I choose to play monoblue stasis. The reason is to try and avoid all the nonbasic hate out there. It can also give you more consistent draws then if you were to splash another color. Also, more blue cards to pitch to Force of will. If I were to add a color, the only one I would consider is white for Enlightened tutors. Why not green? Well, root maze is a good replacement for Frozen Aether. It has a lower casting cost but it can also hurt yourself. Garruk requires GG which makes it harder to cast. Not to mention he costs 4 mana which is alot in Legacy. Quiron Rangers and cards like it die too easily. There is no way I can keep them on board. I have to save my counters for the lock.
The lock:
1. Stasis, Chronotog, Frozen Aether
2. Stasis, Forsaken City, Frozen Aether
(Jace Beleren and Tanglewire are not required but certainly helps.
Card Choices:
Stasis: Part of the lock
Frozen Aether: Aids the lock
Tanglewire: Aids the lock. Slows down aggressive decks.
Jace Beleren: Basically like a howling mine but once you get to 10, you make them lose about 1/3 of their deck. It can help you win faster.
Chronotog: Part of the lock.
Daze: Aids in paying for stasis. Protects the lock.
Force of will: Protects the lock.
Counterspell: I have considered Arcance Denial but the card advantage it gives your opponent can actually hurt you. It however is better only after you have the lock in place.
Pact of Negation: Another Force of Will after the lock is in place with Chronotog.
Impulse: Not too sure about this but it helps to dig deeper and find the combo pieces.
Brainstorm: Good synergy with sac lands. Great way to hide your combos pieces against discard decks.
Chain of Vapor: Used to bounce Stasis and reset the lock. Can also be used to bounce problem permanents from opponent.
Turnabout: Can be used to tap out opponents creatures or their lands before playing the lock. Can also be used to untap my own lands to help pay for stasis and keep the lock going longer.
Forsaken City: Part of the lock
Please critique my ideas, card choices and help me improve on this deck.
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I don't see how Stasis+Chronatog is a lock. All they have to do is let you let them keep going, and slow play their hand until they get their win on the table untapped. Or dig removal for tog. So not that hard of a lock. However Stasis+Root Maze+Forsaken City is a hard lock.
Stasis+Undiscovered Paradise is a bombo not a combo. You wil never return Paradise to your hand while Stasis is out. You have to skip your untap step.
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Or you could go Stasis+Root Maze+Forsaken City which is a hard lock on Turn 2 (with Mox). The only deck that could get past that lock is Ichorid. Only problem with that is you would have to wait until you get 4 Forsaken City in play so you can cast a Jace for the win. But with Crop Rotation, that wouldn't be hard. This is what I'm looking at
This deck looks for a T1 Root Maze. While it may hinder your T2 development, your T3 should be Stasis locking them down. Whatever mana they have open at the time will be their only mana for the rest of the game. T1 plays also include a Stifle to stop a fetchland which gives you a Time Walk effect. You hold that lock until you draw a 2nd FC, then you ditch 2 cards to FC next upkeep so you can Crop Rotation one of you non-FC lands into an FC. As soon as you can get 4 FC's in play, ditch 4 cards, cast Jace and start your win. If you are in a competitive tourney, you probably won't have to wait that long as your opponent will probably concede as soon as you get your lock online so they can move to Game 2.
Sideboard:
Aggro - Tanglewire+Fog
Ichorid/Dredge - Fog+Tormod's Crypt
Control - Mana Short
If you play root maze that early, you end up hurting yourself. Frozen aether is different. It only works on your opponent.
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sorry, but how can you hold that lock if you play stasis turn 3 like that? you'll have 1 turn of stasis because you have to pay for it each upkeep, if you straight out root maze and then stasis, you've essentially just given both players a "draw 1 card" on a 1U sorcery, which seems very weak compared to other plays that could be made. Root maze hoses you without your other lockdown elements just as much as it hoses them.
Ideally yes that would work but there is no way your quiron ranger or lotus cobra will stay on board for that long.
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You hold the lock with Forsaken City. The ideal play with my deck is T1 Root Maze, T2 Forsaken City, T3 Land+Stasis. Who cares that it "hurts" me. If I can create a lock as early as that, Zoo will be hurting. Threshold will be hurting. With so many decks relying on Fetchlands, Root Maze is beast 1st turn.
Orb of Dreams as an alternative Frozen AEther or Root Maze?
