The Type 1 populous is looked upon as being filled with flamboyant, hyperactive players who are overwrought with the idea of playing a go-zillion spells a turn while destroying opponents on turn one. Of course Vintage is filled with these glamorous Divas, but I am not here to aggrandize their popularity and their astute ability to climb decision trees. I am here to praise the unsung heroes of Vintage, the most sinister of all Vintage pilots, the few who watch gleefully as their opponents stare into an oblivion of no escape, the few who relish the idea of slow suffering and cruelty, a community whose gusto and inclination toward hate comes from the tapping of a single land: Mishra’s Workshop.
A few years ago Jerry “Yangtime” Yang and I were traversing the globe, living it up on the glamorous Vintage tourney circuit. Your travels took you deep into ICBM country one weekend and then bounced off to Meandeck territory the next. During your ventures I found myself flip-flopping through deck choices between every tournament, and this vacillation was getting me nowhere. My frustrations were fueled by my inability to make it through the Swiss rounds and break into the top eight. During this time, on the way home from one of Ben “Tha Gunslinga” Carp’s ICBM Opens, Yangtime proposed a resolution to my frustrations: instead of being an average player by battling with multiple archetypes, I should try to master a single archetype. Yangtime was supposed to join me in this quest, but being the dominant wizard he is he decided to scrap the commitment. I fortunately was locked into this bid.
I’m not going to bore you with how the deck evolved, what cards were tested, what was good, and what didn’t make the cut. Believe me; everything was tested from Price of Glory to Gods' Eye, Gate to the Reikai. I am just going to present the final product, give a rundown on the deck, and explain how I sideboard.
The B/R Stax PrimerArtifacts-30
1 Black Lotus
4 Chalice of the Void
3 Crucible of Worlds
1 Mox Emerald
1 Mox Jet
1 Mox Pearl
1 Mox Ruby
1 Mox Sapphire
3 Null Rod
4 Smokestack
1 Sol Ring
4 Thorn of Amethyst
4 Tangle Wire
1 Trinisphere
Instants-1
1 Darkblast
Creatures-8
4 Dark Confidant
4 Goblin Welder
Lands-21
4 Badlands
1 Barbarian Ring
2 Bazaar of Baghdad
1 Bloodstained Mire
1 Cabal Pit
4 Mishra's Workshop
1 Strip Mine
1 Tolarian Academy
1 Urborg, Tomb of Yawgmoth
4 Wasteland
1 Wooded Foothills
Side Board2 Maze of Ith
2 Rack and Ruin
2 Red Elemental Blast
2 The Tabernacle at Pendrell Vale
2 Tormod's Crypt
3 Relic of the Pro Gamer
2 Viashino Heretic
The core strategy of this deck is to stop your opponent from accelerating beyond you with resource development. The deck tries to accomplish this by having each lock piece play a role as a pseudo Time Walk. Slowly but surely, turn by turn, playing lock components one after the other takes away the opponent’s ability to develop resources. If B/R Stax can keep its opponent’s resource development on par with its own, it should be able to grind out the game and come out on top in a battle of attrition.
The synergies between Dark Confidant, Bazaar of Baghdad, and Goblin Welder provide a dangerous combination, one that this deck takes full advantage of.
Dark Confidant may seem like he has an awkward place in Workshops, but you have to look at the deck as a numeric equation. Let’s break it down. You have 60 cards with a total converted mana cost of 68. This brings your average converted mana cost of the deck to 1.13333333. Having such a low converted mana cost allows Dark Confidant to be in play for 17.64 consecutive turns.
Toss Bazaar of Baghdad into the mix and you have a stream-lined draw engine that perfectly complements the Workshop archetype. You’re also granted an amazing discard outlet to fuel Goblin Welder and filter out unwanted cards. Dark Confidant and Bazaar of Baghdad allow the deck to see four cards a turn, and both, as mentioned above, facilitate further abuse by Goblin Welder.
Playing the deck The first rule when piloting Workshop Prison is that you must have three possible threats by turn two. In Vintage you cannot afford to give your opponent a single turn unmolested. Remember, the deck is trying to punish its opponents by taking away turns and grinding away their permanents. The moment the opponent gets ahead of the deck in resource development is the moment in which the deck starts to fight the uphill battle.
