Oath
Sen Triplets
Mizzix of the Izmagnus
Derevi Stax
VolThrun
Marchesa, The Black Rose
Olivia Voldaren, Vampire Tribal
EDH:ShatterStax, Only The Strong Survive
Teferi, Mage of Zhalfir Mono-U Control
Ob Nixilis of the Black Oath
Sen Triplets
Mizzix of the Izmagnus
Derevi Stax
VolThrun
Marchesa, The Black Rose
Olivia Voldaren, Vampire Tribal
2. You should try out Buried alive/Victimize/ and maybe LED.
With Razaketh you can sac a dork to tutor up Life/death, Turn your lands into critters then sac them to Buried alive/Victimize out Zealous/Kiki. You can use Mana crypt, LED, or whatever to make sure you have enough mana to do this fairly easily.
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Hey guys so I've actually moved on from commander on to 60 card decks so I don't have any commander decks.
Anyway I've started my own gameplay channel in which I play games (Magic also)
Hahaha, I just played with chains for the first time the other day and saw the contortion on a Doomsday player's face trying to find a line around it; its insane.
And thanks for the suggestion! I hadn't thought about buried alive/victimize. I was trying to work the razaketh life/death line into something good, but this is fantastic. I also have an LED but hadn't even thought about it here...This deck is usually hellbent with liliana etc, and LED is a great suggestion! Thanks man!
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EDH:ShatterStax, Only The Strong Survive
Teferi, Mage of Zhalfir Mono-U Control
Ob Nixilis of the Black Oath
Sen Triplets
Mizzix of the Izmagnus
Derevi Stax
VolThrun
Marchesa, The Black Rose
Olivia Voldaren, Vampire Tribal
Modern: Fish, JUND/Junk
--------
RIP Twin
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Why Jund Stax?
A lot of stax decks out there are in the Bant or Abzan colors. Both Derevi and Ghave (See Swift2210's Derevi and Dies_to_Doom_Blade's Ghave Lists) make excellent stax commanders that are very competitive, synergistic and utilize their commanders. Therefore, why bother running Jund? While white and blue give a player access to taxing effects and tap/untap modifiers, black and red allow a stax player access to permanent destruction and serious land hate. We are not running Thalia, Guardian of Thraben or Stasis to tax and lock; we're running Smokestack and Blood Moon to sac and color-screw. Green, the common color among all three wedge/shards, is used primarily to color-fix, produce tokens/sac fodder and create a mana/card advantage amongst our tax/sac effects. If you enjoy the raw destruction of Jund and don't mind people getting angry at you for occasionally blowing up the board while you rebuild with the only planeswalker in play, then Jund is for you!
Ok, so Jund is cool. Why Shattergang Brothers?
Jund currently has access to 10 commanders:
Of these, Adun, Kresh, Sek'Kuar and Shattergang fit a sacrifice/reanimate/stax build. The other commanders are great, but we want something that is synergistic with the rest of the deck and what we are doing.
*Adun-Cool ability to get back a creature we sac, but is quite slow.
*Kresh-If you want a more voltron-style commander, Kresh is your man. Works well it much more creature removal than actual lockdown.
*Sek'Kuar-Getting there. However, the ability only triggers off nontoken creatures. A lot of our advantage comes from cheap and effective token producers. If it triggered off all creatures, it (in addition to being broken) would be a more viable option.
*Shattergang Brothers-Our leader. With three relevant abilities, it allows us to have an "on-demand" sac outlet that doesn't require tapping. It can be a little mana-intensive, so we don't focus the deck around him, rather view him as an emergency sac outlet that we have access to from the command zone. Very good if you're playing against voltron commanders or strong top-tier generals like Zur The Enchanter. We can get out the Bros. early and stop the creatures from swinging.
Playing cheap creatures and tokens allow us to help stabilize the board so only we have dudes out. There are also a decent amount of artifacts and enchantments by default in stax builds, so if we see something we don't like, we can always sac our stuff to get rid of it at instant speed-without targeting. Additionally, the effect is symmetrical, so if two or more players have nice enchantments or artifacts, one activation from us takes out two things. With a 3/3 body, and the ability to buff our creatures, it is also in the realm of possibility to kill an opponent with general damage out of nowhere.