And mono U stasis seems more solid, than two-colored one for me. That's plan: lock down, and counter rare attempts of resistance with Force of Will, Thwart, Foil and Daze. Also, Howling Mine, and maybe new Beleren-san could help get cards if we lost/don't have our tog. Mine also quickens opponent's death if we successfully locked him down.
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NavyJoe + Alphastorm
everything is fragile and can get nabbed. (ie. wasteland if they got it and know what u need).. and with your forsaken city u have to remove a card every turn to pay for ur stasis... VS popping and replaying the same land while still drawing into ur deck and maintaining a hand with untapped creatures to swing against ur opponents tapped and locked board..
t1 land rootmaze
t2 forsaken city (comes in tapped)
t3 remove card to untap city. and//or play land and drop stasis
so there is turn 3 for u...
t1 land
t2 land lotus cobra
t3 land stasis + rootmaze/ quiron ranger
and a here a t3 either way dont matter. we are playing counters right??
and if you want to be crazy run elvish spirit guide...
t1 forsaken city then mox and//or ESG & stasis
Wasteland won't work on forsaken if it has to come into play tapped. What I meant was there are a billion ways to kill critters but not every deck packs disenchants for your stasis or frozen aether. Also, adding more pieces to a combo does make it more fragile. 1. there are more targets for your opponent. 2. It's harder to get all pieces for the combo.
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Wasteland won't work on forsaken if it has to come into play tapped. What I meant was there are a billion ways to kill critters but not every deck packs disenchants for your stasis or frozen aether. Also, adding more pieces to a combo does make it more fragile. 1. there are more targets for your opponent. 2. It's harder to get all pieces for the combo.
Yeah, it's hard to get all pieces at once, but deck can provide minor locks (Stasis+Wire or Frozen aether/orb+Wire) and draw until we get what we want. Also we can sacrifice a couple of Stasis or Tangle Wires just to borrow some cards and time. And don't forget counters.
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Hierarch - Harrow eot - Baneslayer - This Is Madness!!!1
but the added pieces arent NEEDED for the lock... they juast assist in making it better... if you can tell the exact lock pieces are involved in the deck but added support helps you get one of the pieces you'll need to get the lock going..thank you (y6uBATEJlb)
still wish there was room for Scryb Ranger or foil in here.. and ive opted for the tutor vs. card draw. i had horn of greed as a 1 of to tutor for as a mid game draw engine... but i think thats what you guys refer too as a win more condition..?? right?
This deck is epic fail. Krosan Grip, and Wipe Away are the bane of this deck, and so is StP. Also since wasteland and Force of Will are pretty much in every deck, the chasm plan fails too
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I wouldn't argue the first two, since there is probably never enough mana open to actually play them and there are way cheaper cards that do the same. But Swords to Plowshares is needed in Stasis decks, if you splash white at least. I found playing at least 2 MD in a format as creature-heavy as Legacy is beneficial. There has rarely been a situation, where I didn't have a worty target for it and even then, you can exile it for Forsaken City.
I wasn't saying anything about what to put in stasis deck. I was actually saying that StP is a Chronotog begone card. The lock is so easily broken that it just isn't a viable deck anymore
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This deck is epic fail. Krosan Grip, and Wipe Away are the bane of this deck, and so is StP. Also since wasteland and Force of Will are pretty much in every deck, the chasm plan fails too
you are a silly silly fellow!!!
so im glad ur running 4x krosan grip MD to kill the 4x stasis and as i can have 3x tutors to keep them coming... then your 4x wipe away to bouce it back to my hand for me so that i may cast it again on my turn protected by my 10x counters... also your ignoring the crucible land receycling so that i may ignore your devastating wastelands ...then your force of wills again will go nicely along with the other control in this deck...
the swords to plowshares if through the counters and the turn 2-3 stasis lock would niecly kill any creature which are not nesseccary to this deck to keep control or win...
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LEGACY PLAYER- SPIKE
trying to move into standard because more players in my area are moving that way
EXACTLY!! evan though this deck will never be the prime deck to play... it has the ability to stump almost any of the prime decks at some point..
and again i reiterate that if the oppenent has the ability to cast krosan grip or wipe away against a stasis deck then the person playing the stasis deck ought to be shot... lol
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LEGACY PLAYER- SPIKE
trying to move into standard because more players in my area are moving that way
Lotus Cobra is certainly interesting in conjunction with rangers. Its likely to be unnecessary acceleration though. Cobra works far better with rangers + KoTR + Cobra, allowing you to sac a land, find a fetch, break the fetch, return the forest you find, replay it for your turn adding mana untapping KoTR, and repeat. I don't know how the mana could be used effectively unless the deck gets a dank draw engine.