This list is built to maximize consistency.
Understanding Upkeep and the Stack.Time and time again I have seen opponents cringe when they realize that during their upkeep you get to stack the triggers of your artifacts. No other deck in the history of MTG has as many upkeep triggers. It is crucial that you understand the way this works.
Here is a pretty basic rundown:
Let’s suppose it’s the beginning of or our upkeep, on board you have two Tangle Wires with four and one fading counters and a Smokestack with one soot counter. Remember that during your upkeep, each Smokestack and Tangle Wire has two triggers each, one adding or removing a counter, and one that sacs or taps based on the number of those counters.
Since they’re triggers from permanents you control, you get to put them on the stack in the order that benefits you the most, basically fade, tap, sac, ramp.
I would recommend putting your triggers on the stack this way:
1. Smokestack @1 ramp
2. Smokestack @ 1sac
3. Tangle Wire @ 4 tap
4. Tangle Wire @ 4 fade
5. Tangle Wire @ 1 tap
6. Tangle Wire @ 1 fade
So they resolve like this, in last-in, first-out order:
1. Tangle Wire @ 1 fade (to zero counters)
2. Tangle Wire @ 1 tap
3. Tangle Wire @ 4 fade (to three counters)
4. Tangle Wire @ 4 tap
5. Smokestack @ 1 sac
6. Smokestack @ 1 ramp
This allows you to lower the first Tangle Wire to zero fade counters and not tap any permanents. Next you fade the second Tangle Wire to three and can tap both Tangle Wires and Smokestack. Smokestack’s sacrifice trigger happens next, so you can sack the Tangle Wire with zero fade counters on it. Then the Smokestack can be ramped to two counters for more sacrificing fun on the next turn.
Let’s take the same situation, but have it happen during our opponent’s upkeep. You’ll say your opponent has a Dark Confidant out too.
Since you own the Tangle Wires and Smokestacks you get to put them in the order you want, and to boot, your triggers resolve first. All triggers are put on the stack in active player, non-active player (APNAP) order. Your opponent’s triggers (Dark Confidant) go on the stack, and then ours, so ours resolve first.
I would recommend putting them on like this:
1. Opponent’s Dark Confidant
2. Tangle Wire @ 4 tap
3. Tangle Wire @ 1 tap
4. Smokestack @ 1 sac
So the stack resolves like this, again from last to first.
1. Smokestack @ 1 sac
2. Tangle Wire @ 1 tap
3. Tangle Wire @ 4 tap
4. Opponents Dark Confidant
This maximizes the value of our Smokestack and Tangle Wires by having our opponent sac a permanent first, leaving them with fewer permanents to tap to the Tangle Wires.
When dealing with our opponent’s Energy Flux, Kataki, and similar hosers in the upkeep, remember that these cards grant an upkeep trigger to artifacts. Since you control the affected permanent, you also control the trigger and can stack it to be least detrimental to your position.
Another helpful tip is to always stack our Dark Confidant triggers to reveal first, before you have to tap or sacrifice anything to Smokestack.
Combating the blue decks, a.k.a. battling Mana Drain The strategy with B/R Stax isn’t to directly combat Mana Drain itself, but to combat the engine that Mana Drain fuels. You do this by resolving a multitude of lock components that incrementally shut down Mana Drain’s power. This means that you have to correctly choose the pattern of casting your spells to hinder Mana Drain archetypes the most. This is probably the most difficult concept to master while piloting any form of Workshop Prison.
Here is a perfect example. Your opponent is on the play and opens as with Island, Mox Sapphire, and then passes.
Your hand is Mishra’s Workshop, Mox Emerald, Thorn of Amethyst, Thorn of Amethyst, Chalice of The Void, Null Rod, Smokestack, and your draw is Dark Confidant.
You clearly have three threats by turn two, but what’s the most efficient way to minimize Mana Drain? What do you do?
Think about it...
The core strategy of the deck is to reverse Time Walk your opponent over and over. This is how you’re going to do it:
Mox, Shop, Thorn (Drained), CotV, Thorn, pass.