Current Deck Statistics:
Avg CMC: 2.97
Creature: 30
Enchantment: 12
Artifact: 14
Planeswalker: 4
Instant: 5
Sorcery: 3
Land: 32* (Tabernacle included here, but does not tap for mana)
Deck
1x Birds of Paradise
1x Bloom Tender
1x Craterhoof Behemoth
1x Creakwood Liege
1x Deathrite Shaman
1x Doomwake Giant
1x Dosan, The Falling Leaf
1x Elvish Mystic
1x Elvish Spirit Guide
1x Eternal Witness
1x Fyndhorn Elves
1x Goblin Welder
1x Grave Titan
1x Kamahl, Fist of Krosa
1x Keldon Firebombers
1x Kiki-Jiki, Mirror Breaker
1x Krenko, Mob Boss
1x Llanowar Elves
1x Lodestone Golem
1x Lotus Cobra
1x Magus of the Moon
1x Quirion Ranger
1x Reassembling Skeleton
1x Scavenging Ooze
1x Shattergang Brothers
1x Sheoldred, Whispering One
1x Wurmcoil Engine
1x Yisan, the Wanderer Bard
1x Zealous Conscripts
Enchantments:
1x Blood Moon
1x Contamination
1x Exploration
1x Living Plane
1x Nether Void
1x Phyrexian Arena
1x Phyrexian Reclamation
1x Root Maze
1x Stranglehold
1x Survival of the Fittest
1x Sylvan Library
1x Wild Growth
1x Crucible of Worlds
1x Golgari Signet
1x Mana Crypt
1x Sculpting Steel
1x Smokestack
1x Sol Ring
1x Sphere of Resistance
1x Static Orb
1x Talisman of Impulse
1x Tangle Wire
1x Thorn of Amethyst
1x Trinisphere
1x Torpor Orb
1x Winter Orb
Planeswalkers:
1x Freyalise, Llanowar's Fury
1x Garruk Wildspeaker
1x Liliana Vess
1x Xenagos, the Reveler
Instants:
1x Beast Within
1x Chord of Calling
1x Crop Rotation
1x Krosan Grip
1x Vampiric Tutor
Sorceries:
1x Demonic Tutor
1x Praetor's Grasp
1x Tectonic Break
Lands:
1x Ancient Tomb
1x Badlands
1x Bayou
1x Blood Crypt
1x Bloodstained Mire
1x Bojuka Bog
1x Command Tower
4x Forest
1x Gaea's Cradle
1x High Market
1x Kessig Wolf Run
1x Marsh Flats
1x Misty Rainforest
2x Mountain
1x Overgrown Tomb
1x Polluted Delta
1x Scalding Tarn
1x Stomping Ground
1x Strip Mine
3x Swamp
1x Taiga
1x The Tabernacle at Pendrell Vale
1x Verdant Catacombs
1x Wasteland
1x Windswept Heath
1x Wooded Foothills
Deck Goals
Originally, this deck was developed as a "Jund Goodstuff" build, with the commander being a way to keep the board clean. After a great deal of play testing and evolution, I've found that the deck wasn't holding up to a lot of the other decks in the places I played. Blue countered my stuff, voltron generals stomped me and I constantly felt that I was behind. I started to change the deck to a stax build in hopes of evening the playing field. What's nice is that with Jund, we still can include a lot of fun cards (Kamahl is pretty cool IMO), play to the power level of the group (choose not to strip mine lock or all out stax) and still be competitive. That being said the deck has two approaches:
1) Try to hit the combo and win. While I usually try not to do this and have a fun, longer game, there are situations where you just want to end the game or win. This deck provides a few combos to accomplish this.
2) Lock down the board, develop an overwhelming presence/advantage, kill opponents through commander dmg or overrunning a ton of tokens. This is the usual approach I take and is a lot more fun.
Combos
There are currently two infinite combos in the deck
1) Kiki-Kiki, Mirror Breaker + Zealous Conscripts. Using Kiki's ability, make a copy of the Conscripts. The token comes into play, you gain control of your own Kiki and untap it. Repeat to generate infinite tokens. A nice note about this combo is that if you have a mana dork out, you can either copy it with Kiki or untap it with the Conscripts making the combo cost less than the normal 10 mana.
2) Kiki-Jiki, Mirror Breaker + Great Oak Guardian. See above, except can help teammates in combat and is able to be Yisan-ed into.
Card Choice Explanations (By Role)
These guys help us get ahead quickly to put out stax pieces before opponents can generate a board.
*Birds of Paradise-Dork. Good for fixing, can chump block flying creatures and sac fodder if needed.
*Bloom Tender-Probably the best mana dork in the deck. Can generate a bunch of mana and fix our colors, especially if our commander is on the battlefield.
*Fyndhorn Elves-Dork. Fixing and sac fodder.
*Llanowar Elves-Dork. Fixing and sac fodder.
*Seedborn Muse- Doesn't generate mana by itself but helps us immensely if we have a stax piece in play such as winter or static orb. Also lets us abuse our creatures abilities multiple times before the turn comes back to us (Bros, Bloom Tender, Yisan etc).
*Exploration-Incredible T1 play. Can generate explosive starts. Later on can be used as a sac fodder or to recover from a board wipe.
*Wild Growth-Enchantment "dork." If played alongside a dork, will generate a faster start than two dorks (ie. T2 have access to 3 mana as opposed to 2 due to summoning sickness). Great synergy with Blood Moon/Contamination to get around the color screw and great with Garruk's untap ability.
*Explosive Vegetation-Used more for color fixing than ramp. Helps get the colors we need in a three colored deck and good synergy with blood moon.
*Crucible of Worlds-Re-use those fetches! Or, if you're feeling really salty, strip-mine machine-gun people.
*Golgari Signet-Rock and fixing
*Sol Ring-Rock
*Lotus Cobra-Fixing, is awesome with fetches and provides mana with Quirion Ranger if you get mana screwed or have blood moon out.
Stax
The mainstay of the deck. Achieved primarily by enchantments/artifacts rather than creatures (in builds including white).
*Doomwake Giant. Wipe opposing dorks and tokens. Increased the enchantment count to make more useful. Combos with Living Plane to wipe all opponent's lands (awesome) and Kiki-Jiki for a -1/-1 every turn.
*Lodestone Golem-Big beater that can be cast very early on and sac'd if necessary. Taxes non-artifact stuff.
*Magus of the Moon- Do you play modern? Blood moon type effects can be devastating if a deck isn't prepared for it. Greedy mana bases? Have fun not playing your stuff. A fantastic creature that can win games. Is able to be fetched at instant speed with Yisan and is almost always the 3-drop of choice with him. A T2 Magus can buy you a ton of time, especially against decks without rocks or basics.
*Shattergang Brothers-The Commander. As explained above, is useful as an "on-demand" tool to help stabilize board states. Flexible in that it is a symmetric effect and can hit creatures, artifacts and enchantments.
