If you're going to build a deck around this, you must run the following cards....
4 Bitterblossom
4 Nether Spirit
4 Contagion
4 Braids Cabal Minion
and you should probably also run...
4 Duress
4 Hymn
4 Sinkhole
4 Smallpox
4 Wasteland
3-4 Mishra's Factory
3 Crucible of Worlds
and possibly
4 Dark Ritual
X Culling Scales
X Smokestack
There, the deck practically built itself.
If you opt out of running Nether Spirit, you get access to a lot of other goodies like Tombstalker and that 4cc Red Black guy with persist that kills dudes.
The only remaining question is, is either strategy competitive. Let us know, because I don't have the cards to put this deck together at the moment.
If you run Nether Spirit ill go with therepies all day long instead of maybe duress, you can nail creatures, and the creature loss is only for a turn.
@ Clark Kant- 4 nether spirit seems like it would fuck you over far too often, especially since you're playing 4 other creatures. I think tombstalker would solve this problem though, just remove extra braids and spirits in your yard; tombstalker has the added benefit of only dying to swords.
Why do you list contagion as a must-have? Snuff out seems better in almost every situation, it's not card disadvantage, it can actually kill things like tarmogoyf, and you can still play it instant speed for free.
The decklist you wrote up is basically a pox variation. I was thinking more along the lines of traditional stax, except with things like tangle wire and pirates. Then you get access to ancestral visions, which is a great stax card, and meditate. You can also afford to play ancient tombs then, since you don't have all thoserequirements.
Clark, your permanent count seems way too low to support Braids and Smokestack. I realize you have recur in 4 Bitterblossom, 4 Nether Spirit, and 3 Crucible... but I don't think that is enough to run 8 sac effects. A more traditional Stax shell has more synergy with that plan.
4 Chalice
4 Trinisphere
Those are two cards that definitely need to be in the deck. Chalice wrecks sooooo many decks. It's going to improve way more matchups than the discard would. Trinisphere buys you the time to get sufficient locks into place (Sinkhole does this too but it's not a permanent). Stretching the manabase with too much BB can often lead to bad times.
3 Smallpox
3 Damnation
The above two cards are the only non-permanent, non-mana producing cards you really want to run, IMO. MD discard clashes with Chalice/Trini and do not add to your permanent count. I would definitely run discard in the sideboard... but not in the the maindeck. Land destruction is fine but it still doesn't add to the permanent count. The only LD sorcery I'd run is Smallpox. Smallpox is extremely strong in this style deck since it reduces the opponent's resources by such a large amount in combination with Braids/Smokestack. It also doubles over as creature removal, which is very nice. Damnation is important at regaining control over aggro decks that get out of hand before you lock the game, especially the ones that produce alot of permanents, like Goblins.
4 Ancient Tomb
2 City of Traitors
4 Dark Ritual
4 Mox Diamond
The above is going to be necessary for powering out your 3cc-4cc spells. I cut the Traitors down to 2 because the deck has several BB cards and needs the room for the extra black sources. 14 acceleration pieces should be enough anyway.
Ritual clashes with Chalice/Trini but that's okay because usually it's going to be used to cast Chalice/Trini or your not going to need the extra acceleration (if you had the mana sources to Chalice/Trini already). Ritual is just too powerful to not run, especially since it funds the BB needed for Braids, Smallpox, and Damnation (and any other BB cards in the sideboard).
So we end up with a shell like this:
Braids Blossom [Suicide] Stax (BBSS)
Lands (26)
4 Bloodstained Mire
1 Polluted Delta
8 Swamp
4 Ancient Tomb
2 City of Traitors
4 Wasteland
3 Mishra's Factory
Creatures (4)
4 Braids, Cabal Minion
Spells (30)
4 Dark Ritual
3 Bitterblossom
3 Smallpox
3 Damnation
4 Chalice of the Void
4 Trinisphere
4 Smokestack
4 Crucible of Worlds
1 Haunting Echoes
23 lands is the bare minimum to support the Mox... however, it should be fine since the deck also runs 3 Crucibles. I'm hoping right now that 16 black sources (counting Mox) + 4 Ritual is going to be enough to support the BB spells. There is only 10 BB spells so this should be fine. I'm running 4 fetchland because they can recur with Crucible if you need to but the deck cannot afford to run any more for lifeloss reasons because of Ancient Tomb + Bitterblossom. Life total is still important vs aggro and other fast decks.
