PucktheCat
My interests include blue decks, arguing, and beer.
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« on: August 20, 2005, 10:11:10 am » |
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This post was written about a week ago, but I have held onto it because both Steve (Smmenen) and Vroman had some influence on the ideas I am presenting, and it didn’t seem fair to either of them to break tech they played a role in developing just before GenCon.
The key matchup in the current metagame is Mana Drain control vs. Stax. There are many possible combinations that fall in this general description: everything from Oath v. CronStax to Control Slaver v. 5c Welder Stax. I would like to focus, for a moment, one of the possibilities: Meandeck Gifts v. Uba Stax. It is a matchup that I have some tournament experience with but, probably more importantly, I have tested the matchup a huge amount. If you play from time to time at Vroman’s shop you quickly realize that simply accepting a loss to Uba Stax is a quick way to get home early enough to watch the Late Show.
For reference:
Meandeck Gifts (a standard build) 4 Force of Will 4 Mana Drain 3 Misdirection 4 Brainstorm 4 Gifts Ungiven 4 Merchant Scroll 1 Rebuild 1 Echoing Truth 1 Ancestral Recall 1 Time Walk 1 Fact or Fiction 1 Mystical Tutor 1 Tinker
1 Yawgmoth’s Will 1 Recoup 1 Demonic Tutor 1 Burning Wish
1 Darksteel Colossus
3 Flooded Strand 3 Polluted Delta 2 Volcanic Island 2 Underground Sea 2 Island 2 Snow-Covered Island 1 Tolarian Academy 1 Black Lotus 1 Mox Sapphire 1 Mox Jet 1 Mox Ruby 1 Mox Emerald 1 Mox Pearl 1 Mana Crypt 1 Sol Ring 1 Mana Vault 1 Lotus Petal
Uba Stax (Vroman’s Chicago build) 3 Uba Mask 4 Smokestack 3 Crucible of Worlds 4 Chalice of the Void 3 Null Rod 1 Trinisphere
1 Wheel of Fortune
4 Goblin Welder 2 Solemn Simulacrum 2 Duplicant 2 Gorilla Shaman 1 Karn, Silver Golem 1 Sundering Titan
4 Bazaar of Baghdad
4 Mishra’s Workshop 5 Mountain 1 Barbarian Ring 1 Tolarian Academy 4 Wasteland 1 Strip Mine 1 Black Lotus 1 Mox Sapphire 1 Mox Jet 1 Mox Ruby 1 Mox Pearl 1 Mox Emerald 1 Mana Crypt 1 Sol Ring 1 Mana Vault
The matchup with Uba Stax is not an easy one for the Gifts player. Stax in general, and Uba Stax in particular, are built to attack the “T1-ness� of a deck. They feed on decks that are dependent on the mana acceleration and broken draw the format offers. There is no deck out there right now that is more vulnerable to this kind of attack than Gifts. Gifts gameplan reads like a list of the most powerful cards in Vintage. Even to win, the deck virtually requires a Mox or other artifact mana, either to sac to Tinker or to generate storm count for Tendrils. Control Slaver can just Drain a Smokestack, drop a Trike and beat for 4-5 turns, never getting a third mana on the table. Gifts needs to break the mana lock to win. Nonetheless, the matchup is not impossible. With careful planning and execution you can compete.
There are two parts to beating Uba Stax with MG. First, you have to make card choices that are favorable in the matchup. Second, you have to make the right in game decisions vs. the deck. In my opinion the second is more important than the first, but I think certain maindeck and sideboard changes are essential to maximize your success.
I. Card Choices
Uba Stax is a resource denial deck, and a very good one. Uba Mask is effectively a Chains of Mephistopheles that just happens to combo with Goblin Welder and Bazaar of Baghdad. Crucible of Worlds or Smokestack can easily remove your entire mana base. Null Rod, Chalice of the Void, Gorilla Shaman and Karn all attack your precious moxen. Wasteland and Strip Mine, of course, are the most efficient disruption in the format. In order to survive their attack you need to choose as many cards as you can that are resistant to their cards, starting with your mana base.