*Blood Moon-See above. As a non-creature, harder to remove. Back-breaking.
*Contamination. The black blood moon. Requires an upkeep payment of a creature. We have ways to feed it (reassembling skeleton, tokens). Great early game and against decks with a lot of basics.
*Living Plane. Gives lands "summoning sickness" to slow opponents, deters board wipes and incredible synergy with Doomwake Giant. Just be careful as your lands are now targetable with spot removal.
*Nether Void-Not a "tax" per se, but counters spells if you don't pay an extra 3. Great synergy with vexing shusher as you only pay 1 extra and can be political in allowing your opponent's stuff to be uncounterable. An early nether void can buy you a ton of turns. Board wiping with this on the field can all but close a game out for you.
*Root Maze-Deceptively powerful stax piece. T1 pretty much ensures you'll resolve your T2-4 plays as opponents will be too busy trying to establish a board state than trying to hold up counters. Bad dyssynergy with fetchlands. Try to play a fetch before resolving this. Can greatly help against hyper-competitive, super-fast decks like Zur as there is no way for them to play him before T3.
*Smokestack-Good lord. This card is bonkers. If you can get it going with some sac fodder it will win you the game. Few decks that don't kill it right away can't keep up with the sacrificial effects.
*Sphere of Resistance-Taxer for everything. A great T1 play is land, sol ring, Sphere. Will guarantee you get a few turns before people try to combo off. Can also help by making counter magic inefficient and guarantee a tapped-out opponent can't do any non-on-board tricks.
*Static/Winter orb-Commonly used untap modifiers. Combining with another stax piece like root maze or mana web can help keep opponents locked-down while you build your board state with dorks or a seedborn muse.
*Tangle Wire-Fantastic early game play. Has a benefit of being able to tap itself and only affects you for 3, 2, 1 as opposed to opponents who are 4, 3, 2, 1. Great synergy with the orbs to prevent untapping. Also great synergy with goblin welder. Keep cycling the tangle wire to have a constant effect.
*Thorn of Amethyst-A sphere of resistance that doesn't affect creatures. Still quite good.
Toolbox/Other
This section includes some Jund-colored EDH staples and toolbox cards.
*Quirion Ranger. The go-to Nisan on 1. Untaps Bloom tender for ramp, is nuts with Yisan and helps when you get mana screwed (just bounce a forest you have in play for mana). Is particularly funny if you can turn Gaea's Cradle into a creature with Kamahl or Living plan and untap it as a creature
*Beast Within-Destroy. Target. Permanent. Instant speed. Great all-around removal. Gives a beast token which has slight downside of being sac fodder. However, you can target opponent's lands and possibly hit a basic while blood moon is out.
*Krosan Grip. Aura Shards? Aura of Silence? No thanks. We don't like those. "Uncounterable" removal.
*Demonic/Vampiric Tutor. A huge upside of running black. The best tutors in the game, bar-none. There's a reason why they are banned in legacy. Gets what you need, when you need it. Wanna combo? Grab Kiki. Greedy mana bases? Blood moon. Blue mage got you down? Vexing shusher
*Domri Rade-Decent card advantage engine. With a little less than 30% creatures in the deck it is a good chance to draw you an extra card. The fight ability is nice if you have a wurmcoil out, or pumped something with Kessig Wolf Run. The ultimate can let you win in short order. Having a baseline 3/3 double-striking commander is awesome. Having the emblem with a flipped Homura is nuts.
*Freyalise, Llanowar's Fury-Wasn't in early builds of the deck. Huge mistake. This card is value, value, value. Making dorks every turn with the plus (!) ability is great when we have some stax pieces out. A naturalize on a stick is also great to blow up crap like aura shards/aura of silence. The ultimate, which is very achievable, can draw 3-4 cards on average...I've drawn 9 before.
*Garruk Wildspeaker-The OG Garruk and IMO the best version. With winter/static orb out he lets us get around the stax and can generate a bunch of mana with Gaea's card or a Wild Growth enchanted land. Makes dudes when you don't need the mana. Has an easy-to-achieve overrun ability that can end games.
*Liliana Vess-Vampiric tutor on a stick. Also good for making blue players discard any counter magic they may be holding before you resolve bombs. Ultimate is ok, haven't used it before.
*Xenagos, The Reveler-Before Freyalise, it was the best walker in the deck. Having him out after an Obliterate is game-winning. Makes dudes, generates a boat-load of mana and gets around stax effects. The ultimate is also pretty solid, but risky as dumping walkers, artifacts or enchantments kind of sucks.
*Phyrexian Reclamation. Deck needed more recursion if toolbox/combo/stax creatures die.
*Quirion Ranger-The go-to first Yisan activation. Can add mana if you haven't played a land and is awesome to keep a Yisan chain going.
*Survival of the Fittest-Get's combo pieces. Fills graveyard. At instant speed. Great addition to the deck.
*Sylvan Library. Card draw. Great with fetchlands.
*Phyrexian Arena-Slower card draw than Library. Hurts less. Great to have out.
*Zealous Consripts-Combo piece. Also great for stealing opponents stuff to sacrifice. Also hilarious to take an opponent's planes walker about to go off (I've taken an Ugin before. Feels good).
*Yisan, The Wanderer Bard-A bizarro birthing pod. Included over pod due to the instant speed search. Helps search out dorks, bombs or combo pieces. Great with seedborn muse. Is one of the primary win-cons as it can help fetch out the Kiki-combo.