CotV halts acceleration from future moxen.
This allows you to cast Confidant if you draw a land next turn and allows you to cast Null Rod too. If you lead the Null Rod first it would stop the Confidant from coming down. Another Workshop allows you to drop both Rod and Stack.
Locking down the metaTezzeret: This deck is engineered to slaughter Vault-Key decks and it just happens that Tezzeret is the most prevalent of them. Each of our lock components incrementally adds up to hinder Tezzeret’s game plan. In the end you should pull ahead of the Tezzeret deck if you minimize their lines of play. Watch out for Darkblast in Tezerret’s main; it can become problematic until you can put down a Chalice of the Void at one.
Since the mainboard is already pretty dominating against Tezzeret, I usually just bring in two Red Elemental Blasts to combat their bounce or other blue spells.
-2 Crucible of Worlds
+2 Red Elemental Blast
Some of the new lists that play Red might bring in Ingot Chewer. Be on the lookout for this. One of our strongest weapons vs. Tezzeret is Null Rod; it shuts down their combo and hinders their mana development.
Painter: Painter already has a pretty bad match up versus Stax since you run few blue cards for their red blasts to prey on. I would recommend boarding like this.
-4 Thorn of Amethyst
+2 Vashino Heretic
+2 Rack and Ruin
I chose not to bring in Red Elemental Blasts because any decent Painter pilot isn’t going to choose blue if his opponent is playing red. In my experience, I have found that most competent Painter players side out their blue spells in favor of Ingot Chewers and other red-colored forms of Stax hate.
Combating FishThis matchup can be quite a battle since they will be dropping permanents just as fast as we will. Your strongest tools in combating this archetype are Tangle Wire, Wasteland, Crucible of Worlds, Smokestack, and Chalice of the Void set at two. Tangle Wire halts their aggro assault; Crucible of Worlds helps recover from their Wastelands while complementing our own; and Smokestack will eat their board. Don’t be afraid to use Bazaar of Baghdad aggressively. Getting Threshold online is imperative so that Barbarian Ring and Cabal Pit are active as soon as you find them.
On the other side of the table, Trygon Predators and Qasali Pridemage have been showing up lately so be on the look out for them. They are very annoying if you don’t have Tangle Wires or Welders to deal with them. Another thing in combating Fish is that you’ll probably stabilize when our life total is in the red zone. This can be mentally taxing, but remember that a life total is just another resource. It doesn’t matter if you win at 20 life or two.
If they’re playing blue or Trygon Predator, bring in Red Elemental Blasts. The Red Elemental Blasts also combat Energy Flux if your opponent banks on that helping. Viashino Heretics are helpful if Dark Confidant or Cold-Eyed Selkies rear their ugly heads. The Heretic provides a useful 1/3 body that can block and live through combat.
My overall plan is simple:
-4 Thorn of Amethyst
+2 The Tabernacle at Pendrell Vale
+2 Maze of Ith
The most important thing is Tangle Wire, Smokestack and The Tabernacle at Pendrell Vale. The combination of these three should tie up the fish player and allow you to establish board control.
Combating ComboThis one is tricky. Today’s combo decks, TPS and Steel City Vault, attack Workshops in two completely different ways. TPS tries to reach a critical mass and cast its mass Artifact bounce spell during our end step, while Steel City Vault battles our artifacts as they appear with Ancient Grudge, Ingot Chewer, and other non-blue answers. This calls for a completely different way of attacking each deck.
TPSTPS has a rock-solid mana base which usually includes two basic Islands and two basic Swamps. Post-board it will most likely have even more basic Islands. This lethal combination of basic land makes it virtually impossible for you to attack the mana base outside of Strip Mine. TPS also has the uncanny ability to win through Null Rod since it contains Dark Ritual and Cabal Ritual. In battling through these strengths, Smokestack, Thorn of Amethyst, and Chalice of the Void at one will be our best tools. Don’t be afraid to ramp up Smokestack beyond one. It is crucial that you apply as much pressure through Smokestack as possible so their mana base gets eaten away. Toss in a Thorn of Amethyst or two and it will usually equate to victory.
