Let's Talk About Stax in cEDH

Ethersworn Canonist by Izzy
What is Stax?
We've all had those games; the ones where every single turn is a grind, where you can't accomplish anything, when the player enforcing that grip on the table struggles to actually close out the game. Whether you revel in it or despise it is irrelevant, the strategy persists all the same - these are the stax-locked games.
Ask anyone familiar with cEDH lingo to give you an overview of the format, and chances are that their opening explanation will eventually lead to the umbrella breakdown of, turbo, midrange, and stax. While this article won't delve deeply into the first two categories, attempting to break down stax in a vacuum is a fool's errand, so it is important for us to open with an acknowledgement of its counterparts. Each of these three groups certainly feels different, primarily due to their usage of time.
Turbo is aggressive; a game of cEDH is a race, and turbo decks will burn through any resource at their disposal to outpace their opponents. Whether it is repeatedly sacrificing their Commander, blitzing away their own life total, or pitching card after card from their hand in the pursuit of mana, the plan is to and and win as fast as possible. Defensive interaction may be lower for these lists, as their mantra is that of win before your opponents can set up.
A classic turbo commander
Midrange drives along the center lane - adapting to the developments of the table and exploiting opportunities as they present themselves, midrange lists are flexible in their resource consumption but slower than their turbo counterparts. The midrange clock ticks a bit slower, but it's also much sturdier.
A classic midrange commander
Finally, we come to stax. If cEDH is a race, then the stax deck is the driver who attempts to sabotage the other cars before anyone can take off. You won't be outpacing the turbo list, and you likely won't be outvaluing the midrange list, so your goal is to stop your opponents from doing all that much to begin with. There are faster and slower lists within stax, some more disruptive and others more preventative, but the reason stax feels different from turbo and midrange isn't just that its clock is slower, but rather that it doesn't really get started until your opponents have stalled.
A classic stax commander
Stax: Density and Layering
This crux - the breaking point between winning and not losing - separates stax lists from the rest of the field not only in terms of overall strategy, but also in the individual roles of cards within a stax list. Let's take a look at a couple of examples.
First off, Collector Ouphe
When Collector Ouphe
A similar effect can be observed with Esper Sentinel
Synergy isn't a new phenomenon, and it's certainly not unique to stax, rather the key point to illustrate here is that some of the most ubiquitous cards across cEDH take on new lives as stax pieces once that becomes the core goal of the deck. Rhystic Study
Parity and the Timescale
With layering out of the way, we've come to the next key component of a stax deck - the problem of parity. Whereas each game action of a turbo or midrange list seldom directly advances the plans of any particular opponent, a missequencing of stax effects can and will hand your opponents the game. This is because most stax effects are symmetric, and it is up to the deck to navigate proper deployment so as to be as unaffected as possible.
An excellent example of this is Back to Basics
Stax lists can insulate themselves from their effects, but there is no control when it comes to the distribution of the pods they play into. Sure, a Drannith Magistrate
The best stax lists get around this by being explosive and applying continual pressure along as many resource axis as possible, as is the case with Winota, Joiner of Forces
Not Losing vs Actually Winning
Finally, we've come to the grand problem of stax lists: converting locks to wins. While this is a problem stax faces to vastly varying degrees across lists, it is nonetheless a common thread seen across the archetype.
Each archetype - turbo, midrange, and stax - can be viewed as operating under three primary stages. The first stage - set up - is the deployment of key early game pieces which enable gameplay. Mana dorks, rocks, etc. This is the ubiquitous foundation of cEDH which enables the second stage - strategy deployment (or, the midgame). This is when each deck deploys some of its hallmark threats; for stax, that is your Rule of Law
Now, each of these stages doesn't necessarily have to take a set number of turns. A breakneck turbo list can collapse the first and second stages into one explosive ritual turn, followed up by a win attempt shortly thereafter. Rather, these stages each represent common sequencing of strategy across archetypes. While turn one wins are possible, the majority of games will see a bevy of turn one mana sources instead.
The issue with stax is the difficulty of jumping from the second stage to the third. Turns may pass with little being done by any player - even the one piloting the stax list - while other cycles may pass where you have to be the one policing the player who got loose because the other two opponents can't interact - how could they? You've locked them out.
Many of the meta's current successful stax lists have seen this problem and taken a gradualist approach to it. That is, rather than attempting to piece together a combo win once each opponent has been locked out, they seek to win through tried-and-true combat damage strategies, as is the case with Jetmir, Nexus of Revels
Other stax lists have taken to splitting the difference and running both approaches, picking off players via combat if possible but nonetheless holding tight to a hopefully inevitable combo victory. Punching is effective, but so too are Witherbloom Apprentice
This isn't to say that stax lists can't win or that the archetype is somehow flawed - I'll be piloting my favourite deck, Grand Arbiter Augustin IV
Wrap Up
Each archetype has its own unique strengths and weaknesses, paces of play, and - most importantly - cool cards and Commanders, but when it comes to stax there is a significant amount of exploration and thought that needs to be put into sequencing the deck against the rest of the field. Very rarely will a stax deck simply win the race of the pod, so timing your lock is important. A good stax player will find themselves policing the table from time to time, but such a strategy is often sustainable for an entire game. Good luck, and may all your locks turn into wins.