131
4/24/2024
Cap Collecting
Deck Size: 100
Commander / EDH
Legal
Est deck cost: $932.97
Salt Sum: 81.95
131
4/24/2024
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Commander

Quantity: 1Price: $4.99
Grand Arbiter Augustin IV

White spells you cast cost {1} less to cast. Blue spells you cast cost {1} less to cast. Spells your opponents cast cost {1} more to cast.

Creature
Grand Arbiter Augustin IV (sld) 1483
1

Artifact

Quantity: 23Price: $369.57
Arcane Signet

{T}: Add one mana of any color in your commander's color identity.

Artifact
Arcane Signet (pip) 356
1
Azorius Signet

{1}, {T}: Add {W}{U}.

Artifact
Azorius Signet (clu) 219
1
Crucible of Worlds

You may play lands from your graveyard.

Artifact
Crucible of Worlds (pip) 357
1
Cursed Totem

Activated abilities of creatures can't be activated.

Artifact
Cursed Totem (mh2) 295
1
Elixir of Immortality

{2}, {T}: You gain 5 life. Shuffle Elixir of Immortality and your graveyard into their owner's library.

Artifact
Elixir of Immortality (sld) 1634
1
Ensnaring Bridge

Creatures with power greater than the number of cards in your hand can't attack.

Artifact
Ensnaring Bridge (2xm) 253
1
Expedition Map

{2}, {T}, Sacrifice Expedition Map: Search your library for a land card, reveal it, put it into your hand, then shuffle.

Artifact
Expedition Map (j22) 765
1
Fellwar Stone

{T}: Add one mana of any color that a land an opponent controls could produce.

Artifact
Fellwar Stone (otc) 257
1
Grafdigger's Cage

Creature cards in graveyards and libraries can't enter the battlefield. Players can't cast spells from graveyards or libraries.

Artifact
Grafdigger's Cage (m20) 227
1
Helm of Obedience

{X}, {T}: Target opponent mills a card, then repeats this process until a creature card or X cards have been put into their graveyard this way, whichever comes first. If one or more creature cards were put into that graveyard this way, sacrifice Helm of Obedience and put one of them onto the battlefield under your control. X can't be 0.

Artifact
Helm of Obedience (all) 121
1
Helm of the Host

At the beginning of combat on your turn, create a token that's a copy of equipped creature, except the token isn't legendary. That token gains haste. Equip {5}

Artifact
Helm of the Host (plst) DOM-217
1
Lotus Petal

{T}, Sacrifice Lotus Petal: Add one mana of any color.

Artifact
Lotus Petal (tmp) 294
1
Mana Web

Whenever a land an opponent controls is tapped for mana, tap all lands that player controls that could produce any type of mana that land could produce.

Artifact
Mana Web (wth) 152
1
Mind Stone

{T}: Add {C}. {1}, {T}, Sacrifice Mind Stone: Draw a card.

Artifact
Mind Stone (mkc) 232
1
Sol Ring

{T}: Add {C}{C}.

Artifact
Sol Ring (pip) 359
1
Sphere of Resistance

Spells cost {1} more to cast.

Artifact
Sphere of Resistance (sld) 1484
1
Static Orb

As long as Static Orb is untapped, players can't untap more than two permanents during their untap steps.

Artifact
Static Orb (tmp) 310
1
Talisman of Progress

{T}: Add {C}. {T}: Add {W} or {U}. Talisman of Progress deals 1 damage to you.

Artifact
Talisman of Progress (mkc) 243
1
The One Ring

Indestructible When The One Ring enters the battlefield, if you cast it, you gain protection from everything until your next turn. At the beginning of your upkeep, you lose 1 life for each burden counter on The One Ring. {T}: Put a burden counter on The One Ring, then draw a card for each burden counter on The One Ring.

Artifact
The One Ring (ltr) 246
1
Thorn of Amethyst

Noncreature spells cost {1} more to cast.

Artifact
Thorn of Amethyst (lrw) 262
1
Torpor Orb

Creatures entering the battlefield don't cause abilities to trigger.

Artifact
Torpor Orb (big) 27
1
Trinisphere

As long as Trinisphere is untapped, each spell that would cost less than three mana to cast costs three mana to cast. (Additional mana in the cost may be paid with any color of mana or colorless mana. For example, a spell that would cost {1}{B} to cast costs {2}{B} to cast instead.)

Artifact
Trinisphere (sld) 1485
1
Winter Orb

As long as Winter Orb is untapped, players can't untap more than one land during their untap steps.