The first order of business is surviving Wasteland, which is both the cheapest disruption they have and, when combined with Crucible, one of the most powerful. The mana base of Meandeck Gifts has been tuned from the beginning to include as many basic lands as possible. The standard 4 dual land/6 fetch/4 basic layout is not actually that bad a choice. It offers 10 lands that are difficult to destroy (4 basics and 6 fetch) and because you have a redundant copy of each of your duals you can afford to drop one early if necessary for a one turn mana boost. However, there are some other options to increase your resistance to Wasteland. The most obvious is including more basic lands, either by increasing the mana count by one or by cutting other lands.
Twenty-six mana is certainly a possibility for the deck, and in Stax and Fish heavy metagames it may even be correct, but it will result in more mana floods, and the deck is already slightly prone to flooding. Ideally, a balance could be found that increases the mana bases resiliency without costing you games against Control Slaver or in the mirror. Cutting duals for basics is a possibility. Going to one of a particular dual, though, leaves you in a tough spot when you draw that dual. Without a backup you can’t afford to lose it, but you will frequently have to take the risk to stay in the game. A singleton dual can’t really be counted as a land in the deck because you will only be playing it when you intend to win. Drawing it in your opening hand is almost as bad as drawing Burning Wish or Recoup because you will have to hold it until the late game or, if you do play it and it is destroyed, you will be crippled. On the other hand the benefits of the extra basic are obvious – you have a better chance of being able to play like mono blue for almost the entire game. If you do cut a dual, Underground Sea is more dispensable than Volcanic Island because your sideboard depends on red cards like Pyroclasm and Red Elemental Blast.
Cutting fetchlands is a very difficult thing to evaluate. In one sense, fetches are better than basics. They are resistant to Strip Mine and they can get you that critical off color mana on the game winning turn. If you ever face an active Crucible recurring Strip Mine you may wish you had included a few more fetches and a few less basics. The most obvious advantage of cutting fetches for basics is that you can simply play more basics in the game. If you only have four basics in the deck, you can quite obviously never have more than four basics on the board. This is important because, between Wasteland and Null Rod, it is not uncommon for your total number of basics to set the limit how much mana you have each turn. A secondary concern is the problem of lands going to the graveyard. Strip Mine and Smokestack can both destroy one or more basic lands, and once they are gone they are not coming back. To make matters worse, if you ever want to use Gifts to get basic lands (a Fetch, Fetch, Island, Snow-Covered Island split) you are likely to end up with 2 of your basic lands in the grave. This can be devastating. Four basic lands is probably enough if you don’t lose any. You can cast all of your spells with four mana. Extras should be included at the expense of fetches only if you find yourself frequently Gifting for basics (in my opinion a poor play most of the time) or if you are simply uncomfortable with the fact (pretty much unavoidable in my opinion) that a single lucky Strip Mine can be the difference between losing and winning.
Besides changing your mana base itself you can also consider, both for the maindeck and for the sideboard, certain cards that can neutralize Wasteland more proactively. The most popular of these is Pithing Needle, but also deserving of consideration are Blood Moon and Crucible of Worlds. Blood Moon seems like a strange choice because Uba Stax is a mono-red deck, so you won’t be stopping any of their spells. Shutting down Wasteland, Strip Mine and Bazaar is nothing to sneeze at, however. You will find yourself feeling very secure if Blood Moon resolves because they have very few real ways left to gain devastating card advantage without Bazaar or Crucible/Wasteland. Crucible is, in my opinion, an inferior choice. Uba Stax will be happy to play in a mutual mana lock with you, where each turn you play a land and they strip it. You need to stop the strips, not get the lands back after they are stripped. Pithing Needle is probably the best option of the three because unlike Blood Moon it can stop Goblin Welder as well as Wasteland. In a Stax/Control Slaver/Fish metagame Pithing Needle is possible maindeck material, at least as a one of. The first is unlikely to be dead in any matchup except the mirror, but more than one could leave you with dead cards against CS and other decks with only one good target. I find a maindeck Needle to have a similar impact to a 26th land in matchups with Wasteland decks and to be superior to the extra land against CS and a number of other decks that don’t attack your mana.
