I suppose it just comes down to being able to land the combo when they have less than 2 mana so they never can cast the decay. After the combo's in place, there is no more casting anything for anyone (accept force, daze, and whatever comes off of free mana sources like spirit guide).
I have this list proxied and it has works pretty well for me, although the Legacy environment around where I play is rather poor. Can someone tell me why nobody plays Stasis in Legacy? There is almost no mention of it at all on the forums here, just an old closed primer in General. It seems too powerful to really have no application.
//Having access to black means we don't auto-lose to twin, smother is one of the better options for this, as it kills most everything people play in modern including Bob, goyf, delver, v-clique, deceiver exarch/pestermite, melira, the entire zoo and UR aggro decks, and opposing spellskites.
//This deck NEEDS counterspells or it just loses to too many decks. I don't know the correct amount or nature of these yet, and they are somewhat meta dependent, but our combos are not powerful enough to allow us to be non-interactive.
//Bolt, Path, and Snag hurt us so badly, it's worth running Chalice on 1 to get rid of them. It has the added bonus of hosing Storm and Hand Disruption Spells as well as making cantrips, can'trips.
The rest of the list is pretty par for the course with a few exceptions, T3 Grand Architect powering out a spellskite or a chalice is our optimal play. Since Grand dies to bolt... we have to stop them from playing it. In Heartless draws, be careful to leave up blue as often as possible to save the skite from a bolt by making it blue if you don't have chalice yet. Win with wurmcoil engines. Mindslaver is nice, a single activation can win the game, but it also can lose us the game because it doesn't block or gain us life. Flyers can hurt us, if you're having problems with them there are lots of sideboard options available including our friendly phyrexian mana friend Corrosive Gale or running Steel Hellkite. That's my take on the deck. Let me know what you think.
I like the idea (ouch it pains me to say that because I love duals), but I think it'd be hard for newer players to keep track of and would dissuade them from playing duals altogether.
I'd be happy with duals like:
"Test Land 3"
Swamp
Pay 1 Life, Tap: add U to your mana pool.
So they tap for one native color and pain for the other color.
I was wondering if there exists a way to search cards by the art? I do not mean by the artist, but by what the art depicts. Unrelated: I may or may not have a lifelong goal to own a copy of every magic card with a Wumpus on it.
4 Anvil of Bogardan
1 Ebony Owl Netsuke
Enchantments (8)
4 Root Maze
4 Stasis
Instants (26)
4 Brainstorm
4 Crop Rotation
4 Daze
4 Enlightened Tutor
4 Force of Will
3 Impulse
3 Swan Song
4 Elvish Spirit Guide
4 Breeding Pool
4 Forsaken City
1 The Tabernacle at Pendrell Vale
4 Tropical Island
4 Tundra
My Current List for this Archetype (main additions linked):
4 Grand Architect
4 Treasure Mage
4 Cathedral Membrane
2 Phyrexian Metamorph
2 Spellskite
2 Solemn Simulacrum
2 Wurmcoil Engine
1 Duplicant
3 Thirst for Knowledge
3 Smother
2 Remand
3 Heartless Summoning
3 Chalice of the Void
2 Engineered Explosives
4 Island
4 Scalding Tarn
4 Misty Rainforest
4 Watery Grave
4 River of Tears
1 Academy Ruins
1 Phyrexia's Core
1 Swamp
-----
I REALY want to run Cryptic Command, but I don't know if it fits anywhere.
4 Cathedral Membrane
//This 10 cent uncommon kills goyf and gives us something to play T1 before slamming down a chalice.
3 Smother
//Having access to black means we don't auto-lose to twin, smother is one of the better options for this, as it kills most everything people play in modern including Bob, goyf, delver, v-clique, deceiver exarch/pestermite, melira, the entire zoo and UR aggro decks, and opposing spellskites.
3 Thirst for Knowledge
//I don't know why none of these lists play this, it's super-good here.
2 Remand
//This deck NEEDS counterspells or it just loses to too many decks. I don't know the correct amount or nature of these yet, and they are somewhat meta dependent, but our combos are not powerful enough to allow us to be non-interactive.
3 Chalice of the Void
//Bolt, Path, and Snag hurt us so badly, it's worth running Chalice on 1 to get rid of them. It has the added bonus of hosing Storm and Hand Disruption Spells as well as making cantrips, can'trips.
The rest of the list is pretty par for the course with a few exceptions, T3 Grand Architect powering out a spellskite or a chalice is our optimal play. Since Grand dies to bolt... we have to stop them from playing it. In Heartless draws, be careful to leave up blue as often as possible to save the skite from a bolt by making it blue if you don't have chalice yet. Win with wurmcoil engines. Mindslaver is nice, a single activation can win the game, but it also can lose us the game because it doesn't block or gain us life. Flyers can hurt us, if you're having problems with them there are lots of sideboard options available including our friendly phyrexian mana friend Corrosive Gale or running Steel Hellkite. That's my take on the deck. Let me know what you think.
-ImFromNASA (that's my name on The Source)
I'd be happy with duals like:
"Test Land 3"
Swamp
Pay 1 Life, Tap: add U to your mana pool.
So they tap for one native color and pain for the other color.