Originally Posted by
Noctalor
Well, the thing is, making the deck more competitive has noting to do with making the deck able to "win".
The plan of the deck is simple, prevent your opponent from playing, you can achieve that either by extreme denial or lock pieces.
Making this deck stronger means find ways to execute this plan better.
Once your opponent is locked out of the game literally anything can win you the game, you are literally against an opponent which cant play any card and controlling no permanent, metalworker beatdown is enough to win in that spot.
Bridge is surely one of the best lock piece we have in our arsenal, at best it straight up wins the game and at worst its absolutely useless, still:
1) we have a pretty hard time against deck trying to rush us, bridge is the only thing that can reasonably save us from not so uncommon scenarios such as a turn 2 tarmo which hits for 5 the next turn, karn is a great addition because he is also able to slow down the pace of the game by spamming reasonably big tokens
2) we are extremely well positioned against any deck which doesnt care about bridge
3) really, we have no other plans against a decent board, and this is the biggest problem with stax, we must start strongly, or we are likely to be able to lock the opponent out, but still lose to their beatdown, bridge is the best card to prevent that.
an example could be having crucible + wasteland against canadian and still losing to a delver because we are not able to recover (mind that often delver is hitting for 5 because we must use tomb), both bridge and bomb are needed to save those games.
Also, talking about explosive starts, this is one of the main reason to run worker.
Firstly, I currently no longer run worker, because in my experience it just gets removed too often before I can activate it.
Still, the "you need a full hand argument" is really, not that well thought.
You should consider worker as a card that (if able to last a turn) is able to cast your entire hand once, and then becomes a decent dork able to ramp up some mana intensive plays such as inventors' fair or just casting your spells w/o having to use tombs.
The thing is, casting your entire hand turn 2/3 usually means that you just win the game.
Its not like we wait the right moment to cast our spells, we would dump our hand turn 2 all the times if possible, most of our cards work best if resolved early, and lose a ton of potential if not.
Considering the "bad side" of a post activation of worker really means little, is having 10 free mana and being able to cast your entire hand is not enough for you to win,you would have lost anyway.
The only reason not to run 4 bridges is bacause you are absolutely sure that you never play against creature decks, which is quite unlikely.
The only reason not to run 4 workers is because you are afraid they are going to get removed too often, and you prefer to not be soft to removals.
Also, worker is actually amazing with bridge, because you often lose by not being able to dump your hand fast enough.
Really, consider this card
Trashcan Ritual :3:
Suspend 1
add :10:
Would you run it?
If not, why not?