(Additional note: Both Steve and Vroman told me that they thought I was overrating Needle. While Needle is one of the parts of my strategy I am most happy with, it is hard to ignore a comment that comes independently from two excellent sources. Regardless, no one seems to suggest going to less than two Needles between the board and the main).
The proceeding suggest two possible lines of thought on surviving Wasteland. You can either try to make Wasteland irrelevant by running a mana base of nearly all basics or you can accept some vulnerability to Wasteland and use Needle to negate the advantage. I find the second alternative more compelling because it allows you to run more off color spells and a better mana base for your other matchups (where you will need your colors, sometimes in multiples). The second alternative is also strong, though, and worth considering. But keep in mind that whatever you do, the deck will need at least 3 non-basics (Academy, Volc, and Sea) and you will draw them sometimes whether you like it or not. Regardless, you will want some Needles in the sideboard to deal with Welder, so the question is more one of emphasis than a hard division.
There is really no good way to protect the other half of your mana base, the artifacts. They are all must includes because the deck is so reliant on acceleration. In fact, the key to the entire matchup is usually the play where you try to remove the relevant artifact hoser and win in the opening. If you have protected enough of your lands and accumulated a strong hand you should win. If not, you will lose. The standard options to for removing the offending artifact hosers are Echoing Truth and Rebuild in the main, with Rack and Ruin and more Rebuilds in the sideboard. This is a perfectly reasonable strategy, and there isn’t much to do to improve on it, but I think at least one card is deserving of consideration in this regard. Gorilla Shaman is an incredible Chalice hoser that is useful in the metagame at large. Because he can also deny Stax acceleration and stop Welder’s shenanigans I would strongly recommend at least one Shaman maindeck in Stax heavy metas. The disadvantage, of course is the mana cost. You will have to accept the possibility of fetching an early dual to cast the Shaman. For this reason Shaman is probably more consistent with a Needle and duals approach to Wasteland than a all basics approach.
To beat Uba Stax, here are the changes I have made in the maindeck:
-2 Misdirection +1 Pithing Needle +1 Gorilla Shaman
These changes certainly weaken my mirror matchup, and control matchups in general, but in the most important control matchup, Control Slaver, is vulnerable to both Pithing Needle and Shaman, so the blow isn’t as dramatic as it seems. Nonetheless, it is clear that this is a dramatic maindeck change to make for one deck. Those that aren’t comfortable with this kind of change will have to rely on their sideboard to pull them through in this matchup. This is a risky proposition because it means you will have to beat them at least once when they are going first, which isn’t easy, but you can at least do your best to even the matchup.
The most obvious card to sideboard are more artifact hate. In particular Rebuild and Rack and Ruin are strong choices. Rack and Ruin is hurt by its off color mana requirement and the fact that Welder will often simply recur the most important artifact destroyed. It is good to include one though, because it is a different card name for Gifts and because Price of Glory (in Uba Stax sideboard) can make it hard to Rebuild properly. These cards won’t win the game on their own though. Simply overloading on removal will often lead to depleted gamestates where a Smokestack or active Crucible or even a simple beater like an unimprinted Duplicant, Solemn Simulacrum, or even a Welder, can do a lot of damage over multiple turns. Your bounce in particular won’t do you much good if you can’t follow it up with something devastating.
