The Stack (Type 4)
(720 Card Cube)
The Stack (Type 4)
Cube ID
Art by Jason ChanArt by Jason Chan
720 Card Multiplayer Vintage Cube4 followers
Designed by Tucker7988
Owned
$9,302
Buy
$1,741
Purchase
Mana Pool$1690.58
cwubrgs The Stack cwubrgs
What is it?

The Stack is played using the rules of Type 4, also known as Limited Infinity. Gameplay is defined by each player having access to unlimited quantities of all mana colors and types at all times (including Colorless and Snow mana) but a player can only cast one spell each turn, with some exceptions. The Stack can be played as 1v1 or multiplayer with ideally 4 players.

Rules
  1. Each player begins the game with 20 life in group games (3 players or more) and 30 life in 1v1 games.
  2. Each player has a starting hand size of 7 cards and a max hand size of 7 cards.
  3. Each player has unlimited quantities of all mana colors and types at all times (including Colorless and Snow mana).
  4. A player can only cast one spell on each player’s turn, including their own.
  5. A player can cast spells using an alternate cost for "free", meaning the spell will not count against that player's spell limit for the turn. This would be spells that are not cast for their Converted Mana Cost (CMC or Mana Value) or are cast without paying their mana cost. A player can cast any number of free spells per turn. Examples under the Free Spells section below.
  6. If two activated abilities create an infinite loop, tie goes to the second ability activated in the loop (a.k.a. the responding ability). Examples under Infinite Loops section below.
Free Spells

These are spells that will not count against your one spell per turn limit. This would be spells that are not cast for their Converted Mana Cost (CMC or Mana Value) or are cast without paying their mana cost.

  1. Scenario - My hand consists of the following cards:

I can play each of these cards without using my spell limit for the turn by casting them using their alternate costs. Hidden Dragonslayer can be cast facedown as a morph creature. Bringer of the Red Dawn can be cast for wubrg as an alternate cost. Mulldrifter can be cast for evoke (he will be sacrificed due to evoke, but free draw!). Counterflux can be used to defend my board from removal or my spells from opposing counters when cast using overload.

  1. Example Non-keyword Free Spells:

  1. Example Free Spell Keywords: Flashback, Morph, Encore, Overload, Dash, Surge, Suspend, Cycling
Infinite Loops

Because mana is unlimited, there are some activated abilities (that don't require a tap as part of the cost) which can be used an infinite number of times. This can cause two abilities to cause an infinite loop of players activating the ability. The general rule of thumb is the second ability activated (a.k.a. the responding ability) will prevail. Below are scenarios to help address these loops.

  1. Scenario A: Deepfire Elemental targets Armored Guardian with its ability to destroy a creature. Armored Guardian responds by attempting to gain protection from black. At that time, Deepfire Elemental could target Armored Guardian again and Armored Guardian would again respond by trying to gain protection from black. This would create an infinite loop. As Armored Guardian was the second ability activated, Armored Guardian's ability would prevail and he would gain protection from black and live.
  2. Scenario B: Armored Guardian is targeted by Assassin's Trophy. Armored Guardian responds by attempting to gain protection from black. Deepfire Elemental responds by targeting Armored Guardian with its ability to destroy a creature. Armored Guardian responds by attempting to gain protection from black. At that time, Deepfire Elemental could target Armored Guardian again. This would create an infinite loop. As Deepfire Elemental was the second ability activated in the loop, it would prevail and destroy Armored Guardian.
Draft Formats

The Stack can be drafted in many ways. All cards drafted are played since meeting mana requirements is not an issue.

  1. You can take a random pile of 45 cards and call it a deck. With no need for mana producing lands, this is a quick and easy way to jump into a game.
  2. Booster Draft - Standard drafting process
  3. Rochester Draft - Good for learning important picks when playing with experienced players.
  4. Winston Draft - Once a pile reaches 5 or more cards, it is shuffled into the draft stack and a new card is flipped over.
  5. Winchester Draft - Winston draft that is face up instead.
  6. Fat Stack - Where the Stack originally got its name. Players share a single deck of cards (second deck is not needed).
  7. Back Draft - Draft the worst deck possible for your opponent.
Archetypes

Below are some examples of archetypes available in the Stack. Note: it may not be possible to build a deck entirely around a single archetype so it is important to find balance.