Artifact
Winter Orb (sld) 1486
1

Creature

Quantity: 17Price: $101.53
Archon of Emeria

Flying Each player can't cast more than one spell each turn. Nonbasic lands your opponents control enter the battlefield tapped.

Creature
Archon of Emeria (znr) 4
1
Aven Interrupter

Flash Flying When Aven Interrupter enters the battlefield, exile target spell. It becomes plotted. (Its owner may cast it as a sorcery on a later turn without paying its mana cost.) Spells your opponents cast from graveyards or from exile cost {2} more to cast.

Creature
Aven Interrupter (otj) 4
1
Ethersworn Canonist

Each player who has cast a nonartifact spell this turn can't cast additional nonartifact spells.

Creature Artifact
Ethersworn Canonist (2xm) 14
1
Fatespinner

At the beginning of each opponent's upkeep, that player chooses draw step, main phase, or combat phase. The player skips each instance of the chosen step or phase this turn.

Creature
Fatespinner (mrd) 36
1
Grand Abolisher

During your turn, your opponents can't cast spells or activate abilities of artifacts, creatures, or enchantments.

Creature
Grand Abolisher (cmm) 27
1
Lavinia, Azorius Renegade

Each opponent can't cast noncreature spells with mana value greater than the number of lands that player controls. Whenever an opponent casts a spell, if no mana was spent to cast it, counter that spell.

Creature
Lavinia, Azorius Renegade (rvr) 195
1
Magus of the Moat

Creatures without flying can't attack.

Creature
Magus of the Moat (fut) 12
1
Oswald Fiddlebender

Magical Tinkering — {W}, {T}, Sacrifice an artifact: Search your library for an artifact card with mana value equal to 1 plus the sacrificed artifact's mana value, put it onto the battlefield, then shuffle. Activate only as a sorcery.

Creature
Oswald Fiddlebender (afr) 28
1
Reidane, God of the Worthy

Creature
Reidane, God of the Worthy // Valkmira, Protector's Shield (khm) 21Reidane, God of the Worthy // Valkmira, Protector's Shield (khm) 21
1
Soulless Jailer

Permanent cards in graveyards can't enter the battlefield. Players can't cast noncreature spells from graveyards or exile.

Creature Artifact
Soulless Jailer (one) 241
1
Thalia, Heretic Cathar

First strike Creatures and nonbasic lands your opponents control enter the battlefield tapped.

Creature
Thalia, Heretic Cathar (emn) 46
1
Tribute Mage

When Tribute Mage enters the battlefield, you may search your library for an artifact card with mana value 2, reveal that card, put it into your hand, then shuffle.

Creature
Tribute Mage (mh1) 73
1
Trinket Mage

When Trinket Mage enters the battlefield, you may search your library for an artifact card with mana value 1 or less, reveal that card, put it into your hand, then shuffle.

Creature
Trinket Mage (plst) DDU-41
1
Trophy Mage

When Trophy Mage enters the battlefield, you may search your library for an artifact card with mana value 3, reveal it, put it into your hand, then shuffle.

Creature
Trophy Mage (ddu) 42
1
Urza, Lord High Artificer

When Urza, Lord High Artificer enters the battlefield, create a 0/0 colorless Construct artifact creature token with "This creature gets +1/+1 for each artifact you control." Tap an untapped artifact you control: Add {U}. {5}: Shuffle your library, then exile the top card. Until end of turn, you may play that card without paying its mana cost.

Creature
Urza, Lord High Artificer (dmr) 296
1
Void Winnower

Your opponents can't cast spells with even mana values. (Zero is even.) Your opponents can't block with creatures with even mana values.

Creature
Void Winnower (bfz) 17
1
Wall of Omens

Defender When Wall of Omens enters the battlefield, draw a card.

Creature
Wall of Omens (sld) 1518
1

Enchantment

Quantity: 9Price: $59.77
Blind Obedience

Extort (Whenever you cast a spell, you may pay {W/B}. If you do, each opponent loses 1 life and you gain that much life.) Artifacts and creatures your opponents control enter the battlefield tapped.

Enchantment
Blind Obedience (rvr) 9
1
Darksteel Mutation

Enchant creature Enchanted creature is an Insect artifact creature with base power and toughness 0/1 and has indestructible, and it loses all other abilities, card types, and creature types.

Enchantment
Darksteel Mutation (cmm) 21
1
Ghostly Prison

Creatures can't attack you unless their controller pays {2} for each creature they control that's attacking you.

Enchantment
Ghostly Prison (mkc) 67
1
Propaganda

Creatures can't attack you unless their controller pays {2} for each creature they control that's attacking you.