As for Rootmaze... I've done extensive testing with it. Wow, its amazing if you can play it turn 1 and then proceed to play BoP/Hiearch and start accelerating. Its bad though if you play fetchlands, slowing you down 2 turns, but its busted when playing against fetchlands, effectively giving you turns to setup. I've had games where my opponent is just sitting there finally able to use his first fetch land on turn 3. Often its just a really bad top deck. I haven't really had trouble with making Stasis stick once it comes down with the exception of Krosan Grip, but you should be playing it when your opponent doesn't have the mana to cast grip and then try to keep him off mana with wasteland, stifling fetchlands, etc. In short, my record against the field improved significantly when I dropped Rootmaze. Aside, I liked Rootmaze better than Frozen Aether just because I could time walk the first turn against my opponent and 2 turns if he played a fetch. Can't say I have tested Orb of Dreams. I don't know why you would play it over Rootmaze. Maze can come down faster, and enchantments coming into play tapped isn't really significant, and the 2cc + doesn't really justify stopping creatures with haste.
EXACTLY!! evan though this deck will never be the prime deck to play... it has the ability to stump almost any of the prime decks at some point..
and again i reiterate that if the oppenent has the ability to cast krosan grip or wipe away against a stasis deck then the person playing the stasis deck ought to be shot... lol
I think the focus of Stasis should be added into mana denial.dec. In doing so, you can attempt to keep your opponent off mana to cast Wipe Away or Krosan Grip. Traditional mana denial via wasteland, stifle, etc. works the best on decks struggling to support 2 or 3 colors. However, Stasis is a silver bullet against goblins, merfolk, elves (preboard).
The mana denial has been working well. I'm probably going to try vial instead of BoP. BoP is a terrible top deck, and vial is really good with Mangara and Ohran Viper.
Thoughts?
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How do you kill with those weak creatures? Is this another form of land destruction deck?
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u talked soo much about rootmaze and stasis... then the deck you posted doesnt evan contain them MD... that is an off version of D&T / GW beats / LD (mana denial)/ with stasis SB...
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LEGACY PLAYER- SPIKE
trying to move into standard because more players in my area are moving that way
yeah stasis in the SB is not a stasis deck. I don't know why you are so afraid of wipe away and krosan grip? It's like saying we should be afraid of playing nonbasics because of wasteland.
The reason I play turnabout in my stasis is to tap them out then play the combo. Once they are tapped out, there is nothing they can do besides fow or pact of negation.
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But that's what we should do! Do I rather want to splash green to my mono-white deck in order to play 2-2 split of Disenchant and Naturalize to dodge Meddling Mage, or should I just play 4x Disenchant? Later obviously.
What you're saying makes sense but have you looked at all the top decks out right now? How many play nonbasics? They are blatantly playing nonbasics even though wastelands are in almost every deck. No one is phased by it.
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How about we forget about wastland and stay on track by talking crap about silly decks that get posted? Then still not take stasis to any large tourny or PTQ...
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4x Stasis
3x Frozen Aether
4x Tangle Wire
2x Jace Beleren
3x Chronatog
Counters:
4x Daze
2x Pact of Negation
4x Force of Will
2x Counterspell
3x Impulse
4x Brainstorm
Other:
3x Chain of Vapor
1x Turnabout
Lands:
15x Island
3x Forsaken City
4x Flooded Strand
1x Feldon's Cane
2x Ensnare
1x Turnabout
3x Chill
2x Ivory Tower
2x Relic of Progenitus
4x Propaganda
I choose to play monoblue stasis. The reason is to try and avoid all the nonbasic hate out there. It can also give you more consistent draws then if you were to splash another color. Also, more blue cards to pitch to Force of will. If I were to add a color, the only one I would consider is white for Enlightened tutors. Why not green? Well, root maze is a good replacement for Frozen Aether. It has a lower casting cost but it can also hurt yourself. Garruk requires GG which makes it harder to cast. Not to mention he costs 4 mana which is alot in Legacy. Quiron Rangers and cards like it die too easily. There is no way I can keep them on board. I have to save my counters for the lock.