*Wurmcoil Engine-Fantastic beater. Awesome with Kiki-Kiki and goblin welder as you get the tokens overtime it is sac'd or cycles the graveyard. One of our few sources of life gain. Also good with Domri or a flipped Homura (fire breathing on a wurmcoil? Sounds cool)
*Triskelion-Removal and counter piece.
*Sheoldred, Whispering One. Stax, beater and reaminmator all in one package. Removal magnet but is great if you get her out on an empty board.
*Scavenging ooze-One of the few graveyard-hate cards we pack. Life gain in a pinch.
*Dosan, The Falling Leaf. I hate getting my stuff countered. Great to grab if you'll be combing off.
*Reassembling Skeleton. Was originally bloodghast but has the benefit of being able to jump in from a graveyard to block and fuel contamination without needing to draw into a land. IMO better due to the ability to block. Can also be a repeatable sac fodder.
*Mikaeus, The Unhallowed. Wasn't in earlier builds and was added for the combo with Trike. After play testing realized it allowed you to double-sac all your creatures to the brothers, pumped your team and was wrath-protection. A fantastic dude that I'm glad I added.
*Krenko, Mob Boss-His flavor text says it all. HIGHLY DANGEROUS. Card can kill people out of nowhere, is the only thing able to outpace an up-ticking smokestack and is nuts with Purphoros. Small goblin sub theme in the deck (commander, vexing shusher, welder, kiki) lets us increase the rate of goblin mobbery.
*Kiki-Jiki, Mirro Breaker-What's more to say about this little guy? Combos with...creatures. Infinite with conscripts. Great with bloom tender for extra mana, grave titan and triskelion.
*Kamahl, Fist of Krosa-Confession, I'm a Vorthos. I loved reading the books and Kamahl made it in here as a nod to my love of lore. After many rounds of cutting cards, he's managed to stay in due to the awesome ability to 1) protect against wraths by turning opponents lands into creatures and b) having a repeatable overrun. Awesome card all around.
*Homura, Human Ascendant-Surprisingly powerful. Can't block? Who cares. Our deck uses sac outlets and he happens to be better as an enchantment anyway. Great to have our commander be a 5/5 flier with fire breathing. Awesome with wurmcoil engine as well.
*Grave Titan-Grave Daddy. Token generator. Beater. Deathtouch blocker. Card is a bomb. Awesome with Kiki-Jiki.
*Goblin Welder-Such a scary guy for just one mana. People consider countering him when he comes down, with good reason. He can cycle your tangle wire, wurmcoil engine and even mess with your opponents creatures.
*Creakwood Liege-Surprisingly powerful and is the best lord for the deck. Not only creates 3/3 worms each turn to feed to stax or beat face with, but pumps our other golgari dudes including our commander (5/5 ain't bad).
*Craterhoof Behemoth-Errataed to "When Craterhoof Behemoth enters the battlefield, target player or players lose the game." It's funny when you start counting up the damage and realize you're overshooting lethal by a lot. Like 40 or more lol. If Yisan gets to 7, it's a really funny combat trick.
That's the deck guys. Comments, criticisms, advice, etc are welcome!
Also, I'm probably going to be playing around with cards in this section as possible adds:
5/20
Out: *Desolation-Very brutal against decks without rocks or dorks. Can be tough on you, but if you have alternate sources of mana can lock the game down very fast. That being said, it has been a little lackluster and may be cut due to the tempo loss to play it.
*Thunderscape Familiar-A reverse-stax piece. Lowers our mana requirements to get around stax pieces. Think of it as a double-medallion on a body. Can be sac'd if necessary.
*Farseek-Used for color fixing. Can grab a dual or basic if blood moon is in play. CANNOT get a forest, however. Preferable to rampant growth due to the flexibility.
*Kodama's Reach- Color Fixing. See above.
*Skullclamp. We run tokens to feed our stax. This card can draw you upwards of 6 a turn for 3 mana. If you have a reassembling skeleton, it is a constant source of card draw.
*Tectonic Instability-Helps against blue decks trying to hold up counter magic by either forcing them not to play lands or not hold up mana. Good with seedborn muse.
*Inferno Titan-Big Beefy beater. Nice ETB effect to hit small dudes. Doesn't really hit many bigger creatures and may be cut soon.
In: Dosan, The Falling Leaf
Erebos, God of the Dead
Eidolon of Blossoms
Living Plane
Doomwake Giant
Phyrexian Reclamation
Enchantress's Presence
Up till 10/26:
Out:
1x Eidolon of Blossoms. Moved away from enchantress theme.
1x Elves of Deep Shadow. Didn't really need another dork; green>black in early turns anyway
1x Erebos, God of the Dead. Never really got to abuse the card draw. Greed may be better here.
1x Purphoros, God of the Forge. Since moving to a heavier stack route, we don't produce tokens as fast to abuse.
1x Vexing Shusher. Didn't do much. May get slotted back in if my meta switches to more blue.
1x Enchantress's Presence. Moved away from enchantress.
1x Necropotence. While insanely powerful, triple black is really tough to do; had to cut if for now.
1x Chromatic Lantern. Didn't need the fixing as much as I thought. 3 Mana is also a lot for a rock in this deck.
1x Gruul Signet. Talismans are better
1x Mana Web. While quite good, opponents just float the mana anyway and usually destroy it.
1x Rakdos Signet.Talismans are better
1x Obliterate. Very cool; but in reality 8 mana is insane. Plus boros charm really sucks. Cut for now.