Enchantment
Propaganda (sld) 1633
1
Rest in Peace

When Rest in Peace enters the battlefield, exile all graveyards. If a card or token would be put into a graveyard from anywhere, exile it instead.

Enchantment
Rest in Peace (big) 4
1
Rule of Law

Each player can't cast more than one spell each turn.

Enchantment
Rule of Law (m20) 35
1
Smothering Tithe

Whenever an opponent draws a card, that player may pay {2}. If the player doesn't, you create a Treasure token. (It's an artifact with "{T}, Sacrifice this artifact: Add one mana of any color.")

Enchantment
Smothering Tithe (cmm) 57
1
Spreading Seas

Enchant land When Spreading Seas enters the battlefield, draw a card. Enchanted land is an Island.

Enchantment
Spreading Seas (wot) 26
1
Stasis

Players skip their untap steps. At the beginning of your upkeep, sacrifice Stasis unless you pay {U}.

Enchantment
Stasis (5ed) 127
1

Instant

Quantity: 7Price: $41.83
Brainstorm

Draw three cards, then put two cards from your hand on top of your library in any order.

Instant
Brainstorm (ice) 61
1
Enlightened Tutor

Search your library for an artifact or enchantment card, reveal it, then shuffle and put that card on top.

Instant
Enlightened Tutor (dmr) 6
1
Path to Exile

Exile target creature. Its controller may search their library for a basic land card, put that card onto the battlefield tapped, then shuffle.

Instant
Path to Exile (otc) 85
1
Render Silent

Counter target spell. Its controller can't cast spells this turn.

Instant
Render Silent (dgm) 96
1
Suspend

Exile target creature and put two time counters on it. If it doesn't have suspend, it gains suspend. (At the beginning of its owner's upkeep, they remove a time counter. When the last is removed, they may play it without paying its mana cost. If it's a creature, it has haste.)

Instant
Suspend (mh2) 68
1
Swords to Plowshares

Exile target creature. Its controller gains life equal to its power.

Instant
Swords to Plowshares (mkc) 88
1
Whir of Invention

Improvise (Your artifacts can help cast this spell. Each artifact you tap after you're done activating mana abilities pays for {1}.) Search your library for an artifact card with mana value X or less, put it onto the battlefield, then shuffle.

Instant
Whir of Invention (aer) 49
1

Land

Quantity: 32Price: $213.59
Academy Ruins

{T}: Add {C}. {1}{U}, {T}: Put target artifact card from your graveyard on top of your library.

Land
Academy Ruins (plst) 2XM-309
1
Adarkar Wastes

{T}: Add {C}. {T}: Add {W} or {U}. Adarkar Wastes deals 1 damage to you.

Land
Adarkar Wastes (dmu) 243
1
Command Beacon

{T}: Add {C}. {T}, Sacrifice Command Beacon: Put your commander into your hand from the command zone.

Land
Command Beacon (sld) 1533
1
Command Tower

{T}: Add one mana of any color in your commander's color identity.

Land
Command Tower (otc) 280
1
Deserted Beach

Deserted Beach enters the battlefield tapped unless you control two or more other lands. {T}: Add {W} or {U}.

Land
Deserted Beach (mid) 260
1
Fabled Passage

{T}, Sacrifice Fabled Passage: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle. Then if you control four or more lands, untap that land.

Land
Fabled Passage (sld) 1534
1
Flooded Strand

{T}, Pay 1 life, Sacrifice Flooded Strand: Search your library for a Plains or Island card, put it onto the battlefield, then shuffle.

Land
Flooded Strand (mh3) 220
1
Glacial Chasm

Cumulative upkeep—Pay 2 life. (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.) When Glacial Chasm enters the battlefield, sacrifice a land. Creatures you control can't attack. Prevent all damage that would be dealt to you.

Land
Glacial Chasm (ice) 353
1
Glacial Fortress

Glacial Fortress enters the battlefield tapped unless you control a Plains or an Island. {T}: Add {W} or {U}.

Land
Glacial Fortress (xln) 255
1
Hallowed Fountain

({T}: Add {W} or {U}.) As Hallowed Fountain enters the battlefield, you may pay 2 life. If you don't, it enters the battlefield tapped.

Land
Hallowed Fountain (rvr) 280
1
Inventors' Fair

At the beginning of your upkeep, if you control three or more artifacts, you gain 1 life. {T}: Add {C}. {4}, {T}, Sacrifice Inventors' Fair: Search your library for an artifact card, reveal it, put it into your hand, then shuffle. Activate only if you control three or more artifacts.

