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  • posted a message on [Official Thread] Mono Black Control
    sorry, for the multiple posts..

    i was also thinking, would adding in 1 or 2 additional storage land be useful to the deck? it helps store mana during mid game, and can be crucial in giving enough mana to consume spirit.
    Posted in: Standard Archives
  • posted a message on [Official Thread] Mono Black Control
    i was thinking, since we are going to run lots of swamps, does tendrils of corruption not make the cut?

    i do have a rather cute idea with tendrils of corruption.. run it with stuffy doll as well..
    in this case, tendrils can serve as an additional consume spirit that can be played eot.

    what do you guys think?
    Posted in: Standard Archives
  • posted a message on stasis
    actually, against goblins, its like 20/80 in against your favor. a turn 1 root maze doesnt really help if goblins gets a vial out. furthurmore, their threats are much cheaper and greater than your removals. the best choice here is to get out a moat as early as possible, and prevent and incinerators from hitting play. only then do you aim to stasis rootmaze then, best after a cunning wish mana short at eot.
    Posted in: Legacy Archives
  • posted a message on stasis
    well, theres a couple of ways to get root maze.
    one being e tutor, the other more mana intensive way would be to cunning wish for an e tutor. combined together, theres a total of 6 ways to get your root maze. furthurmore, with brainstorms and fetch lands, the probability of not drawing even a e tutor, or cunning wish is quite low.

    the only one root maze in the deck is simply due to the fact the you seldom would want to draw more than one root maze. having more than that simply puts dead cards in your hand. of course, you can throw it out for forsaken city, but thats simply not enough utility for it. you can up the number of root maze to 2, but thats the most i'll advice you to go. anymore, root maze will just be a dead draw.

    lastly, casting root maze early on during turn 1 turn 2 when you have no stasis or forsaken city hurts you as much as your opp. you won't be able to counter 1 or 2 drops as effectively, unless you choose to run force spikes and daze. also, stasis with root maze without forsaken city also prevents you from making land drops to lengthen your stasis lock.
    Posted in: Legacy Archives
  • posted a message on stasis
    i used to play around with stasis for quite some time. my build is quite different from yours. i'll just post mine here and hope it'll be of some help.


    Enchantments(lock)(5)
    4 x Stasis
    1 x Root Maze

    Instants(23)
    4 x Counterspell
    4 x FOW
    4 x Brainstorm
    2 x Cunning Wish
    3 x Enlightened Tutor
    4 x STPs
    3 x Chain of Vapor

    Sliver Bullets(5)
    3 x Standstill
    1 x N.disk
    1 x Humility/Moat

    Creatures(4)
    3 x BOP
    1 x Morphling

    Lands(24)
    4 x Flooded Strands
    1 x Windseath Heath
    4 x Tundra
    3 x Tropical Island
    4 x Forsaken City
    1 x Forest
    1 x Plains
    6 x Island

    Total(61)

    SB(15)
    4 x Stifle
    4 x Condemn
    1 x Misdirection
    1 x Energy Flux
    1 x evacuation
    1 x echoing truth
    1 x enlightened Tutor
    1 x crop rotation
    1 x reclaim


    The purpose of BOP here, is to give the possibility to set up a turn 2 kill. Turn 1 Land, BOP.
    Turn 2 Forsaken City, Root Maze, Stasis.

    This is happns quite rarely actually, but it does.
    Its a silver bullet kind of build, hopefully having tools to deal with the main threats that you many face. Can be changed according to metagame.

    However, there is a glaring weakness to this deck, namely, without stasis, this deck can almost not win at all. This makes this deck exceptionally to cranial extraction or haunting echoes, espcially with boseiju. Discard is really bad for it as well.
    Posted in: Legacy Archives
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