You also will absolutely need to have a way to deal with Welder. Because Pithing Needle is good against both Wasteland and Welder it seems like the ideal choice. An outside consideration that can deal with Welders and Shamans as well as cycling or being pitched to Force (and can be fetched with Scroll) is Fire/Ice, but I think Needle is the better choice. If you are dependant on Needle to protect your mana and stop Welder you will want at least three. If you are running heavy basics you may want only two since after Welder the targets become less appealing. As a rule of thumb I would suggest that if you have 4 or 5 duals in your mana base you want 3 Needles post-board. If you have only 2 or 3 duals you should try only 2 Needles. If you are using 4 or more duals I think even 4 Needles might be worth testing. Although I have never used more than 3 myself, I have never regretted drawing one in this matchup. Uba Stax has 6 excellent targets for Needle (Wasteland, Strip Mine, Bazaar, Welder, Shaman, and Karn). Shutting down the first four of these one way or another is a huge part of beating Uba Stax.
One sideboard option that Steven Menendaian suggest to me for the CronStax matchup, but which I have also found to be strong against Uba Stax, is Mind Twist. It seems counterintuitive because Uba Stax is designed to play with an empty hand to make the most of Bazaar-Mask synergy, but it is actually excellent. As I am mentioned above, your bounce is worthless if you can’t follow it up with something devastating, and there is nothing better than following up a Rebuild with a Mind Twist. Other options might win you the game (Gifts Ungiven, for example) but Mind Twist takes relatively little setup to do its job, so I feel it has a place in the deck post board. Twist is also amazing early because Stax has no counterspells, so you can be sure it will resolve.
With that in mind the correct sideboard against Uba Stax seems to be something like:
1-2 Rack and Ruin 1-2 Rebuild 2-3 Pithing Needle 1 Mind Twist
The numbers of each card will be affected by what you have maindeck and how much sideboard space you feel you can dedicate to the matchup. Running the minimum of each with no maindeck changes is a pretty risky proposition if you expect to see Uba Stax at all, but it only takes 5 sideboard slots, several of which are strong in other matchups. Running the maximum both main and in the board would only be necessary in the most lopsided metagames. I run 1 Rack and Ruin, 1 Rebuild, 2 Pithing Needle (1 main), and 1 Mind Twist. As mentioned above, I also have a maindeck Shaman.
Finally, there are a few don’ts to think about when building to handle Uba Stax. First, although Mana Drain has gotten a bad rep in this deck from a number of places, and it may be one of the weaker cards in the deck in some matchups (Fish, for example), it is an absolutely essential card to beating Uba Stax. Don’t cut one unless you are sure you won’t be facing it. Second, Cunning Wish is an unacceptable loss of tempo in this matchup. It seems like Wish-> Rebuild or Rack and Ruin would be better than Echoing Truth, but it isn’t. Finally, for the love of God, don’t cut Fact or Fiction or Gifts if you want to win any matches with this deck, but especially this one. You need gamebreaking spells that get around Uba Mask and make up for the fact that every spell in his deck many-to-ones you one way or another.
Regardless of how you build your deck you can’t expect to do well against Uba Stax unless you understand the matchup. So now I will turn to how decision making during the game can give you an advantage against Uba Stax.
II. Playing the Game
Once you get in a game with Uba Stax, your card choices are set. Now you have to make the most of what you have. A big part of this is simply thinking through your decisions logically and not making mistakes, but some of it is counterintuitive.
Before I begin, however, I would like to suggest a playtest technique that applies beyond just the Uba Stax matchup. In addition to testing against real opponents, which is an essential part of refining a deck, I would suggest making a conscious decision to test the matchup playing both decks (ie, “two-fisted� testing). This doesn’t produce as reliable a win-loss measure as traditional testing, but it does let you see what is really going on in your opponents head when he plays against your deck. Learning how to play a deck is the best way to learn how to play against it.