  • Creature Cheat - Cheating creatures into play from your hand. This archetype looks to flood the board with creatures without using your spell limit. This also makes it more difficult for opponents to counter the creatures entering the battlefield. Cards to look for:

  • Reanimation - Cheating your creatures into play from your graveyard. This has a strong overlap with Creature Cheat decks so it can be good to pair together. The main component to look for here is effects you can use to mill yourself and return your creatures from the grave to the battlefield. Cards to look for:

  • Mill - Emptying your opponent's library. This is a small archetype so you'll want to use it as only part of your strategy, while still drafting value creatures and spells. Also remember that milling yourself can create card advantage for you if your deck utilizes the graveyard. Cards to look for:

  • Spells - This is an archetype you will regularly build into with the Stack as it includes some of the highest value generating cards. Players will always want to draft instant speed spells so this archetype tries to get additional value out of those cards by allowing for increased draw, copying spells, or generating tokens. Cards to look for:

Combos & Interactions

The Stack is full of many combos and interactions that can generate a significant card advantage or even instantly win a game. Below are just some of the interactions you'll come across.

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With Soul of Innistrad on the battlefield, flood the field with Pack Rats by constantly returning creatures from your grave to hand with Soul of Innistrad and discarding them to Pack Rat.

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With Soul of Innistrad on the battlefield, evoke Cloudthresher for free at instant speed, then after it has died, return it to your hand from your grave with Soul of Innistrad and repeat. Need to have more life than your opponents since the damage from Cloudthresher is symmetrical.

or
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Only eliminates a single player but its a strong combo for dealing infinite damage.

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Lets you draw as much as you want for free. Also works with any other free instant or sorcery draw spells.

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Deals 24 damage to each opponent.

+
or

Deals 18 damage to all players.

+
or

Give Masticore lifelink and target itself then regenerate each time for infinite life gain.

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Use Rummaging Wizard to fill your graveyard then play Sedris, the Traitor King and unearth each creature.

Tips
  1. The Stack has a heavy focus on tempo. Well timed counters and threats can win, even through your opponent's card advantage.
  2. Instant speed cards are very important to maximizing your play. This includes instants, creatures with flash, or abilities like cycling. Since at least half of your window to cast spells is on your opponent's turn (more than half in multiplayer games), you want to make sure you are using that time with instant speed cards.
  3. Build around an archetype but still find balance so you are not stuck with too many dead cards in hand at any given time.
  4. Draft draw spells. Gaining card advantage and refilling your hand is important.
  5. Hold priority when activating abilities multiple times to guarantee you get the number of activations you need. Split Second is in the Stack and it is good at disrupting plans.
FAQ

Q: Why don't you have tutors (search effects) in the Stack?
A: There are multiple reasons:

  1. Tutors slow down the pace of the game by constantly searching and shuffling.
  2. The Stack has many very strong cards and it is already difficult to narrow it down to 720. Adding tutor effects would dilute the quality of cards in the Stack.
  3. There are many draw effects in the Stack that help to get more resources.

Q: Is there a more accurate value tracker for the Stack list?
A: Yes! You can view it here.

Banned List

Cards that are too powerful for the current power level of the Stack. Cards are known to come off this list and be added to the Stack as newer cards become available that increase the number of options to deal with them. Additionally, some cards may be moved to the 1v1 Banned List when found to be acceptable for 4 player group games.

1v1 Banned List

These are cards that are part of the Stack list for the purpose of 4 player group games but are too high of power level or unfun for 1v1 games. Simply remove these cards before drafting for 1v1 games. This list is subject to change as the power level of the Stack grows.

March of the Machine: The Aftermath didn't provide much that we wanted to try. We've taken this time to look at some older cards we'd like to test out. The big addition are double-faced Ixalan lands which it was tough to meet the criteria to flip them in the Stack, but the back side (land) was strong. These cards are just treated as the land side and we completely ignore the reverse side. Shoutout to @SuperTainted for the idea.