The lone Factory is just there to be a recurable win condition via Crucible should the game go long and the deck needs the recursion. I'm not running Nether Spirit because, while it goes well with the theme of Braids (recurring creature to be sac'd), it does not work well with other creatures (Braids). I think that between Bitterblossom, Crucible, and the simple fact that this deck will have a very large permanent advantage over (almost) every other deck, will be more than enough to support Braids/Smokestack.
I'm not running Tombstalker because the deck doesn't really need him. The deck does not fill the graveyard very fast on its own (you'll often be sac'ing recurable lands and Bitterblossom tokens). It doesn't have any relevant ability to add the Stax gameplan. Tombstalker is not very resilient and cannot recur so it's nothing groundbreaking other than giving the deck a faster clock. If anything it can go in the sideboard... but it isn't necessary maindeck. The deck has 4 Braids, 4 Bitterblossom, and 1 Factory as win conditions, which are more than enough.
Extirpate sounds like an extremely strong card out of the sideboard for Stax. The deck puts so many cards of the opponent's into the graveyard that Extirpate is just begging to be broken against certain decks. I'd consider running it MD but there just isn't enough room and I don't think there is anything worth cutting MD for it.
Shriekmaw seems like another strong sideboard card. It is spot removal that can also become a permanent once you have enough mana. That sort of 2-for-1 card advantage is powerful in Stax. Being a 3/2 with Fear makes him a very solid beater, too. It also doesn't have the restrictive BB cost.
The sideboard I'm running around is just thrown together, designed for just a random metagame:
Sideboard (15)
4 Duress
4 Extirpate
3 Engineered Explosives
3 Pithing Needle
1 Haunting Echoes
Duress vs combo, some control. Extirpate vs any decks reliant around 1 or 2 cards/win conditions and graveyard-based decks. EE can answer tokens (EtW, Zombie) as well as other troublesome permanents that you cannot get rid of (or get rid of it fast enough) with Damnation, Smallpox, or the sac effects. Needle can just randomly shut down certain decks, especially certain cards. 1 card that eliminates 4 cards in the opponent's deck is very strong... especially since it can be played proactively as well as reactively. Haunting Echoes is just a pending card because I'm not sure what the 1-of should be.
That's the direction that I would go with the deck, anyway.
EDIT: After playtesting, the deck gets mana-flooded way too often. Mox Diamond is an incredibly powerful card but the fact that they cannot be played later without discarding a land for 0 (like Chrome Mox would be able to) makes it horrible after the first 2 turns. I realize the synergy between them and Crucible but I'm not sure I like them. It's either Dark Ritual or Chrome Mox and I think Ritual offers more to the deck powerwise. Turn 1 Chalice (for 1) + Trinisphere is such a broken play that it's rediculous. Doesn't happen all the time but power plays like that are not uncommon with Ritual(s).
-4 Mox Diamond
-1 Bitterblossom
+1 Polluted Delta
+1 City of Traitors
+1 Tombstalker
+1 Haunting Echoes
+1 Crucible
I didn't want to drop the land count too low so I added in 2 lands. I upped the Traitors to 3... I don't really like running full playsets of the card because it causes mana screw issues often but I still want some accel. I also added a 5th fetchland because I do like seeing them sometimes with Crucible.
There is no lifeloss from Crucible and it does essentially the same thing with Smokestack and Braids that Bitterblossom does. Consistent land drops as well as Wasteland lock is also stronger for this decks strategy, IMO, than Bitterblossom (against decks with non-basics). So I switched the numbers around on them.
I added two additional win conditions to the deck, both of which can end the game on their lonesome, which is awesome. It quickens the goldfish a bit and they both can bring games back from a loss. The increased clock is actually important because of the lifeloss.
I'll make the changes to the decklist I posted.
EDIT 2: I'm also considering...
-1 City of Traitors
-1 Tombstalker
...from the maindeck to add...
+2 Mishra's Factory.
Basically, Factories have alot more synergy with the rest of the deck. It's a permanent that is much easier to get into play than Tombstalker. It's not as much of a threat as Tombstalker is... but it comes down sooner, is alot harder to get rid of, and plays well with Smallpox, Damnation, and even the sac effects. I really didn't find myself needing the 3rd Traitors in testing and 26 lands is the most lands I want to play in this deck. With Ritual, thats 30 mana sources... I'm actually trying to figure out if I want to cut some more. For now, it's been fine. I had to leave Haunting Echoes in because it is such a bomb... sometimes, it just wins games the deck had no business winning and it does it out of nowhere.
Last edited by Hanni; 07-25-2008 at 02:10 AM.
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