Your gameplan against Uba Stax is very simple. You need to survive and keep a board position long enough to put together a hand that can Rebuild their board and win the game (or effectively win the game) before the artifacts come back down. Usually you will do this by playing fetches and basics (nothing non-basic if possible). Your entire goal with your library manipulation early on it to find more basic lands and fetches. If you are lucky you can get a start with some acceleration before the hate stops it. Getting a single use out of a Mox is excellent at this stage of the game. You shouldn’t be fighting to hard over cards like Null Rod and Chalice early. You don’t have any real chance of stopping him from hating your artifacts because his hate is so plentiful and cheap. Instead focus on the relatively few cards he has that threaten your basic lands. Once you have expended your cheap draw and acceleration and he has played out his hate the game will slow down some. If he has resolved a Smokestack or a Crucible/Strip combo or an Uba Mask/Bazaar combo he will use this slowdown to destroy you. If you have prevented these three possibilities (note that that’s only 7 cards to counter + the random Crucibles that have Strip backup) then you need to kick in your draw. If you have 4 basics or 3 basics and a dual you can afford to lose there is a good chance you have won – Fact and Gifts will come online and you can begin to pull away. With less lands you and your opponent will be in a topdecking war. If Uba Mask is out at this stage it can be annoying, but it isn’t usually devastating without the Bazaar. All you want to do is lay lands anyway.
My strategy against Uba Stax is very conservative. Force of Will is an absolutely essential card in this matchup, but you don’t want to just throw it out for tempo. You aren’t going to win the early game tempo war, so throwing cards away to try to do so seems to me to be a waste of resources. I will try my darndest not to put myself in a postion where I have to Force Crucible, for example. What are my answers to Wasteland for (basics and Needle) if I have to Force Crucible? I also like to try to survive Welder until I can Needle him. The main thing you need to do is judge the actual effect a particular card will have on your game in the current situation. Smokestack isn’t strong if you have 4 artifacts locked down by Null Rod to sac to it. If you Force it you won’t have the spell you Forced away to try to find an bounce or some other answer. If you can weather one or two lock parts by shuffling away Moxen rather than Forcing Null Rod, Needling Strip rather than Forcing Crucible, etc, you are in a great position to start building your hand and land base so you can stop later threats and put your self in a postion to win the game.
Realistically, of course, you will often have to Force spells. You must Force Crucible if you know they have Strip Mine or you have multiple lands vulnerable to Wasteland. These situations are unavoidable, and you gotta do what you gotta do, but the key thing to remember is that you have a lot of answers many-to-one answers in your deck to most of the important spells (especially, post sb), so if you can just survive a lock-piece long enough to find one you will have gained a permanent advantage in the game.
Mana Drain, on the other hand, is played the exact opposite way. It is simply a Dark Ritual in this matchup, but better since its blue. Anything that costs 3 or more should be Drained, regardless of what it is, unless you have absolutely nothing to cast with the mana. Even if they have Welder in play it is often worthwhile to Drain an artifact just for the mana boost. You don’t have your moxen most of the time in this matchup, so your Drains are your acceleration.
Smokestack is a pretty threatening card because it is their only way of denying you your basic land except for Strip Mine, which is obvious restricted. It is slow however. This makes it possible to let it resolve if you have a few dead cards to throw to it (Rodded Moxen, most often) so you can dig for an answer. But if you only have basic lands in play you had better not let it drop without an answer in hand. The degree of threat this card presents is one of the biggest differences between Control Slaver and Gifts. CS simply welds this guy out every couple turns and otherwise ignores it. Gifts can easily be destroyed by it.
Uba Mask is a very good card, but you can play under it. If you have a couple of mana in play you have a good deal better than 50% chance of being able to play your card off the top (if it is mana, a tutor, or Gifts/Fact). Brainstorm is mostly dead, but if you have very few cards in hand (like, one) you can use Brainstorm the same way they use Bazaar and it will often net you a mana or two and perhaps a gamebreaking card. Ancestral can be use on your mainphase to make a land drop. It seems obvious, but if you draw a Mox and Chalice for 0 is in play, cast it so it ends up in your graveyard for a Yawg. Will.
