@ReubenG,
What kind of Scenario's are you interest in? Opening hands, gamestates, SB / non SB games.
Use of the stack is only relevant if you're actually playing with a prison variety, the aggro decks don't really use the stack like a deck packing smoke stack does.
Yeah I did mean prison decks. I would say mostly stacking your upkeep triggers for optimal play.
For example, I was testing the list in your article against Matt's Rune-Scarred Demon Oath list. Oath and orchard(tapped) and Island on one side with Shop, Chalice (0), Mox Pearl, Smokestack (1 soot), and Tanglewire(4) with a spirit token on the other side. Stax players turn, with no creature threats in hand, what are the things to be thinking about when stacking these triggers on my turn and the following turn with Oath in play. It may be obvious to someone playing it, but for me just getting into testing Stax Prision, it would help to hear someone else's thought process determining lines of play.
I'm not a fantastic stax player, but here's my take:
On your turn, stack like so (bottom to top):
- soot increase
- smokestack sacrifice
- tangle wire tap down
- tangle wire fade
This results in you removing a fade counter, tapping the spirit, tangle wire, smokestack, then you sacrifice the spirit, then you put a 2nd soot counter on the smokestack (or keep at 1 more likely, given the game state). Oath doesn't go on the stack because you have no legal targets.
On oath's turn, stack like so:
- (oath doesn't go on stack because it has no legal targets)
- tangle wire tap down
- smokestack sacrifice
Oath must first sac 2 perms, then it must tap 3 perms, then go to draw step.
Does that make sense? My reasoning for that order is that it minimizes the drawbacks to your board and maximizes the drawbacks to the opposing board.