In: Mainly more fast mana, stacks pieces and toolbox stuff
Elvish Spirit Guide. Uber fast mana, not affected by stax pieces; i.e. since it exiles from hand and doesn't need to be in play, it can get around our stax.
Fauna Shaman. 2nd Survival. Fetch able by Yisan.
Quirion Ranger. AMAZING with Yisan, dorks and pretty much anything else that taps here. He is usually my go-to first activation for Yisan. Particularly good if you miss land drops as you can just pick up your land and replay it.
Stranglehold. Cut a while ago. But it seems searching the library is a pretty big thing in competitive EDH. Since adding more fast mana, getting this T2 is very do-able. It occasionally happens T1.
Crop Rotation. Instant-speed Gaea's Cradle or Tabernacle? Sweet
Trinisphere. Didn't like it at first, but really helps slow opponents early turns
Torpor Orb. CIP/ETB is a big deal for a lot of artifact and enchantment hate (screw you aura shards). Lock em down. Only stops a few creatures in this deck. Will need to be sac'd before going off with Kiki-Conscripts
Talisman of Impulse. Can use right away. better than signets
Talisman of Indulgence. Can use right away. better than signets
Sculpting Steel. Incredible. Two spheres of resistance? Another Lodestone Golem? I love this card and would play a playset if I could.
Mana Crypt. F-f-fast mana.
The Tabernacle at Pendrell Vale. Working on getting one (almost there). Shuts down decks not prepared for it. If Prossh doesn't have haste, he's gonna lose all his little buddies. Sack a dude to the Bros to get Prossh off the table if the opponent thinks they're swinging in with a infinite/5 Prossh.
Change 11/12: Out-Fauna Shaman
In-Lotus Cobra
Change 3/29/16: Some BIG changes. Took out Mike+Trike. While Mike is incredible for recursion (and may make it back in), the 2nd combo is more redundant. It can't be Yisan-ed into. Homura is fun, but really mana-intensive. Decided to go with more of a Jund LD package than tap down effects. Talimen cut as was somewhat superfluous, though may make it back in if I need the black mana. Kept the green one for dorks. Domri cut as got killed really fast before doing much. Blood moon and magus make mountains, so the 3rd was unnecessary. Bokuja bog was better for GYH. Explosive vegetation was nice to get basics under the moon, but with the fetchland contingent and dorks, it wasn't really needed.
Out:
1x Homura, Human Ascendant
1x Mikaeus, the Unhallowed
1x Seedborn Muse
1x Triskelion
1x Talisman of Indulgence
1x Domri Rade
1x Explosive Vegetation
1x Mountain
In: Wanted another dork and GYH, what better than DRS? He's still being tried out, but as a creature that can be fetched by all the black tutors, Yisan and Chord, he makes the cut. Eternal witness for CA (it replaced Domri). Is fetch-able, recursion if my stax pieces get blowed-up and nuts with Kiki-Jiki. Great-Oak Guardian is here for a Yisan-chain win (Kiki->Oak). Added the firebombers and tectonic break after playing a ton with Derevi. Playing a Bant stax list helped me better understand which colors bring what to the table. Bant relies on tax and tap effects. Jund blows stuff up. Tectonic break is incredible as we usually can get way ahead with cradle, dorks, etc and completely neuter out opponents. Chord of Calling. WTH was I thinking???? Why wasn't this in the deck. instant-speed ANYTHING. Helps find out combos faster, value with E-witness and really screws with those blue mages ;). Praetor's Grasp as a flex spot. Nice to search that combo opponent's deck for their one piece (Lab man?). The bonus is that they CANNOT get it back. All cards that allow you to grab a card from exile grab FACE-UP cards. This puts it face down and outside of another opponent using an eldrazi processor effect, the card is gone for good. Also beneficial to grab a mana rock or pact of negation if you are combo-ing off. Bojuka bog replaced a mountain. Having an instant-speed GYH card (crop rotation) helps hose those T1-entomb strategies. Finally added keldon firebombers as a fantastic hoser. Able to chord or Yisan into, this help level the playing field. For it's mana cost to effect, its probably one of our best options to level the field and push ahead. A great lock piece with Kiki.
1x Deathrite Shaman
1x Eternal Witness
1x Great Oak Guardian
1x Keldon Firebombers
1x Bojuka Bog
1x Chord of Calling
1x Praetor's Grasp
1x Tectonic Break
10/3 Changes:
Out: Great Oak guardian, Kher Keep
In: High Market, birthing pod
*Chromatic Lantern-Mana rock. Awesome rock that has great synergy with Blood Moon.
Gruul/Rakdos signet
*Mana Web-Similar to Tectonic Instability. A bit better because it doesn't affect you.
*Obliterate-While not a "stax" piece, it is the deck's "oh-s@#t button." Most commander decks need a way to stop things from getting out of hand. By playing red we have access to an uncounterable board wipe that is stopped by three cards in the game-time stop, venser and mindbreak trap. Has an added bonus of a) you having the knowledge of a wipe so you can float mana to play dorks or hold up lands and b) not affecting planeswalkers or enchantments. Obliterating with a Freyalise, Xenagos or Nether Void out can put you so far ahead, opponents can never catch up.
*Enchantress's Presence. Added more enchantments to the deck, so why not draw cards for playing them. The deck needed more card draw, so this was added.
*Necropotence-Draw. Lot. Card. Win. Game
*Eidolon of Blossoms. Like enchantress's presence. Only triggers on ETB, but will trigger itself. Great with Kiki.
*Erebos, God of the Dead. More card draw. Added bonus of shutting down Oloro players and the like.