In my experience a TPS player’s first tutor target is a mass bounce spell, so be on the lookout for the point in which they reach critical mass with their mana. Like I stated earlier, it is crucial that you do not let them hit their critical mass of mana.
Our maindeck has the tools to win against TPS. Post board you know that they will be bringing in a few basic lands and some blue artifact bounce. I tend to sideboard the same as I do for the Tezzeret match:
-2 Crucible of Worlds
+2 Red Elemental Blast
Steel City VaultThis deck relies heavily on its artifact acceleration since it excludes Dark Ritual and has a fragile mana base to support all five colors. Unlike TPS, SCV is very susceptible to Wasteland and Null Rod. These are going to be MVP’s in this match up. Crucible of Worlds will be important as well since it allows you to replay Wasteland. SCV runs a few Goblin Welders too, so be careful in the decision of what to sack to Smokestack. I feel that this match up is more favorable than TPS, but don’t underestimate SCV. The deck can explode in a single turn by drawing a million cards and utilizing its multicolored resources to the fullest.
Steel City Vault seems to be on the rise and tend to abuse a non-blue way of dealing with artifacts, but Red Elemental Blasts are still the best answer for dealing with their most powerful spells.
-1 Bazaar of Baghdad or a Dark Confidant
-1 Darkblast
+2 Red Elemental Blast
Unlike the Tezzeret match up you’ll have to keep your Crucibles in to hinder their mana development. Instead of waiting to use Red Elemental Blast on a mass artifact bounce spell, try to counter their blue draw spells.
Goblin charbelcherIf Nat Moes is playing at your tourney you’ll need to know this: first, win the die roll; then sideboard like this:
-2 Crucible of Worlds
+2 Tabernacle at the Pendrell Vale
Oath of DruidsOath can be a scary match up. You want to utilize Tangle Wires and Smokestacks as much as possible in order to race a quick Oath of Druids. Make sure to use Wastelands to control the amount of Forbidden Orchard tokens that are being produced. Chalice of the Void will slow them down, but it is by no means a hard lock. This is one of the tougher match ups, but it is far from un-winnable.
From the sideboard, you bring in Maze of Ith to deal with the Oathed up creatures:
-1 Darkblast
-1 Dark Confidant
+2 Maze of Ith
Some people have questioned pulling of Darkblast from the main in games two and three because it can deal with Orchard tokens. The problem you have run into with this is that while you’re trying to deal with the tokens by dredging over and over you don’t really advance our board position. This lets our opponent dig and draw cards to either find another Forbidden Orchard, counterspell, or Chalice of the Void for one. Look for cards that immediately affect the game state.
DredgeGame one is pretty much un-winnable unless you draw God and they draw garbage. Postboard B/R Stax becomes very strong. You will have graveyard removal, and it is possible to get an active Goblin Welder out with a Tormod’s Crypt. Another helpful hint is welding out their Chalice of the Voids at zero for their discarded Serum Powders. This allows you to play your Tormod’s Crypts with impunity. Depending on game state, I would recommend playing Thorns first instead of Goblin Welder due to the threat of Contagion.
Game two and three are a whole different animal. Thorn of Amethyst, Wasteland, and Trinisphere are of huge value in this match up. Thorn of Amethyst hinders Cabal Therapy and Dread Return while Wasteland deals with their Bazaar of Baghdad. If the Ichorid opponent is playing a heavy contingent of blue draw spells, Thorns, Trinisphere, and Wastelands become even more effective. Chalice of the Void at one will shut down much of their control and sideboard answers; you can use that, permitted the cards in our hand allow us to play around it as well.
-3 Null Rod
-2 Chalice of the Void
-4 Tangle Wire
-2 Smokestack
+2 Tabernacle
+2 Maze of Ith
+3 Relic of Progenitus
+2 Tormod's Crypt
+2 Viashino Heretic
The MirrorUnderstanding the Workshop mirror is probably the most skill intensive application in Magic. No other mirror match in Magic will test your level of endurance and mastery as this one. Always keep track of how many permanent you have versus how many they have. Work on Mastering Goblin Welder--how to maintain Welder advantage, when to Weld properly, and when to swing with Welder. Learn when to use Wasteland and when to ramp Smokestack above one to win the permanent race.
