Stax
decks slow the whole game down with cards that make spells cost more, stop lands from untapping, or limit what players can do each turn. The deck is built so those limits hurt it least. Many groups dislike playing against it, so check with your table first.
- KindArchetype
- Cards1,355
An archetype is a whole game plan: the way a deck tries to win.
How it plays
You play cards that make the game harder for everyone: spells cost more, lands do not , players can only one spell a turn. Your own deck is built around those rules, so they slow you down less than they slow the table.
How it wins
Slowly, once nobody else can do anything. A single creature attacking every turn is enough when no opponent can a spell to stop it.
What beats it
Cheap and cards that destroy artifacts or enchantments, since most of your are one or the other. Decks that make their mana from creatures or skip around many of your rules.
If this is your first deck
Not a first deck, and ask your table first. Many groups dislike playing against it, and it asks you to know every card on the table and how each rule affects it.
Commanders to Start With
The most played commanders where Stax is one of their two main plans, in order from EDHREC, a site that counts the Commander decks players post online.
Example Cards
Open the full glossaryLockA set of cards that, once in play, stops the other players from doing anything useful: their lands stay tapped, their spells never resolve, or their turns are skipped. The game is not over, but nobody else can win it. Stasis with Smothering Tithe is a lock.
Open the full glossary