*Vexing Shusher-Whenever your opponents try to coSHHHHHHH. It helps when you need to resolve something against a SHHHHHH!!!! Joking aside, lets you resolve your combo pieces, play political with a nether void and can be searched out by Yisan.
*Purporos, God of the Forge-A remnant from when the deck was more of a token build. Still great to have out for residual damage, creature pump if you need it. Awesome with Krenko.
3/29/16: Old Combo (removed for more stax pieces): Mikaeus, the Unhallowed + Triskelion. With both in play, use the Triskelion ability to target itself with all the triggers. It will die, and owing to Mike's ability, trigger undying and come back with an extra +1/+1 counter. Use that counter to ping a creature/player then repeat the cycle to kill as many creatures/players as you want. Be wary of people interacting with triskelion or Mike before the triggers resolve. To get around something like Trickbind or Stifle be sure to put all the triggers on the stack before passing priority.
Teferi, Mage of Zhalfir Mono-U Control
Ob Nixilis of the Black Oath
Sen Triplets
Mizzix of the Izmagnus
Derevi Stax
VolThrun
Marchesa, The Black Rose
Olivia Voldaren, Vampire Tribal
Modern: Fish, JUND/Junk
--------
RIP Twin
Teferi, Mage of Zhalfir Mono-U Control
Ob Nixilis of the Black Oath
Sen Triplets
Mizzix of the Izmagnus
Derevi Stax
VolThrun
Marchesa, The Black Rose
Olivia Voldaren, Vampire Tribal
Modern: Fish, JUND/Junk
--------
RIP Twin
Harrow over Kodama's Reach just because I prefer the instant speed and CIP vs CIPT.
Goblin Matron is a second copy of Kiki/Krenko/Welder (or SGB tuck rule RIP XD)
I personally have been told I have a hard on for dredge because I love to put Life from the Loam in every green deck ever.
This is basically a second Crucible of Worlds that you can add in a few Cycle Lands to have an awesome draw engine.
Burgeoning the twin to Exploration
Sphere of the Suns give you mana and can be used to sac to SGB when you're done with it.
Static Orb is harsh. I would highly recommend it with Unwinding Clock but the clock's utility is only as good as the number of artifacts you have.
Two of my favorite enchantments in a list I played were Rancor and Glistening Oil.
Sac fodder and generally useful.
Honorable Mention to Braids, Cabal Minion RIP
All in all I like your list.
Rancor and oil are also pretty good to try, especially the oil as I can try to one-shot someone out of nowhere.
Lastly, yea I really really really wish Braids wasn't banned. Was in the deck earlier and is perfect for the build. But alas, ear wax. Hopefully they unban her.
Thanks for the comments!
Teferi, Mage of Zhalfir Mono-U Control
Ob Nixilis of the Black Oath
Sen Triplets
Mizzix of the Izmagnus
Derevi Stax
VolThrun
Marchesa, The Black Rose
Olivia Voldaren, Vampire Tribal
Modern: Fish, JUND/Junk
--------
RIP Twin
Out: Desolation
Thunderscape Familiar
Kodama's Reach
Farseek
Tectonic Instability
skullclamp
In: Eidolon of blossoms
erebos, god of the dead
enchantress's presence
phyrexian reclamation
living plane
doomwake giant
I really liked Dies_to_doomblade's enchantress package and wanted to try it out here. Since a lot of our stax pieces are enchantments and the deck was wanting more card draw, I wanted to try it out. The Doomwake+living Plane combo is just awesome. Living plane also combos incredibly with Xenagos and Gaea's cradle to make absurd mana. Thirdly, it helps with our stax package as we are trying to slow the opponents. By making their lands dudes it gives them summoning sickness, acting like a root maze. Finally, people are loath to blow up the board when their lands are dudes too. Reclamation to get our dudes back and Erebos to give needed extra card draw.
Will try it out without the ramp/fixing cards to see how it goes. May also try out a harrow too.
Teferi, Mage of Zhalfir Mono-U Control
Ob Nixilis of the Black Oath
Sen Triplets
Mizzix of the Izmagnus
Derevi Stax
VolThrun
Marchesa, The Black Rose
Olivia Voldaren, Vampire Tribal
Modern: Fish, JUND/Junk
--------
RIP Twin
So I tried out some of the suggestions. I really liked harrow, but found that when I draw my ramp spells I really wish I just had gas instead. I may switch it back in for explosive vegetation, as I like the instant speed, but wanna try the new "enchantress" direction now.
Goblin matron would be nice, but there aren't too many goblins in the deck to warrant it and we already have a bunch of tutors. Burgeoning is great and I would most certainly run it. Unfortunately, in playtesting the deck runs out of lands-in-hand quickly, so it is less useful here; exploration is there for an early-game ramp and lock. Static orb is very harsh and I would run unwinding clock, but as you mentioned its only as good as the number of artifacts out. We have rocks, but I don't think enough to warrant the clock. I will definitely be testing rancor and/or glistening oil, as I want to run with the enchantress theme. Thanks again for the suggestions and positive comments!
Teferi, Mage of Zhalfir Mono-U Control
Ob Nixilis of the Black Oath
Sen Triplets
Mizzix of the Izmagnus
Derevi Stax
VolThrun
Marchesa, The Black Rose
Olivia Voldaren, Vampire Tribal
Modern: Fish, JUND/Junk
--------
RIP Twin
Teferi, Mage of Zhalfir Mono-U Control
Ob Nixilis of the Black Oath
Sen Triplets
Mizzix of the Izmagnus
Derevi Stax
VolThrun
Marchesa, The Black Rose
Olivia Voldaren, Vampire Tribal
Modern: Fish, JUND/Junk
--------
RIP Twin
Also vandalblast is a red staple to me. Works super well with blood moon and contamination because otherwise they can just use rocks to bypass the mana screw.
