

There could be whole turn cycles where nothing can be done because of that one Stax player. People don't untap their lands, they don't cast their spells, they just draw a card (maybe) and pass to the next player without doing anything. The perfect game for a Stax player is one where nothing happens, and nothing keeps happening until everyone else has conceded. A game that would've lasted an hour without Stax can easily become three or four with it, as players desperately fumble for any resources they can. The big problem with Stax is that it drags a game down to a crawl. To make up for their comparative lack of creatures, they could also run things that stop opponents from attacking them, such as Propaganda, Ghostly Prison, Crawlspace, or Archon of Valor. They might run a lot of mana sources, like lands and artifacts, or use permanents that reduce costs just for them like the Medallions. It'll also use permanents to try and keep ahead of its own limitations.

They'll run a lot of artifacts and enchantments that limit the table, and only a few creatures (a creature-heavy Stax strategy is usually known as a Hatebear deck instead). Stax focuses on using permanents to influence the table, which is its key difference from the more traditional instant- and sorcery-based Control decks. Tapping down resources on the board before they can be used (things like Stasis and Winter Orb).Making spells too expensive to cast with taxing effects (such as Aura of Silence, Thalia Guardian of Thraben, or Thorn of Amethyst).Removing resources through destruction and sacrifice (cards like Smokestack, Anowon the Ruin Sage, or the banned-in- Commander Braids, Cabal Minion).