The lock:
1. Stasis, Chronotog, Frozen Aether
2. Stasis, Forsaken City, Frozen Aether
(Jace Beleren and Tanglewire are not required but certainly helps.
Card Choices:
Stasis: Part of the lock
Frozen Aether: Aids the lock
Tanglewire: Aids the lock. Slows down aggressive decks.
Jace Beleren: Basically like a howling mine but once you get to 10, you make them lose about 1/3 of their deck. It can help you win faster.
Chronotog: Part of the lock.
Daze: Aids in paying for stasis. Protects the lock.
Force of will: Protects the lock.
Counterspell: I have considered Arcance Denial but the card advantage it gives your opponent can actually hurt you. It however is better only after you have the lock in place.
Pact of Negation: Another Force of Will after the lock is in place with Chronotog.
Impulse: Not too sure about this but it helps to dig deeper and find the combo pieces.
Brainstorm: Good synergy with sac lands. Great way to hide your combos pieces against discard decks.
Chain of Vapor: Used to bounce Stasis and reset the lock. Can also be used to bounce problem permanents from opponent.
Turnabout: Can be used to tap out opponents creatures or their lands before playing the lock. Can also be used to untap my own lands to help pay for stasis and keep the lock going longer.
Forsaken City: Part of the lock
Please critique my ideas, card choices and help me improve on this deck.
Stasis+Undiscovered Paradise is a bombo not a combo. You wil never return Paradise to your hand while Stasis is out. You have to skip your untap step.
http://forums.mtgsalvation.com/showthread.php?t=519290
4 Root Maze
4 Stasis
4 Daze
4 Force of Will
4 Stifle
3 Jace of Baleren
4 Brainstorm
2 Impulse
4 Crop Rotation
1 Life from the Loam
3 Chain of Vapor
4 Misty Rainforest
9 Island
2 Forest
4 Forsaken City
3 Tanglewire
3 Blue Elemental Blast
3 Fog
3 Mana Short
3 Tormod's Crypt
This deck looks for a T1 Root Maze. While it may hinder your T2 development, your T3 should be Stasis locking them down. Whatever mana they have open at the time will be their only mana for the rest of the game. T1 plays also include a Stifle to stop a fetchland which gives you a Time Walk effect. You hold that lock until you draw a 2nd FC, then you ditch 2 cards to FC next upkeep so you can Crop Rotation one of you non-FC lands into an FC. As soon as you can get 4 FC's in play, ditch 4 cards, cast Jace and start your win. If you are in a competitive tourney, you probably won't have to wait that long as your opponent will probably concede as soon as you get your lock online so they can move to Game 2.
Sideboard:
Aggro - Tanglewire+Fog
Ichorid/Dredge - Fog+Tormod's Crypt
Control - Mana Short
http://forums.mtgsalvation.com/showthread.php?t=519290
trying to move into standard because more players in my area are moving that way
http://forums.mtgsalvation.com/showthread.php?t=519290
And mono U stasis seems more solid, than two-colored one for me. That's plan: lock down, and counter rare attempts of resistance with Force of Will, Thwart, Foil and Daze. Also, Howling Mine, and maybe new Beleren-san could help get cards if we lost/don't have our tog. Mine also quickens opponent's death if we successfully locked him down.
everything is fragile and can get nabbed. (ie. wasteland if they got it and know what u need).. and with your forsaken city u have to remove a card every turn to pay for ur stasis... VS popping and replaying the same land while still drawing into ur deck and maintaining a hand with untapped creatures to swing against ur opponents tapped and locked board..
t1 land rootmaze
t2 forsaken city (comes in tapped)
t3 remove card to untap city. and//or play land and drop stasis
so there is turn 3 for u...
t1 land
t2 land lotus cobra
t3 land stasis + rootmaze/ quiron ranger
and a here a t3 either way dont matter. we are playing counters right??
and if you want to be crazy run elvish spirit guide...
t1 forsaken city then mox and//or ESG & stasis
trying to move into standard because more players in my area are moving that way
Yeah, it's hard to get all pieces at once, but deck can provide minor locks (Stasis+Wire or Frozen aether/orb+Wire) and draw until we get what we want. Also we can sacrifice a couple of Stasis or Tangle Wires just to borrow some cards and time. And don't forget counters.
