Here it is, the 5c staxless stax thread!

I wanted to open this thread since i see this deck as a real competitor for the current meta (gush,oath,tezz,ichorid,Mud).
Let's go with the Decklist and my card choosing:
STAXLESS STAX4 Mishra's workshop
4 Wateland
4 City Of Brass
2 Gemstone Mine
1 Tolarian accademy
1 Strip-Mine
1 Bazaar Of Baghdad
17 Lands
4 Goblin Welder
1 Sundering Titan
1 Triskelion
2 Wurmcoil Engine
2 Gorilla Shaman
Creatures 10
5 Mox
2 Mox opal
1 Black Lotus
1 Mana Vault
1 Sol Ring
1 Mana Crypt
1 Tinker
1 Vampiric Tutor
1 Demonic Tutor
1 Crop Rotation
1 Balance
1 Ancestral Recall
4 Tangle Wire
4 Sphere Of Resistence
2 Ratchet Bomb
1 Trinisphere
1 Memory Jar
2 Crucible Of Worlds
2 Chalice Of The Void
Side:3 Sylvon Replica
2 Ancient Grudge
3 Red Elemental Blast
2 Chalice Of The Void
2 Tormod's Crypt
3 Relic Of Pregenitus
I like my Stax not 2-3 or 4...but 5 colored...why? well because playing 5 colors i can have an answer for pretty much anything that comes at my way, the only thing though is... you have to be preprared. i have a silver bullet for everything, i tried at some point or another to remove one of those cards listed above but found myself sometimes stranded since i could not find the right answer even having a tutor in hand to get any card i wanted.I like to have this concept with Stax.."Having threats that can be also asnwears to win the Game" But WAIT!!!! I know... i'm sure you are missing the
SmOkEsTaKe and want an explanation before i right anymore... ok, so here we go. Like "iamfish" once wrote...
"There is a new card coming out in Coldsnap. I’ll tell you what it does and then you can tell me if it is good in type 1.
It costs 4 mana(More than Yawgmoth’s Will, Necro, Tinker, or Thirst for Knowledge)
When you play it, here’s what it does:
NOTHING.
You pass the turn. On your opponent’s turn it does:
NOTHING
You take your next turn. You put a counter on it. Then, guess what it does:
NOTHING
You pass the turn. On your opponent’s turn(now four turns later) it does:
The worst Misguided Rage ever. (http://sales.starcitygames.com/carddisplay.php?product=24852)
Okay, big deal. You spent 4 mana, four turns, and a card to make your opponent sacrifice his worst permanent. It can’t get worse, can it.
On your next turn, you sacrifice a permanent as well. Ladies and gentleman, this card is worse than Misguided Rage.
Are you ready for the real surprise. As the more astute of you have already noticed, this is not a card from Coldsnap. On the contrary, it is a card you all have already been using without questioning its merit: Smokestack.
Yes, I am using this forum to suggest that Smokestack is a hands-down terrible card in type 1. I will continue my argument and submit for critique a deck discussion about a Staxless build I have been tearing up type 1 tournaments with.
First, and foremost, let me seemingly go back on my word and so that Smokestack is not unusable, but rather just too much of a situation specific card. Consider that you are on the play versus a Control Slaver deck and you keep a hand including Mox, Mishra’s Workshop, Crucible of Worlds, and Smokestack. This should put you in a very agreeable situation, assuming the Smokestack is not Force of Willed. One would argue that this is the primary reason why the card is good. Here are the flaws in the argument.
1.) The matchup has to do with the quality of Smokestack. If the deck you were playing against were Ichorid, Fish(or some other deck with Wasteland to hit your Workshop and keep Crucible off the board), GrimLong or some other Combo deck, or another Stax deck, you might have an advantage, but certainly not a lock.
2.) Decks like Control Slaver or Gifts, the two decks that this first turn play is best against, can still very commonly handle this draw with a Force of Will, a first turn Welder from CS or a Mox heavy hand from Gifts.
3.) Thoughtlessly claiming that a card is good because it can be part of an early lock makes the following other cards “good”: Nether Void, Possessed Portal, Rule of Law(against Combo), Stasis, and Land Equilibrium.
4.) Thoughtlessly claiming that a card is good because it can combo with other cards, like Stax with Crucible or Goblin Welder, is true, but weak. When you combine two cards in Type 1 they should do things like, Tinker into Colossus, or Weld in a Mindslaver. Basically, I am surprised that people get excited about being able to turn Smokestack, from “each player sacrifices” permanents to “your opponent sacrifice one thing each turn.”
5.) Without a card to combo with Smokestack, in most matchups the card is nothing spectacular, falling just above the line of symmetrical. Type 1 cards need to be a little bit better that “just above symmetrical.”
