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Introduction
Traxos is one of the most unique decks in my box. Unlike most of my decks that focus on subtlely and value, this one focuses on raw in-your-face aggression, attacking, and even a few equipment. Traxos comes out fast and hits like a truck. The play-style is similar to what I envision Legacy MUD decks to look like: generate colorless mana in bulk, play an early fatty and smash it up.
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Why the TRUCK would you play Traxos?
Why the TRUCK?
1) You like raw power.
2) You enjoy voltron strategies, or equipment, or the combat phase.
3) You like big trucks, and you cannot lie.
1) You like raw power.
2) You enjoy voltron strategies, or equipment, or the combat phase.
3) You like big trucks, and you cannot lie.
Why the TRUCK wouldn't you play Traxos?
1) You hate combat.
2) You hate equipment.
3) You hate aggression.
1) You hate combat.
2) You hate equipment.
3) You hate aggression.
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The Deck
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Card Analysis
A brief explanation of some of the 99 finalists in the current deck
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A few quick notes on some of the sub-themes of this deck.
- Mana ramp comes in the form of colorless "bulk" rocks that can produce multiple colorless mana each time. Since this deck has no colors, it can make better use of quantity over quality than others can.
- Traxos naturally wants to take advantage of effects that untap artifacts. This also benefits bulk mana rocks by allowing them to be used multiple times per turn.
- Equipment serves mostly to protect Traxos. There are lots of equips out there that could make Traxos bigger or better, but require more expensive equip costs. Generally, anything that costs 3 or more to equip isn't worth it, but 2 or less is acceptable.
- A lot of the lands in this deck provide "free" value. Nearly every set in the game has one or more colorless value lands that go largely unnoticed because they don't fix your colors. As a colorless deck, we get to reap all of these extra benefits.
Creatures:
- Metalworker: A Legacy staple. Capable of producing 6 or more mana all by himself.
- Foundry Inspector, Jhoira's Familiar: I've grown more and more fond of cards like these that can reduce casting cost of each card rather than just make one or two extra mana. When you can draw extra cards and cast extra spells, this type of effect really adds up in the long run. They also stack extremely well in multiples, or if they ever get cloned.
- Silent Arbiter: A must-have for this type of deck. Makes Traxos hard to block, and makes it harder for opponents to crack back at you.
- Endbringer: An incredible utility creature in a multi-player game. Capable of drawing many cards per "turn", keeping planeswalkers in check, or messing with combat.
- Kozilek, the Great Distortion: I chose this version over the previous for the upside of drawing more cards and the random counter-ability.
Artifacts:
- Mask of Memory: Cheap costs, sees two new cards per combat.
- Champion's Helm: My favorite equipment. Very cheap to equip, grants hexproof not shroud, and gives a p/t boost as well. What's not to like?
- Crucible of Worlds: A utility staple in many decks, this particular list focuses on re-using lands that sacrifice themselves, of which there are many. Unlike traditional lists, there aren't many fetch-lands to re-use, nor basics to dig up. Still, it pulls enough weight to merit a spot.
- Sword of Fire and Ice: P/T boost, extra draw, protection from the most common anti-artifact color, reasonable costs.
- Unwinding Clock: My own personal Seedborn Muse.
- Vedalken Orrery and Shimmer Myr: My love of the "flash" keyword is well-documented.
- Trading Post: Another do-it-all card. Makes fodder to pick up equipment, brings back important pieces from the yard, draws an occasional extra card.
- Mirrorworks: I run a lot of good artifacts, so making second copies of them with all of my extra colorless mana seems good. This hits over 80% of the spells in this deck, which is more than enough.
- The Immortal Sun: One of my favorite new cards. Everything about this card is awesome. The drawback of shutting off a few planeswalkers (three at the time of this writing) is not nearly enough to stop me from playing this everywhere, including here. I only wish it wasn't legendary so that I could clone it.
Lands:
- As mentioned above, there's a lot of "free value" here.
- Arch of Orazca, Cryptic Caves, Geier Reach Sanitarium, Mikokoro, Center of the Sea, Sea Gate Wreckage, Throne of the High City: Extra draws.
- Ancient Tomb, Mage-Ring Network, Shrine of the Forsaken Gods, Urza-tron lands: Extra bulk mana.
- Cathedral of War, Forge of Heroes, Opal Palace, Ruins of Oran-Rief: Extra counters on Traxos.
- Inventors' Fair, Phyrexia's Core, Radiant Fountain, Tomb of the Spirit Dragon: Extra life gain.
- Buried Ruin: Brings back any artifact.
- Blast Zone: Extra removal.
- Field of the Dead: Extra bodies.