Against other Workshop decks you have a superior draw engine, so B/R Stax can grind out workshop mirrors favorably. The biggest concern in the mirror is finding Crucible of Worlds; the second is avoiding Triskelion; and the third is finding a way to eliminate opposing Welders and Gorilla Shamans. You have Null Rod to combat Triskelion, Sword of Fire and Ice, and Metal Worker. And Rack and Ruin and Viashino Heretic are obvious inclusions. Depending on the build I will board out Null Rod sometimes for Relic of the Pro Gamer instead of the Thorn. This usually comes up versus Workshop Aggro decks that rely on cards unaffected by Null Rod such as Razormane Masticore and Duplicant.
-3 Thorn of Amethyst
-4 Tangle Wire
+2 Rack and Ruin
+2 Vashino Heretic
+3 Relic of the Pro Gamer
Some tips on playing the deck. Do not be afraid to mulligan aggressively. If you can’t lay down three threats by turn two, ship your hand back for a new one. You have to understand that a sub-par hand is probably not going to get there against a competent blue mage. The deck is designed to work through a Smokestack set at one so don’t be afraid to ride it out for the long haul.
Every card in the deck except Dblast is a permanent so in theory you’ll never be unable to put a permanent into play.
You should also never be afraid to ride out Dark Confidant. The card advantage gained from him over the course of a game should let you topple any opponent. Remember, that he can technically be in play for 17.64 turns. This will blow peoples’ minds. Trust me, you’ll be grinning when your opponent is planning on you dying from your own Confidants.
Keep track of your high casting cost artifacts when Confidant is out. It helps a lot when you’re figuring out your future plays.
Remember that you’ll stabilize below 10 life a lot versus Aggro.
Personal things…..
On Ensnaring Bridge--It never made sense to me that I would side in high casting cost artifacts to deal with Aggro since I’ll be taking infinite damage from them. I do tinker around with Ensnaring Bridge sometimes when I up my Bazaar of Baghdad count to three or four.
The Gorilla Shaman Conundrum--I have always found Gorilla shaman to be too mana intensive. He is good, and I know that he has fanatical followers; I just don’t think he is right since Null Rod does the same thing at a slightly less cost.
The Trifecta: Demonic Tutor, Vampiric Tutor, and Imperial Seal--These cards are busted and I would run them if I were to omit Chalice of the Void. Denying an opponent the ability to develop mana is currently better than tutoring up bombs, and bombs are worthless without mana.
Jester’s Cap--The best meta-game hate card that I can think of. Even better than Null Rod. Sucks it costs 6 to use.
I hope this little bit of information provides some insight to the soot covered workshop Mishra operates.
-Twaun007
EDIT: May Trinisphere get unrestricted.
Shout outs and references
Cron, Chang, and Vroman; The godfathers of stax. I pour a bit out of my 40oz for you guys every time.
Stephen Q. Menedian; If it wasn’t for your enthusiasm and love for the format I probably wouldn’t be playing Vintage right now.
Nam "Nartman99" Tran; The stax oracle.
Nick “Prospero” Detwiler; CEO of the N.Y.S.E and East coast Workshop dominator.
Jerry “Yangtime” Yang; Perhaps one of the greatest wheel men ever. Your ideology towards the game has defiantly helped me understand the finer aspects of the workshop genre.
Mark “Snoop Trogg” Trogodon; clearly reside outside of the box when it comes to Workshop design and theory.
The rest of the Cleveland Crew; We really are the Workshop Mecca of the world.
Nat "Lochinvar81" Moes; Without your mastery of the English language this primer would look like a three year old wrote it and I cannot thank you enough for helping me with it. May you see Goblin Charbelcher in your opening hand for all eternity.
GWS; Thanks for letting me on the Team.
SMIP 5c Stax in actionTLWR NYSE 5c Stax$T4KS The $4000 Solution to type 1The Harmony of Spheres; A Closer look at TrinisphereThe Many Flavors of Cron Stax and preparing for GenconHow to Test for VintageStax DissectedBluffing Drains and Storming BrainsSharpening your Skills; Playing with and around Mana Drain