Gifts Ungiven is an important spell because it draws around Uba Mask. If you have a Drain and a Gifts in hand Uba Mask isn’t very scary – you have your counterspell and you can draw with the Gifts. When making Gifts selections in this matchup you probably won’t be able to try for something lethal right away. Artifact mana hate makes it pretty unlikely you can win without establishing your game first. You can’t Tinker early (except for desperation Tinkers) because Welder and Duplicant will wreck you more often than not. Good cards to go for in Gifts include Mana Drain (which they will almost never give you if they’re smart) Fact or Fiction, another Gifts Ungiven, and Merchant Scroll. Fact or Fiction is pretty similar to Gifts in this matchup, but it is probably the better card because it will often get you a mix of land and spells, which is exactly what you need to win this matchup. You can’t put your bounce spells in your Gifts unless you can put enough in to be sure to get one and you know it will win you the game. If you don’t win the game with it you will have a hard time getting another chance with no bounce. Brainstorm is a good Gifts selection as long as Uba Mask isn’t down.
Although Gifts runs a Island/Snow-Covered Island split in the deck to allow a Gifts for basic land, I find that the play is a fairly weak one in many circumstances. If you don’t have another Gifts in hand you are using your draw spell to get mana when you have nothing to cast, which is pretty poor. Even if you have something to cast you are probably sending two basics to the graveyard. Since you will nearly always have at least one basic already in play that leaves you with two fetches in hand and often one or no basics left in the deck. If you were worried about being short on basic lands before you Gifted, by Gifting you have virtually assured you won’t have enough. It is almost always a better play to try to get they to give you Brainstorm or Fact, both of which pull up lands well but don’t dramatically reduce your chances of getting land later. Often you can get a land by putting a fetch or two in a split with spells as well, which doesn’t deplete your library of your precious basics.
Rebuild should be played almost only when you are sure that you will be doing something very important before they get another mainphase. That means on their end step or your own mainphase, but NOT, except in extraordinary circumstances, on their mainphase or your turn if it will tap you out. That means that the Rebuild in response to Bazaar activation play, which seems so tempting, is usually wrong. They will happily discard their worst three cards, recast their best (including, probably, Uba Mask), and you are down a critical Rebuild having done nothing but Funeral Charmed them. When in doubt it is better to let them cast what they get off the Bazaar and then Rebuild it along with all the rest EOT. Rebuilding a Chalice to drop several moxen, though, could easily be a good play as long as you are confident they have no Null Rod or Shaman. Because you have to neutralize Crucible and Smokestack before they do any damage Rebuild is most frequently an answer to Null Rod and Chalice, the deck’s artifact mana hate.
Merchant Scroll is an important card in this matchup, but it must be played carefully. Uba Stax can wreck you if they know what is in your hand by casting a Chalice for X. The only cards that are reasonably safe from this are Gifts and Fact, because 8 mana is a lot even for Stax. Scrolling for Force early may be correct, but, as I argued above, you will lose if you try to force too aggressively against Uba Stax. Scrolling for Drain is a much better play if you have the mana available, and it can buy you an amnesty from casting for a long time. If you have a Drain in hand and you get to 4 mana to start Gifting on their end step you have just won the game. Scrolling for bounce is fine, if the situation warrants it, but bounce should win you the game in this matchup, so if you aren’t ready to win it might be better to play a more positional game. Merch. for Ancestral is, of course, excellent, as long as Uba Mask isn’t in play.
Demonic Tutor is the biggest enigma in your deck. It has all the same caveats (except they can’t be entirely sure what is in your hand) as Merchant Scroll with the additional problem that fetching black mana early is often a terrible play. As in many matchups, the correct play is often to tutor for Yawg. Will. It is much easier to get to six mana to Yawg. Will and Rebuild in the same turn than it is to get to ~10 to Recoup, Yawg. Will and Rebuild.