This last section is for cards I consider "necessary evils" or "required because I'm colorless". Most of them are pretty expensive and/or slow, but serve a purpose that has few alternatives. If a better solution gets printed, I'll be happy to add it in.
- Kuldotha Forgemaster: Requires haste or an untap step and three pieces of fodder to use, but if you want to cheat a Darksteel Forge into play...
- Duplicant: Very few removal spells can actually exile a creature instead of destroying it, and this makes a relevant body as well.
- Steel Hellkite: An evasive beater that can also remove a number of permanents, if you have the mana.
- Meteor Golem: Removes any type of permanent and leaves a reasonable body behind.
- Scour from Existence, Spine of Ish Sah: Orzhov mages have no idea how lucky they are. At leas the Spine can be copied and comes back.
- Mana ramp comes in the form of colorless "bulk" rocks that can produce multiple colorless mana each time. Since this deck has no colors, it can make better use of quantity over quality than others can.
- Traxos naturally wants to take advantage of effects that untap artifacts. This also benefits bulk mana rocks by allowing them to be used multiple times per turn.
- Equipment serves mostly to protect Traxos. There are lots of equips out there that could make Traxos bigger or better, but require more expensive equip costs. Generally, anything that costs 3 or more to equip isn't worth it, but 2 or less is acceptable.
- A lot of the lands in this deck provide "free" value. Nearly every set in the game has one or more colorless value lands that go largely unnoticed because they don't fix your colors. As a colorless deck, we get to reap all of these extra benefits.
Creatures:
- Metalworker: A Legacy staple. Capable of producing 6 or more mana all by himself.
- Foundry Inspector, Jhoira's Familiar: I've grown more and more fond of cards like these that can reduce casting cost of each card rather than just make one or two extra mana. When you can draw extra cards and cast extra spells, this type of effect really adds up in the long run. They also stack extremely well in multiples, or if they ever get cloned.
- Silent Arbiter: A must-have for this type of deck. Makes Traxos hard to block, and makes it harder for opponents to crack back at you.
- Endbringer: An incredible utility creature in a multi-player game. Capable of drawing many cards per "turn", keeping planeswalkers in check, or messing with combat.
- Kozilek, the Great Distortion: I chose this version over the previous for the upside of drawing more cards and the random counter-ability.
Artifacts:
- Mask of Memory: Cheap costs, sees two new cards per combat.
- Champion's Helm: My favorite equipment. Very cheap to equip, grants hexproof not shroud, and gives a p/t boost as well. What's not to like?
- Crucible of Worlds: A utility staple in many decks, this particular list focuses on re-using lands that sacrifice themselves, of which there are many. Unlike traditional lists, there aren't many fetch-lands to re-use, nor basics to dig up. Still, it pulls enough weight to merit a spot.
- Sword of Fire and Ice: P/T boost, extra draw, protection from the most common anti-artifact color, reasonable costs.
- Unwinding Clock: My own personal Seedborn Muse.
- Vedalken Orrery and Shimmer Myr: My love of the "flash" keyword is well-documented.
- Trading Post: Another do-it-all card. Makes fodder to pick up equipment, brings back important pieces from the yard, draws an occasional extra card.
- Mirrorworks: I run a lot of good artifacts, so making second copies of them with all of my extra colorless mana seems good. This hits over 80% of the spells in this deck, which is more than enough.
- The Immortal Sun: One of my favorite new cards. Everything about this card is awesome. The drawback of shutting off a few planeswalkers (three at the time of this writing) is not nearly enough to stop me from playing this everywhere, including here. I only wish it wasn't legendary so that I could clone it.
Lands:
- As mentioned above, there's a lot of "free value" here.
- Arch of Orazca, Cryptic Caves, Geier Reach Sanitarium, Mikokoro, Center of the Sea, Sea Gate Wreckage, Throne of the High City: Extra draws.
- Ancient Tomb, Mage-Ring Network, Shrine of the Forsaken Gods, Urza-tron lands: Extra bulk mana.
- Cathedral of War, Forge of Heroes, Opal Palace, Ruins of Oran-Rief: Extra counters on Traxos.
- Inventors' Fair, Phyrexia's Core, Radiant Fountain, Tomb of the Spirit Dragon: Extra life gain.
- Buried Ruin: Brings back any artifact.
- Blast Zone: Extra removal.
- Field of the Dead: Extra bodies.
This last section is for cards I consider "necessary evils" or "required because I'm colorless". Most of them are pretty expensive and/or slow, but serve a purpose that has few alternatives. If a better solution gets printed, I'll be happy to add it in.
- Kuldotha Forgemaster: Requires haste or an untap step and three pieces of fodder to use, but if you want to cheat a Darksteel Forge into play...