Edit:
Other ideas include Boom/Bust and devastation. Ever blow up all lands and then drop a Tabernacle? You have not LIVED until you did that. In Stax you want to have planeswalkers or huge enchantments to make sure that it's a massive boost to you. I run a ton of rocks and enchantments to make sure that it doesn't hurt me.
I admit it hurts to not have white in this case because things like Aura shards are amazing or keeping opponnets off artifact mana but I suppose Shattergang and gate to phyrexia would help with that
Anyway I've started my own gameplay channel in which I play games (Magic also)
Twitch:
https://www.twitch.tv/dies_to_doom_blade
Youtube:
https://www.youtube.com/user/UpsidedownHandshake
Re vandalblast: Never considered it before, but I really like the idea. Will definitely try it out! Thanks!!
May also be trying null rod as well...not sure how good it'll be given my rocks, but may wanna test it
Teferi, Mage of Zhalfir Mono-U Control
Ob Nixilis of the Black Oath
Sen Triplets
Mizzix of the Izmagnus
Derevi Stax
VolThrun
Marchesa, The Black Rose
Olivia Voldaren, Vampire Tribal
Modern: Fish, JUND/Junk
--------
RIP Twin
WHERE IS YOUR NECROPOTENCE?!!?!?!?
Ten times out of nine I go get Necro. It's the best enchantment in the deck for a reason
Anyway I've started my own gameplay channel in which I play games (Magic also)
Twitch:
https://www.twitch.tv/dies_to_doom_blade
Youtube:
https://www.youtube.com/user/UpsidedownHandshake
I had it in for a while, but it was always super tough to cast with the triple black and the deck's heavy reliance on green. It always felt secondary to setting up stax locks. I know it's just bonkers and is a mistake not to have. I may have to add an Urborg, Tomb of Yawgmoth to help mitigate the difficulty casting it. Definitely gonna make it work though. Much appreciated!
Teferi, Mage of Zhalfir Mono-U Control
Ob Nixilis of the Black Oath
Sen Triplets
Mizzix of the Izmagnus
Derevi Stax
VolThrun
Marchesa, The Black Rose
Olivia Voldaren, Vampire Tribal
Modern: Fish, JUND/Junk
--------
RIP Twin
Adding a gilded lotus helps with that as well.
Mana vault is excellent for what you're trying to do as well.
I recommend going artifact heavy/ creature light since the best stax decks use very few creatures.
Then again I'm not the creature guy so if it works go for it
Anyway I've started my own gameplay channel in which I play games (Magic also)
Twitch:
https://www.twitch.tv/dies_to_doom_blade
Youtube:
https://www.youtube.com/user/UpsidedownHandshake
Also, congratulations to Draken for having nearly the only Shattergang list on the internet that looks actually playable.
And yea...I do tend to prefer a slightly larger creature base. My view is that the creatures are used primarily as toolbox, sac etc and later serve as Shattergang Sac fodder if necessary. I also tend to abuse the Yisan chain quite a bit and like to treat it as an "instant-speed" birthing pod. Help's a lot when spheres are out and its more advantageous to activate abilities rather than play spells. I do tend to get Survival quite a bit so I think I may be more in that school of thought. I'll end up testing Necro as well, as I know it's power.
and re: Dies_to_Doomblade, I LOL'd when I read the Tabernacle comment haha.
Appreciate all the opinions guys!
Teferi, Mage of Zhalfir Mono-U Control
Ob Nixilis of the Black Oath
Sen Triplets
Mizzix of the Izmagnus
Derevi Stax
VolThrun
Marchesa, The Black Rose
Olivia Voldaren, Vampire Tribal
Modern: Fish, JUND/Junk
--------
RIP Twin
While on that topic, what do people think of Great Oak Guardian? This card seems absolutely nuts. It has a few pros and cons.
Pros: Fits into a Nisan chain with Kiki->Oak for an infinite combo. Doing this also produces infinite mana if you have a dork or infinite tap activations of creatures. It can be used politically, if another player is attacking someone else to instant speed pump their team. The Oak itself provides much needed "reach" as this deck can have problems with fliers. Flash or Yisan in the oak after Derevi, Prossh or Zur attack for lolZ. Doesn't provide as much oomph by itself as Hoof, but then again what does?
Cons: Need to cut something. For a while I have neglected Mike+Trike. Mikaeus is awesome by himself but I literally never want to use triskelion. I would probably take out trike for it. Which leads to the next problem. Do I keep Mike in? I can try out another stax piece (Null Rod?). In doing this, I would be removing the other insta-win combo. While I'm wary about it, very few other competitive decks run more than one infinite combo. I would probably keep conscripts in as a backup and as it is pretty good on its own (nice Ugin there...which has happened).
Any thoughts guys? Opinions appreciated!