Land
Inventors' Fair (plst) KLD-247
1
Island

({T}: Add {U}.)

Land
Island (otj) 279
7
Otawara, Soaring City

{T}: Add {U}. Channel — {3}{U}, Discard Otawara, Soaring City: Return target artifact, creature, enchantment, or planeswalker to its owner's hand. This ability costs {1} less to activate for each legendary creature you control.

Land
Otawara, Soaring City (neo) 271
1
Plains

({T}: Add {W}.)

Land
Plains (otj) 277
8
Reflecting Pool

{T}: Add one mana of any type that a land you control could produce.

Land
Reflecting Pool (sld) 1535
1
Reliquary Tower

You have no maximum hand size. {T}: Add {C}.

Land
Reliquary Tower (sld) 1536
1
Sea of Clouds

Sea of Clouds enters the battlefield tapped unless you have two or more opponents. {T}: Add {W} or {U}.

Land
Sea of Clouds (clb) 360
1
Strip Mine

{T}: Add {C}. {T}, Sacrifice Strip Mine: Destroy target land.

Land
Strip Mine (4ed) 363
1
Wasteland

{T}: Add {C}. {T}, Sacrifice Wasteland: Destroy target nonbasic land.

Land
Wasteland (pip) 361
1

Planeswalker

Quantity: 4Price: $83.96
Jace, the Mind Sculptor

+2: Look at the top card of target player's library. You may put that card on the bottom of that player's library. 0: Draw three cards, then put two cards from your hand on top of your library in any order. −1: Return target creature to its owner's hand. −12: Exile all cards from target player's library, then that player shuffles their hand into their library.

Planeswalker
Jace, the Mind Sculptor (2xm) 56
1
Teferi, Hero of Dominaria

+1: Draw a card. At the beginning of the next end step, untap up to two lands. −3: Put target nonland permanent into its owner's library third from the top. −8: You get an emblem with "Whenever you draw a card, exile target permanent an opponent controls."

Planeswalker
Teferi, Hero of Dominaria (dom) 207
1
Teferi, Time Raveler

Each opponent can cast spells only any time they could cast a sorcery. +1: Until your next turn, you may cast sorcery spells as though they had flash. −3: Return up to one target artifact, creature, or enchantment to its owner's hand. Draw a card.

Planeswalker
Teferi, Time Raveler (rvr) 232
1
Tezzeret the Seeker

+1: Untap up to two target artifacts. −X: Search your library for an artifact card with mana value X or less, put it onto the battlefield, then shuffle. −5: Artifacts you control become artifact creatures with base power and toughness 5/5 until end of turn.

Planeswalker
Tezzeret the Seeker (mm2) 62
1

Sorcery

Quantity: 7Price: $57.73
Council's Judgment

Will of the council — Starting with you, each player votes for a nonland permanent you don't control. Exile each permanent with the most votes or tied for most votes.

Sorcery
Council's Judgment (sld) 1635
1
Fabricate

Search your library for an artifact card, reveal it, put it into your hand, then shuffle.

Sorcery
Fabricate (mrd) 35
1
Idyllic Tutor

Search your library for an enchantment card, reveal it, put it into your hand, then shuffle.

Sorcery
Idyllic Tutor (sld) 1636
1
Preordain

Scry 2, then draw a card. (To scry 2, look at the top two cards of your library, then put any number of them on the bottom and the rest on top in any order.)

Sorcery
Preordain (brc) 92
1
Ravages of War

Destroy all lands.

Sorcery
Ravages of War (pip) 354
1
Search for Glory

Search your library for a snow permanent card, a legendary card, or a Saga card, reveal it, put it into your hand, then shuffle. You gain 1 life for each {S} spent to cast this spell. ({S} is mana from a snow source.)

Sorcery
Search for Glory (khm) 27
1
Steelshaper's Gift

Search your library for an Equipment card, reveal that card, put it into your hand, then shuffle.