Tinker is a card that rewards a good gambler. In this matchup it serves its role as a win condition just fine, but playing it earlier is very risky. The Uba Stax maindeck listed above includes 2x Duplicant, which is of course a loss if it gets your DSC. Second game those may be sideboarded out, but they may not. It is a guessing game, and if you win you probably win the game, but if you lose you will certainly lose the game. All in all, unless you have good counter backup or are throwing it out there for your one last chance it is better to hold the Tinker until you can protect it. That doesn’t even consider Welder, who is of course Uba Stax most common Tinker answer. You can usually feel pretty certain that he doesn’t have a Welder if he has left open red mana on previous turns. Nonetheless, topdecks happen. Finally, it seems obvious, but don’t underestimate Smokestack as an answer to DSC. I have done twice thrown out a DSC to race a ‘stack and have lost both times. The first time was simple inability to count. The second I had a plan but it was wrecked by a timely Wasteland. In both cases I made the wrong play.
Pithing Needle is pretty easy to play against Uba Stax. If you have a non-basic in play and there isn’t another obvious target it is a fine play to toss it out naming Wasteland even if you aren’t sure they have one. They will, before the game is over. And if they don’t, well then you probably win too. If they have Welder, you probably have to name it. If they are milling their library with a Crucible in play you might consider preemptively naming Strip Mine. You could also name Bazaar in that situation, but if they topdeck the Strip you lose. If you have your board protected with Needles that you can’t afford to lose you should consider a Needle naming Shaman to protect your other Needles. Needle naming Bazaar is not a priority unless they have Uba Mask in play. If they do, you have to name it. If you have Needle in play for Wasteland then Tolarian Academy is your best friend. It is hard to lose with an Academy producing more than one mana if they can’t remove it. They do have two outs though, Strip Mine and their own Academy.
When sideboarding against Uba Stax, consider the cards it preys on in your deck. Brainstorm and Ancestral are uncuttable, but Merchant Scroll is there to fetch Ancestral and is pretty weak in this matchup, so it is a candidate to cut. Demonic is mostly a worse Merchant Scroll because it requires black mana, so it may be cuttable. Misdirection is clearly dead. The most difficult choice is whether, and how much, artifact mana can be cut. Uba Stax runs more cards that hose your Moxen than you run artifact mana, 11 (4 Rod, 4 Chalice, 2 Shaman, 1 Karn). In my mind, that makes your moxen a liability. You need some, of course, but drawing two or more early can be very bad for you. I would suggest cutting at least the Pearl regardless of whether you are going first or second, and I have had good success cutting both the Pearl and the Emerald going second. While there is no such thing as too much acceleration, there is defiantly such a thing as to many dead cards. Mana Vault and Lotus Petal, the two weakest accelerants on their own, aren’t cuttable because Vault gets around Chalice for one and Petal is needed to support Gifts for black mana the turn before you Will (ie, Black Lotus, Mox Jet, Lotus Petal, something else). Besides, given the amount of Mox hate in Uba Stax the fact that Petal and Vault only produce mana once doesn’t make them much different from the Moxen anyway.
My current sb plan is something like this:
-1 Mox Pearl -1 Demonic Tutor -1 Merchant Scroll -1 Misdirection +1 Rack and Ruin +1 Rebuild +2 Pithing Needle
In addition, if I am going first I will do:
-1 Merchant Scroll (first turn Merch. Scroll is a particularly horrible play going first, because any Chalices they have will just be waiting for you to try for a quick Ancestral) +1 Mind Twist
Going second:
-1 Mox Emerald +1 Mind Twist
Well, if you have reached the end of this you are a better man than I. I hope you got something out of it. I would be interested in your responses to this, but also in other similar matchup analyses by players who feel they know one matchup particularly well.
Leo
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