4x Quirion Ranger
4x lotus cobra
INSTANT -15
4x Force of Will
2x Thwart
4x daze
2x Chain of Vapor
3x Enlightened Tutor
ARTY/ENCHA -17
4x Stasis
4x exploration
2x crucible of worlds
1x Propaganda
1x frozen aether
2x zuran orb
3x mox diamond
2x garruk
LAND -18
3 flooded strand
4 Misty Rainforest
2 Savannah
4 Tropical Island
3 Tundra
3 Forsaken City
4x rootmaze
2x rushing river
3x krosan grip
4x multanis presence
2x pithing needle
still wish there was room for Scryb Ranger or foil in here.. and ive opted for the tutor vs. card draw. i had horn of greed as a 1 of to tutor for as a mid game draw engine... but i think thats what you guys refer too as a win more condition..?? right?
trying to move into standard because more players in my area are moving that way
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I wasn't saying anything about what to put in stasis deck. I was actually saying that StP is a Chronotog begone card. The lock is so easily broken that it just isn't a viable deck anymore
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you are a silly silly fellow!!!
so im glad ur running 4x krosan grip MD to kill the 4x stasis and as i can have 3x tutors to keep them coming... then your 4x wipe away to bouce it back to my hand for me so that i may cast it again on my turn protected by my 10x counters... also your ignoring the crucible land receycling so that i may ignore your devastating wastelands ...then your force of wills again will go nicely along with the other control in this deck...
the swords to plowshares if through the counters and the turn 2-3 stasis lock would niecly kill any creature which are not nesseccary to this deck to keep control or win...
trying to move into standard because more players in my area are moving that way
EXACTLY!! evan though this deck will never be the prime deck to play... it has the ability to stump almost any of the prime decks at some point..
and again i reiterate that if the oppenent has the ability to cast krosan grip or wipe away against a stasis deck then the person playing the stasis deck ought to be shot... lol
trying to move into standard because more players in my area are moving that way
As for Rootmaze... I've done extensive testing with it. Wow, its amazing if you can play it turn 1 and then proceed to play BoP/Hiearch and start accelerating. Its bad though if you play fetchlands, slowing you down 2 turns, but its busted when playing against fetchlands, effectively giving you turns to setup. I've had games where my opponent is just sitting there finally able to use his first fetch land on turn 3. Often its just a really bad top deck. I haven't really had trouble with making Stasis stick once it comes down with the exception of Krosan Grip, but you should be playing it when your opponent doesn't have the mana to cast grip and then try to keep him off mana with wasteland, stifling fetchlands, etc. In short, my record against the field improved significantly when I dropped Rootmaze. Aside, I liked Rootmaze better than Frozen Aether just because I could time walk the first turn against my opponent and 2 turns if he played a fetch. Can't say I have tested Orb of Dreams. I don't know why you would play it over Rootmaze. Maze can come down faster, and enchantments coming into play tapped isn't really significant, and the 2cc + doesn't really justify stopping creatures with haste.
I think the focus of Stasis should be added into mana denial.dec. In doing so, you can attempt to keep your opponent off mana to cast Wipe Away or Krosan Grip. Traditional mana denial via wasteland, stifle, etc. works the best on decks struggling to support 2 or 3 colors. However, Stasis is a silver bullet against goblins, merfolk, elves (preboard).
This is the build I've been working on.
Land:
4 Windswept Heath
3 Misty Rainforest
4 Wasteland
4 Savannah
2 Tropical Island
1 Karakas
Creatures:
4 Noble Hierarch
2 Birds of Paradise
4 Quirion Ranger
3 Scryb Ranger
2 Weathered Wayfarer
4 Ohran Viper
4 Knight of the Reliquary
3 Mangara of Corondor
Spells:
4 Brainstorm
4 Stifle
1 Umezawa's Jitte
1 Sensei's Diving Top
2 Garruk Wildspeaker
4 Stasis
4 Trinisphere
1 Garruk
5 open slot
The mana denial has been working well. I'm probably going to try vial instead of BoP. BoP is a terrible top deck, and vial is really good with Mangara and Ohran Viper.
Thoughts?
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trying to move into standard because more players in my area are moving that way
The reason I play turnabout in my stasis is to tap them out then play the combo. Once they are tapped out, there is nothing they can do besides fow or pact of negation.
What you're saying makes sense but have you looked at all the top decks out right now? How many play nonbasics? They are blatantly playing nonbasics even though wastelands are in almost every deck. No one is phased by it.
trying to move into standard because more players in my area are moving that way