Teferi, Mage of Zhalfir Mono-U Control
Ob Nixilis of the Black Oath
Sen Triplets
Mizzix of the Izmagnus
Derevi Stax
VolThrun
Marchesa, The Black Rose
Olivia Voldaren, Vampire Tribal
Modern: Fish, JUND/Junk
--------
RIP Twin
Teferi, Mage of Zhalfir Mono-U Control
Ob Nixilis of the Black Oath
Sen Triplets
Mizzix of the Izmagnus
Derevi Stax
VolThrun
Marchesa, The Black Rose
Olivia Voldaren, Vampire Tribal
Modern: Fish, JUND/Junk
--------
RIP Twin
Teferi, Mage of Zhalfir Mono-U Control
Ob Nixilis of the Black Oath
Sen Triplets
Mizzix of the Izmagnus
Derevi Stax
VolThrun
Marchesa, The Black Rose
Olivia Voldaren, Vampire Tribal
Modern: Fish, JUND/Junk
--------
RIP Twin
1x Arid Mesa
1x Badlands
1x Bayou
1x Beast Within *F* (NPH)
1x Birds of Paradise *F* (RAV)
1x Birthing Pod
1x Blood Crypt *F* (DIS)
1x Blood Moon *F* (MMA)
1x Bloodstained Mire (ONS)
1x Bloom Tender *F*
1x Bojuka Bog *F* (WWK)
1x Carpet of Flowers
1x Chains of Mephistopheles
1x Chord of Calling *F* (M15)
1x Command Tower
1x Contamination
1x Crop Rotation *F* (ULG)
1x Daretti, Ingenious Iconoclast *F* (CN2)
1x Deathrite Shaman *F* (RTR)
1x Demonic Tutor (000)
1x Elvish Mystic *F* (000)
1x Elvish Spirit Guide
1x Entomb *F* (AKHMPS)
1x Eternal Witness *F* (5DN)
4x Forest *F*
1x Freyalise, Llanowar's Fury
1x Fyndhorn Elves *F* (V13)
1x Gaea's Cradle *F* (PSG)
1x Garruk Wildspeaker *F* (LRW)
1x Goblin Welder *F* (ULG)
1x Golgari Signet *F* (RAV)
1x Grave Titan *F* (M11)
1x Grim Tutor (S99)
1x Jokulhaups
1x Keldon Firebombers *F*
1x Kessig Wolf Run *F*
1x Kiki-Jiki, Mirror Breaker *F* (CHK)
1x Krosan Grip *F* (TSP)
1x Life/Death *F* (APC)
1x Liliana of the Veil (ISD)
1x Llanowar Elves *F* (7ED)
1x Lodestone Golem *F* (WWK)
1x Lotus Cobra *F* (ZEN)
1x Magus of the Moon *F*
1x Mana Crypt *F* (000)
1x Marsh Flats (ZEN)
1x Misty Rainforest *F* (ZEN)
1x Mountain
1x Necromancy (VIS)
1x Nether Void
1x Null Rod
1x Overgrown Tomb *F* (RTR)
1x Phyrexian Arena *F* (APC)
1x Phyrexian Tower
1x Polluted Delta (KTK)
1x Priest of Titania *F* (PSG)
1x Quirion Ranger
1x Razaketh, the Foulblooded
1x Reanimate *F* (000)
1x Reassembling Skeleton *F*
1x Reclamation Sage (000)
1x Root Maze *F*
1x Scalding Tarn *F* (ZEN)
1x Scavenging Ooze *F* (M14)
1x Shattergang Brothers *CMDR*
1x Sire Of Insanity *F* (DGM)
1x Smokestack *F* (V14)
1x Sol Ring *F* (V10)
1x Sphere of Resistance (EXO)
1x Stomping Ground *F*
1x Stranglehold
1x Strip Mine
1x Survival of the Fittest (EXO)
3x Swamp
1x Sylvan Library *F* (CMA)
1x Taiga
1x Talisman of Indulgence
1x Tangle Wire *F* (V13)
1x The Tabernacle at Pendrell Vale
1x Thorn of Amethyst *F*
1x Torpor Orb *F* (NPH)
1x Trinisphere *F*
1x Vampiric Tutor *F* (000)
1x Vandalblast
1x Verdant Catacombs (ZEN)
1x Void Winnower *F* (BFZ)
1x Wasteland *F* (000)
1x Windswept Heath *F* (KTK)
1x Winter Orb *F*
1x Wooded Foothills (ONS)
1x Wurmcoil Engine *F* (000)
1x Xenagos, the Reveler *F*
1x Yisan, the Wanderer Bard *F*
1x Zealous Conscripts *F*
Teferi, Mage of Zhalfir Mono-U Control
Ob Nixilis of the Black Oath
Sen Triplets
Mizzix of the Izmagnus
Derevi Stax
VolThrun
Marchesa, The Black Rose
Olivia Voldaren, Vampire Tribal
Modern: Fish, JUND/Junk
--------
RIP Twin
2. You should try out Buried alive/Victimize/ and maybe LED.
With Razaketh you can sac a dork to tutor up Life/death, Turn your lands into critters then sac them to Buried alive/Victimize out Zealous/Kiki. You can use Mana crypt, LED, or whatever to make sure you have enough mana to do this fairly easily.
Anyway I've started my own gameplay channel in which I play games (Magic also)
Twitch:
https://www.twitch.tv/dies_to_doom_blade
Youtube:
https://www.youtube.com/user/UpsidedownHandshake
And thanks for the suggestion! I hadn't thought about buried alive/victimize. I was trying to work the razaketh life/death line into something good, but this is fantastic. I also have an LED but hadn't even thought about it here...This deck is usually hellbent with liliana etc, and LED is a great suggestion! Thanks man!
Teferi, Mage of Zhalfir Mono-U Control
Ob Nixilis of the Black Oath
Sen Triplets
Mizzix of the Izmagnus
Derevi Stax
VolThrun
Marchesa, The Black Rose
Olivia Voldaren, Vampire Tribal
Modern: Fish, JUND/Junk
--------
RIP Twin