Removed:
  • Skarrg, the Rage Pits - With the addition of new lands, weaker lands are getting replaced. The benefit of this one is that it can give trample, but that's just not enough.
  • Dragonlord Kolaghan - This was always considered the bad Kolaghan in the Stack (Dash Kolaghan is better in most instances Kolaghan, the Storm's Fury). A hasty flier and haste for all your creatures is good, but feels like it is just missing the mark on what we want.
  • Vona's Hunger - We coninute to replace basic effects with strong ones. This provided an edict effect for each opponent, but that wasn't enough.
  • Gavony Township - A buff when you can go wide with tokens. However, there just aren't enough ways to go wide in the Stack so this was generally a slow effect and only gained a small amount of additional power.
  • Decree of Savagery - Same as Gavony Township, though it is also used as a combat trick. However, it just hasn't done enough to pump a single creature.
  • Stonehoof Chieftan - This was given the nickname, Lumpy Butt. While a memorable card, it was constantly a last pick in the drafts and he didn't meet the needs of the Stack.
  • Blighted Cataract - This is free draw, so why remove it? It's a one time effect and the Ixalan lands will be better repeatable effects.
  • Master of Cruelties - The perfect defense on the ground but there is too much evasion to get around him. He is also a hinderance with the attacking alone restriction.
  • Pulse of the Forge - This is an oldie that has been in the Stack for a long time, but power creep has made this a weak card.
  • Pestilent Cauldron - Wanted more grave hate in the Stack, but this was just too weak and always a last pick.
  • Loreseeker's Stone - We knew it when we added this to the Stack. Three cards every turn is too good. Card draw wins games in the Stack and this one going unanswered will just bury your opponents.
  • Thought Distortion - The next few cards have a similar theme of banned in 1v1 and generally unfun for the player on the recieving end. No one like to lose their hand.
  • Resounding Scream - Not as egregious as some discard, but still too good for 1v1 and not good enough for 4 player games.
  • Hypnox - Given that this is banned in 1v1, it simply removes a player from a 4 player game and no one wants to be the odd man out.
  • Worst Fears - No one wants to lose their turn and have their board state wrecked. Sure there can be interesting and creative moments, but most of the time it isn't fun.
  • Mindslaver - Same as Worst Fears.
Added:
  • Tranquil Frillback - This is the only card from Aftermath that seemed worth trying out. Small body but a solid utility card.
  • Atzal, Cave of Eternity Side -
  • Azcanta, the Sunken Ruin - A very good dig effect that has some limitations.
  • Conqueror's Foothold - Ok, this could be too good, but we're going to try it out. This gives draw, discard in the few instances you may want it, and returning creatures to hand (should be fun with Wrecking Ogre).
  • Gold-Forge Garrison - An better Urza's Factory and certainly could become a problem in 1v1 so we'll keep an eye on it.
  • Grafted Exoskeleton - We've shifted our thoughts about Poison counters (R.I.P. Skithiryx, the Blight Dragon) and needed more viable and threatening options. So why not just make any creature a threat.
  • Legion Loyalty - Attacking every opponent with each of your creatures seems good. Sometimes too good maybe, but we'll find out.
  • Metzali, Tower of Triumph - Offense and defense in one package. We like what this can do, but may need to keep an eye on it just in case it is too good.
  • Spires of Orazca - Another Maze of Ith effect, but that's ok.
  • Spitfire Bastion - Versatility in bolting players or creatures.
  • Sheoldred - A well rounded double-faced card with a good ETB effect.
  • Jin-Gitaxis - We're not sold on this one and maybe it is too situational, but we think it deserves to be tested.
  • Havengul Laboratory - We completely missed this one when it came out. we like the options to draw or try to reanimate. Would like more lands like this in the future.
  • Grave Endeavor - Oh boy, this card does it all. Instant speed reanimation, life loss for opponent's and life gain for you. I could see this needing to be on the watch list for 1v1.
  • Pyromancy - This is a high risk, high reward card. It is banned in 1v1, but in multiplayer it can win you the game, but the random discard adds some risk into the mix compared to Knollspine Invocation.
  • Winged Temple of Orazca - Grants evasion and buffs a creature. A strong offensive, especially when paired with Worldspine Wurm.
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