- Duplicant: Very few removal spells can actually exile a creature instead of destroying it, and this makes a relevant body as well.
- Steel Hellkite: An evasive beater that can also remove a number of permanents, if you have the mana.
- Meteor Golem: Removes any type of permanent and leaves a reasonable body behind.
- Scour from Existence, Spine of Ish Sah: Orzhov mages have no idea how lucky they are. At leas the Spine can be copied and comes back.
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Maybe-board
Spare parts that could get added in the future
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- Arena of the Ancients: Props to the EDHRECast for mentioning this one. Traxos already doesn't untap the normal way, so the downside of this card is largely mitigated.
- Assault Suit: Allows Traxos to attack on other people's turns and get in more damage. Unfortunately, the cost to cast and equip is pretty high.
- Kusari-Gama: One of those cards you'll probably have to read when it gets cast. This basically threatens to wipe someone's board if they choose to block Traxos. It didn't make the final cut because of the equip cost.
- Mystic Forge: The colorless version of Future Sight. I'll probably never use the activated ability, and it'll probably still draw 1 or more extra cards off the top each turn, which is still great.
- Sword of Feast and Famine: Another great all-around card. It didn't make the final cut because this deck favors artifact ramp to land ramp.
- Sword of Sinew and Steel: Very similar to Sword of Fire and Ice...basically just trades an extra draw for up to two removals and slightly better protection against opposing removals. In as soon as I can acquire it.
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Changelog
Changelog
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2019-05-07:
- Deal Broker → Coercive Portal
- Finally picked up a Portal, which mostly functions as a colorless Phyrexian Arena.
2019-05-08:
- Ulamog, the Infinite Gyre → Kozilek, the Great Distortion
- Urza's Blueprints → Ugin, the Ineffable
- Koz offers more much-needed draw power, plus the upside of countering a random spell. Ugin was an easy include once I bought them.
2019-05-10:
- Wayfarer's Bauble → Basalt Monolith
- The abundance of untap effects and the scarcity of basic lands makes the Monolith more effective in this case.
2019-05-24:
- Winding Canyons → Blast Zone
- Yet another new card I finally acquired.
2019-05-30:
- Oracle's Vault → Silent Arbiter
- Finally acquired an Arbiter, and got tired of the Vault randomly exiling expensive things.
2019-06-24:
- Dreamstone Hedron → Metalworker
- Metalworker adds the same amount of mana, if not more, at a reduced casting cost.
2019-07-26:
- Mystifying Maze → Cryptic Caves
- Urza's Factory → Field of the Dead
- Picked up some new M20 lands.
2019-07-30:
- Voltaic Key → Manifold Key
- Scarecrone → Mirage Mirror
- Key upgrade, and the Mirror is infinitely more versatile than Scarecrone.
2019-08-29:
- Worn Powerstone → Palladium Myr
- As mentioned, this version of the card that costs 3 and taps for 2 next turn can also pick up equipment.
2019-09-24:
- Coercive Portal → Karn, Scion of Urza
- Karn is a slightly less conditional draw engine that can also make robots who can in turn pick up equipment.
- Deal Broker → Coercive Portal
- Finally picked up a Portal, which mostly functions as a colorless Phyrexian Arena.
2019-05-08:
- Ulamog, the Infinite Gyre → Kozilek, the Great Distortion
- Urza's Blueprints → Ugin, the Ineffable
- Koz offers more much-needed draw power, plus the upside of countering a random spell. Ugin was an easy include once I bought them.
2019-05-10:
- Wayfarer's Bauble → Basalt Monolith
- The abundance of untap effects and the scarcity of basic lands makes the Monolith more effective in this case.
2019-05-24:
- Winding Canyons → Blast Zone
- Yet another new card I finally acquired.
2019-05-30:
- Oracle's Vault → Silent Arbiter
- Finally acquired an Arbiter, and got tired of the Vault randomly exiling expensive things.
2019-06-24:
- Dreamstone Hedron → Metalworker
- Metalworker adds the same amount of mana, if not more, at a reduced casting cost.
2019-07-26:
- Mystifying Maze → Cryptic Caves
- Urza's Factory → Field of the Dead
- Picked up some new M20 lands.
2019-07-30:
- Voltaic Key → Manifold Key
- Scarecrone → Mirage Mirror
- Key upgrade, and the Mirror is infinitely more versatile than Scarecrone.
2019-08-29:
- Worn Powerstone → Palladium Myr
- As mentioned, this version of the card that costs 3 and taps for 2 next turn can also pick up equipment.
2019-09-24:
- Coercive Portal → Karn, Scion of Urza
- Karn is a slightly less conditional draw engine that can also make robots who can in turn pick up equipment.