This post is a result of much play testing and playing in two large tornaments. After playing Workshop Slavery for a while, I grew tiered of getting mana trouble and changed back to Stax. I soon stumbled across a problem. After a larger tournament in
Gothenburg (yes it's me on fourth place), where there were two Control Slaver decks in top 8, many players choosed to play that deck instead of Hulk or Keeper. Now, Stax is more or less hindered to get any play of it's own when the opponent have a Welder in play, and the ordinary Stax build have only one Triskelion and one Tinker to solve that problem. Of course you can add more Triskelions, but they are crap against some decks, for example Hulk Smash, so I wanted another solution. After some research, I found a old version of Tinker,
Transmute Artifact:
Sorcery, UU:
As an additional cost to play ~this~, sacrifice an artifact. ; Search your library for an artifact card. If that card's converted mana cost is less than or equal to the sacrificed artifact's converted mana cost, put it into play. If it's greater, you may pay the cost difference. If you do, put it into play. If you don't, put it into its owner's graveyard. Then shuffle your library.OK, clearly inferior to Tinker, but it would prove useful anyhow. The problem was that Stax doesn't have very large quanteties of ordinary non-Workshop mana and if they do, it is often not doulbe blue. But from playing Workshop Slavery, I had made a pleasent acquaintance with Gilded Lotus. It provides you with all the mana you will ever need, and it is coloured. Also, I had found that one of the most broken cards in Workshop Slavery is Memnarch, which fits perfectly into Stax game plan and in some rare situation, is jet another way to deal with Welders. A relevant question is why Transmute should be better than Mystical Tutor which just fetch you Tinker, but the answere is simple. A spell like Tinker needs to be a suprice, otherwise it only gets countered. Also if you draw your Tinker, you will not have much left to fetch with your Mystical, so it will be a dead card.
From an ordinary Stax build, I had to cut something to be able to fit in these cards, and I choosed Sphere of Resistance and Wheel of Fortune. Sphere, because Gilded Lotus is expensive as it is, and Wheel of Fortune, because it is sort of Random and can be very dangerous and that Transmute is a way to find Memory Jar which is just superior to Wheel in this deck. Here is the list I used:
4 Workshops
4 Volcanic Island
2 Shevan Reef
1 Island
1 Polluted Delta
1 Ancient Tomb
1 Tolarian Academy
4 Wasteland
1 Strip Mine
7 SoLoMoxen
1 Mana Crypt
1 Mana Vault
2 Gilded Lotus
4 Goblin Welder
4 Thirst for Knowledge
1 Tinker
1 Ancestral
1 Transmute Artifact
4 Smokestack
4 Tangle Wire
4 Trinisphere
2 Chalice of the Void
1 Karn
1 Triskelion
1 Memnarch
1 Memory Jar
1 Mindslaver
Sideboard:
2 BEB
2 Tormod's Cypt
2 Winter Orb
2 Sphere of Resistance
2 Pyrite Spellbomb
1 Triskelion
2 Rack and Ruin
2 Viashino Heretic
As you can see I have opted my sideboard for using Transmute Artifact, Winter Orb instead of Blood Moon and Pyrite Spellbomb instead of Fire/Ice. After play testing, which went very well, I brought the deck to the swedish championship in type 1 (it was also a trial at the same occesion, so two tornaments in total). In the trial, with 72 competitors, I went 5-1-1 meeting Ravenger/Affinity, Hulk Smash, Void, Dragon¸ Land Still, Hulk Smash and Stax, loosing against land still :shock: and drawing against Stax. Then I lost the quarter final to the same Dragon that I beten before. Memnarch was all wild, specially against Hulk Smash vere he ruled the games. I used the same deck the following day when there were 105 competitors. Playing against Keeper, Stax, Fish, Control Slavery, Dragon, Mask/Angry Hermite and Landstill. This time I lost against Stax and Landstill (again :shock: ). I had 5-1 before the last round, but since many people had buyes from trials (I didn't), you needed 6-1 to make it to the top 8.
In several games, I won because of Transmute Artifact fetch Mindslaver, Memory Jar, Karn or Memnarch. What I did learn from the losses was that I need one more Ancinet Tomb. So I removed the Island and the fetch land, which were included since the time when I played Blood Moon, and added an Ancient Tomb and a Shevan Reef. Memnarch really shined in many games, but he is slow, so for the moment I'm testing Sundering Titan instead. He make something directly when he hits the table and that is often better since it speeds up the lock or kill with a few turns.
Please comment or ask questions if there is anything you want to get clarified.