Sorcery
Steelshaper's Gift (sld) 1632
1

Deck Stats

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Description

{"ops":[{"insert":"Our goal is to use "},{"insert":{"card-link":"Helm of the Host"}},{"insert":" on "},{"insert":{"card-link":"Grand Arbiter Augustin IV"}},{"insert":" with other stax effects on board to act as protection. If you can get set up, each turn, your White/Blue spells will cost 1 less and your opponents' spells will cost 1 more as you make additional copies of your commander. I have a dream of locking down the board and swinging with infinite Arbiters to win the game and this is how I'm trying to do it.\n\nNotes:\n"},{"insert":{"card-link":"Urza, Lord High Artificer"}},{"insert":" is a very important card in this deck because he lets all of our artifacts tap for colored mana. Having him in play alongside "},{"insert":{"card-link":"Winter Orb"}},{"insert":" is almost necessary to create an advantage over your opponents. Also, remember that Winter Orb's clause requires it to be untapped, so you can tap it with Urza on opponent's end step prior to your turn, so you get a full untap!"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"While we have a "},{"attributes":{"italic":true},"insert":"lot"},{"insert":" of tutors, be careful and selective when using them. Most, if not all of them require you reveal the card you tutor, which tips your opponents off to what you are planning. Thankfully, a stax deck allows us to sit around and bide our time, and wait until we can go for a setup in one turn."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Ravages of War"}},{"insert":" is a risky card. Make sure you are set up well before casting it. Also, for the sake of your pod, don't just cast it because you are behind. Think of it as an "},{"attributes":{"italic":true},"insert":"offensive "},{"insert":"card, not a defensive one. Aggresively work & tutor to set up your pieces and then pop all the lands right when you get the advantage. This is a win-con card!"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Urza's Saga"}},{"insert":" is incredibly flexible. Remember that you can make two total constructs with it by activating it in upkeep before it moves to part 3. Need a land? "},{"insert":{"card-link":"Expedition Map"}},{"insert":". Need artifact mana for one of your locks? Grab one of your mana rocks. Need graveyard hate? "},{"insert":{"card-link":"Grafdigger's Cage"}},{"insert":" "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Overall, the stax playstyle is a different expereince from many other deck types. Don't underestimate your ability to slow the game to a grinding halt when you need to, but also know that you will be most successful when you can set up multiple stax pieces at a time. It is totally okay to just draw-land-pass on many turns, if you aren't a threat, and people leave you alive, you'll have a better chance of setting up for a lock or semi-lock after they spend all their resources dealing with the rest of the table. For example, playing an "},{"insert":{"card-link":"Archon of Emeria"}},{"insert":" by itself on a turn and nothing else is just a mild inconvenience, whereas getting it out on a turn where you also play "},{"insert":{"card-link":"Sphere of Resistance"}},{"insert":" and "},{"insert":{"card-link":"Torpor Orb"}},{"insert":" really puts your opponents in a tight spot - if they want to remove your stuff, they have to spend more mana to do so and can't use an ETB effect for it. This applies to all the stax pieces we have - try not to think of their effects individually but instead as combination pieces that synergize well together. Dropping multiple in one turn is almost always better than just playing them one-by-one."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Feel free to take out the big lads "},{"insert":{"card-link":"Jin-Gitaxias, Progress Tyrant"}},{"insert":" , "},{"insert":{"card-link":"Void Winnower"}},{"insert":" , "},{"insert":{"card-link":"Kozilek, Butcher of Truth"}},{"insert":" - personally I like them because once you've slowed the game down , you want to have effective threats to play at a higher mana value."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nSome combos:\n\n"},{"insert":{"card-link":"Rest in Peace"}},{"insert":" + "},{"insert":{"card-link":"Helm of Obedience"}},{"insert":" = Exile one target opponent's library per activation. RIP sends cards to exile as a replacement effect instead of going to graveyard, so Helm doens't resolve until their library is empty."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Teferi, Hero of Dominaria"}},{"insert":" + "},{"insert":{"card-link":"Stasis"}},{"insert":" = Lock out most of the board. Nobody can untap, but you break parity with Teferi's ability to untap 2 lands. Be very careful when setting this up, if you don't have blockers for Teferi, he will just die, and if you try to do this when opponents have open mana, they can (probably) just remove one of the pieces. Ideally, you should hold this combo in hand until a cycle of turns has occurred in which your opponents spend all their mana - or, right after a board wipe."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Crucible of Worlds"}},{"insert":" + "},{"insert":{"card-link":"Wasteland"}},{"insert":" or "},{"insert":{"card-link":"Strip Mine"}},{"insert":" = Destroy an opponent's land every turn. Make sure you don't try to do this with "},{"insert":{"card-link":"Rest in Peace"}},{"insert":" in play..."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":{"card-link":"Crucible of Worlds"}},{"insert":" also works great with "},{"insert":{"card-link":"Glacial Chasm"}},{"insert":" - when the cumulative upkeep gets too high, you can decline the trigger, let it go to graveyard, and play it again. Be mindful of Chasm's clause that requires you to sac another land, though - don't do this every turn."},{"attributes":{"list":"ordered"},"insert":"\n"}]}
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