BELLTOWER STAX4 Badlands
4 Mishra's Workshop
3 Urborg, Tomb of Yawgmoth
1 Bazaar of Baghdad
1 Tabernacle at Pendrell Vale
1 Tolarian Academy
1 Bloodstained Mire
1 Strip Mine
3 Wasteland
1 Mox Emerald
1 Mox Ruby
1 Mox Jet
1 Mox Pearl
1 Sol Ring
1 Black Lotus
2 Triskelion
4 Lodestone Golem
4 Smokestack
4 Dark Confidant
3 Tangle Wire
4 Sphere of Resistance
2 Kormus Bell
3 Crucible of Worlds
3 Null Rod
3 Goblin Welder
1 Trinisphere
1 Darkblast
1 Earwig Squad
Sideboard1 Tabernacle at Pendrell Vale
1 Ravenous Trap
3 Greater Gargadon
3 Rack and Ruin
2 Red Elemental Blast
2 Relic of Progenitus
2 Tormod's Crypt
2 Earwig Squad
Card ExplanationUrborg, Tomb of Yawgmoth
*Makes your Bazaar, Mishra's Workshop and Tabernacle tap for mana.
*Ensures consistent turn 1 and turn 2 Dark Confidants
*With Kormus Bell, it makes every land a 1/1 creature
Bazaar of Baghdad
*Primarily to fuel Goblin Welder
*Drawback is offsetted by the use of Dark Confidant
*Urborg, Tomb of Yawgmoth helps make Bazaar of Baghdad more useful
Dark Confidant
*Draw engine of the deck
*Easily castable
Triskelion
*Works as an Armageddon once Kormus Bell is active
*Goblin Welder can abuse it
*Helps with overall beats and control versus aggro decks
Lodestone Golem
*Increases clock with Juggernaut body
*Sphere effect
Trinisphere
*Sphere effect
*Gives time to drop Null Rod / Kormus Bell
Crucible of Worlds
*Strip locks
*Recur Tabernacle after you armageddon/wrath of god your opponent with an active Kormus Bell
Null Rod
*Helps the mana denial route of the deck
*Only 3 because you really don't want to see more than 1 each game. Sphere effects help to get a turn 1 lockpiece out
Smokestack
*Welder tricks
*Active Kormus Bell with a smokestack means that your opponent won't be able to tap for mana
Tangle Wire
*This thing is a triple time walk
Dark Blast
*Randomly snipers Dark Confidants of your opponent (or your own vs dredge)
*Randomly snipers off enemy lands with Kormus Bell
*Goblin Welder and Crucible of Worlds can abuse the dredge mechanic
Kormus Bell
Combo with Urborg, Tomb of Yawgmoth
*Makes all lands unable to tap for mana the turn it comes into play (Summoning Sickness)
*Makes your opponent's mana base very vulnerable to Darkblast, Tabernacle and Triskelion
*Increases utility of Tangle Wire because your opponent gets tapped out first, then plays an untapped land, which can't tap for mana (Think Tolarian Academy for Hurkyll's Recall)
*Increases utility of Smokestack because your opponent has to sack first, then plays an untapped land, which does nothing, the next turn, he gets to sack the land he just played.
*Serves as a win condition through lands
Earwig Squad
*Prowls with Goblin Welder
*Prowl cost easily affordable with Urborg, Tomb of Yawgmoth
*Extra juggernaut
The name comes from Kormus Bell and Tabernacle at Pendrell Vale. Sun Tower is also a legacy stax variant.
This list is designed to more aggresively attack the board than other builds. It uses the BR framework and it needs to get fixed up a bit. The idea is to use Null Rod to slow down degenerate starts, and attack the mana base using strip locks and Kormus Bell / Urborg. I have specifically avoided adding too much creature removal, to avoid dead draws. There is Tabernacle, Darkblast and 2 Triskelions. The trikes might have to go due to the dissynergy with Null Rod. Maybe replace it for Razormane Masticore or Lava Dart? RMM can be fueled with Confidants. I am still debating whether or not I should play a random Sinkhole or two. Urborg, Tomb of Yawgmoth allows me to get the

rather consistently, and the extra land destruction does help a bit.
I may get rid of the Spheres OR the Lodestone Golems in exchange for cards like Karn, Silver Golems and Gorilla Shamans, to decrease having to rely on Null Rod and avoid getting hosed by Hurkyll's Recall. Also, Goblin Welder can take advantage of actual board destruction much better than Null Rod can.