6.) Most importantly, Smokestack is a very suboptimal draw mid to late game. The card offers an out if played early, but after a few turns, its effects are not felt unless the game runs for many, many more turns.
It is for these reason and more that I would suggest that Smokestack is simply a great sideboard card against Control decks. Unfortunately, this is not much of a claim, as there are plenty of control deck hosers out there to choose from."Card Choices: This was wrote back in 2006, but i still see that it can still apply in this current meta. Especially NOW since MUD has shown up in dominance, and people are packing allot..I mean ALLOT of artifact hate. I started thinking to myself how i wanted cards that could react to things like ancient grudge and nature's claim... cards that had impact on the game as soon as they touched ground.
Every Stax deck I have ever seen (besides UBA stax with the bazaar engine or B/R confidant engine) has the big problem of not having a solid draw engine. I i went to work to solve this problem. I tried everything! every color spell i could think of..but nothing worked. Then one day i had the brilliant idea to add the Sensei's so i could smooth out the top decks, but realized i missed the shuffle effects... then came another brilliant idea to add more crop rotations to shuffle and at the same time use it as a fetch land and to play bazaar/strip to have the game sealed... In theory the concept sounded really good with 4 chalice and sphere to slow the game down, have 4 crucible to give it that strip consistency. It did not work since adding all this stuff also makes you loose some other cards that at times can save you from a tough spot.
So i went back to basics...
4 Tangle wire's: They play the role of "Time Walk"... add in an active welder and those 4 turns can become almost 6-7 turns. I would never dream of playing less tha 4.When played it does something immediately,It keeps Fish’s creatures at bay, and also that horrible card "MANA DRAIN" and heck...even that pesky "Spell Pierce". when played with sphere it usually makes all you spells resolve easily
2 Chalice of the Void: Is it a maindeck, sideboard, or neither card? from testing...i see it as a card that has to be main and side...so it's obvious how i play only 2 maindeck. This is not MUD, most of my spells cost 1-3-and up. setting too many chalice's hurt's you sometimes more than it hurt's them. Chalice is a solid card on the play, but on the draw on the draw you are purely reactionary...so if you are lucky enough to get it in hand good, otherwise at mid game set it at 2 to cut off hurkyl-thorn-fish creature's-mana drain... and the list goes on and on.
2 Mox Opal: Thank you GOD! 5c stax plays 5 color mana base, which at times gives you a shaky mana base involving shops and a thick five color assortment of spells. So back then i used to play 2 relics, but now this card takes it spot since we play enough artifact's to not worry about it's metalcraft ability. I play 2 since i would first need to figure out what else to take out to find room for other 2, but it's leggendary...so..
2 Wurmcoil Engine: Oh yes! the big bad WURM!!!! He is the MAN of the deck... that card that saves me from fish. my main concern when playing this deck was the 50% chance of loosing to Fish deck's. but now adding in the Wurm i see my possibility's rise 60-70% once he resolves. he gains life, kills the goyf...and most of all laughs at the quasali ability. Not to mention the horrible situation that Mana Crypt/city has put all of us where gaining some life is mandatory.
SIDE: At one point i almost gave up on this part. The advantage of playing a 5c deck is the ability to have a wide veriaty of cards to chose from to battle other decks, the problem though is having too many ideas and trying to fit them all in a 15 card slot.
My main concerns were Ichorid,Oath,Mud and Fish.
3 REPLICA: Biggest concern was Oath, i liked the ray of revelation...but also love playing chalice at 2. ok, so next came nature's claim which could also be used to play against MUD, but only one problem occured...MUD loves playing chalice at 1 against me, or having that thorn in play followed by a lovely waste

Then i read a Report by "Punki" and saw the Replica, i never gave it a thought, actually i really did not like it...until i tried it and saw the result's. I'ts artifact,can be played first turn with workshop, a 1/3 body, can do nice tricks with welder, chalice at 2 or 1 does not hurt,can be put in an oath as well as a Mud match-up... oh did i mention it's an artifact that cost 3?
2 Chalice: For the "On the play" against pretty much any deck. does wonder's against the TPS match-up.
3 Relic's/2 Tormod's: For the Ichorid match i figured the 2 tormod's/3 relics. leyline was not consistent, and if bounced i had no way to put it back in play right away..relic's/crypt are artifact,cheap, and reusable with welder.
Since i saw allot of threads on different Stax/Mud decks, i wanted to maybe get your interest in a deck that for the current Gush-Control-Mud ..meta has a very good shot at being a tier one deck.
I'm sure for the people that will try to play this deck it will feel really different from other builds since this deck is allot less aggressive compared to other Stax deck's that are available, but i guarantee that with enough play and practice this does bring in result's. (Modify it depending on Meta)
-BOMBERMAN-