Didn't see a thread on this in the section so i decided to post it.
After i had my first little attempt at the legacy format, i've quickly switched gears on what style of magic i'm into now. This has got to be the best format out there period.
So with that, my version on a good, competitive Stasis build.
Sideboard is pretty rigged up i suppose. Main real threats i see (this is coming from someone who hasn't been in the legacy scene) is goblins. gah, they're just so annoying. They crushed me when i played them in my tourney..
To lock. Should be easy. Get your tog out, then when you're ready to combo, stick a Tangle, and if you can't get stasis out that turn, next turn push for Stasis. It's preferable to at least have 3 counters on Wire, but at least go for 2. Usually i stick a Wire, then next turn tap the Wire + Tog + land, drop my Chasm, sac tapped land, then drop Stasis.
I've played several rounds against a friend who enjoys his Ichorid deck.. which is pretty up to snuff.. but i always seem to keep the advantage with the Echoing Truth (both to bounce their threats and bouce Stasis if i have to)..
but the real deal hits the field when i drop Glacial Chasm. Seems like alot of the format revolves around creatures to kill.. and once this hits, and sits, there's not alot decks can do about it. Just gotta test it out against a ton of other decks of course
The owl is in the sideboard for the chance of running into someone who can deal with the tog.. and i need some way to kill for a win condition.
Just curious on thoughts. What to improve and what to consider.
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"The best cure for a big ego is a little failure"
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Force of Will should replace Foil/Arcane Denial immediately. It is far less card advantage and it still gives you the benefit of a free counterspell.
You do realize that Glacial Chasm has a very nasty cumulative upkeep right? Being a lock deck like Stasis you will eventually have to sac the thing because you will be unable to pay the upkeep cost. Chasm also doesn't tap for mana and you have to sac a land as well when it comes into play, effectively reducing the amount of lands you play.
You do realize that Glacial Chasm has a very nasty cumulative upkeep right? Being a lock deck like Stasis you will eventually have to sac the thing because you will be unable to pay the upkeep cost. Chasm also doesn't tap for mana and you have to sac a land as well when it comes into play, effectively reducing the amount of lands you play.
*facepalm*
I never play Glacial Chasm unless i know i can avoid its cost. I drop Chasm when i have Chronatog safely out and i'm ready to lock. Basically put, the land never hits the table until i feel i can safely set up my lock.
Once the lock is down, i never take a turn again. At the end of my opponent's turn, i pump the tog, and skip my turn.
Propaganda could be a good way to deal with creature decks without having to spend life.
Used it in my original version of this deck (before when i never knew stasis existed and i ran winter orb).. and since then it just... vanished. Might be something to consider again. At least for sideboard if i need. I'm just not a fan of committing so much mana on a spell on my turn.
Have a set of foils and have been considering to use them.. but at the cost of having to hold back an island, when i only run 20 playable lands, makes me feel real hesitant to use it. Making room for foils makes me feel like i also have to add a few more lands. which ultimately cuts the deck in other places.
Have You seen Frozen Aether? Its a blue Kismet. I think its pretty much made for decks like these.
Seen it. Use to use Kismet in my white version, then when this came out i replaced it... until i realized it was sort of a "win-more" card. Usually, when the lock is down, the opponent is going to lose. Its like a wall with a tiny hole in it. Sure, they might be able to fit something through the hole, but more than likely, it won't make a difference. Adding Frozen Aether only makes that hole non-existent. Hence... "win more"
Thank you for the suggestions though. Its always something i'd have to consider.
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"The best cure for a big ego is a little failure"
-Turnabout
What about running a counterbalance engine + tundra splash for enlightened tutors? Lots of your win con is enchantment/artifact, but counterbalance might be a tad slow for what you're trying to pull. More of a later game plan I guess.
If you decide to replace Brainstorm then the Flooded Strands can become Islands, as you don't need the added life loss and thinning your deck of mana is something I doubt you want to do either.
Tangle Wire even at one counter will eventually do it for you. They won't be playing a land every turn, and if they try to play a spell, it will usually require a mana investment and you have the opportunity to counter it as well.
The main problem I see with your version of Stasis Lock is that it requires several pieces to lock, and has no way to tutor them out. As DevouringFlame suggests, splashing white might be a wise choice if only for Enlightened Tutor; you could even run 1x Solitary Confinement for kicks.
Alternatively, you could introduce Muddle the Mixture (I'd replace Arcane Denial with it), which can transmute into both Stasis and Chronatog.
You may also want to try a few Tolaria Wests & a lone Academy Ruins, though the CITP clause of Tolaria West can be a huge drawback. It can tutor out Forgotten City, Glacial Chasm, and Academy Ruins. Academy Ruins can allow you to expend your Tangle Wires early as stall and get them back later for a win.
Finally, another free counterspell for you to try is Pact of Negation, which requires no additional blue card (or Island); in this deck it's better than Force of Will (and damn sexy when ran in cohort with it).
I don't understand why you wouldn't run howling mine in here because that is a win condition for this deck and also has great synergy with forsaken city. I would also recommend frozen aether as a 1 or 2 of because that plus chronatog plus stasis is a complete lock if they're tapped out.
I am for the white splash and enlightened tutor seems good in here it can fetch anything needed it seems despite the card disadvantage it gives you
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If your going to run Howling MIne, then why not splash white for Island Sanctuary? It has decent synergy with Howling Mine. Plus, you get other goodies anyway.
I don't understand why you wouldn't run howling mine in here because that is a win condition for this deck and also has great synergy with forsaken city. I would also recommend frozen aether as a 1 or 2 of because that plus chronatog plus stasis is a complete lock if they're tapped out.
I am for the white splash and enlightened tutor seems good in here it can fetch anything needed it seems despite the card disadvantage it gives you
That's just not correct. Giving your opponent extra cards while you don't take any turns at all is just stupid. There is a minute possibility that he will be able to break the lock, and howling mine just makes it that much easier for your opponent to do so. If you mean that they'll deck themselves faster, they'll do that just as well without the howling mine. The wire is the win condition. End of story.
Root Maze and Garruk Wildspeaker are must haves for a blue/green version. And no Frozen Aether isn't a win more, it IS the lock. Otherwise, you don't have a lock because your opponent can just play land after land until they can deal with the enchantment. Rescue would be a nice addition as well as you can bounce Stasis in response to removal or EOT, so you can untap.
I'd drop 2 Glacial Chasm as they are pretty useless without Chronotog. Add in the 4th Forsaken City since you need this to really combo off. Reset is also a near must-have for this deck.
The 16 counters seems really unnecessary. Drop some of the ones that cost you mana, but keep the 4 FoW and Daze.
I was also tinking with a stasis deck in Legacy and went with blue with a splash of black for Lim Dul's Vault. It is very similar to the old "Turbo Stasis" decks.
Another card I found that works is Tel Jilad Stylus, which replaces the old Dystopic Scepter (the one that destroys one of your permanents).
I've been toying arround the idea of building a stasis deck. I tried UG and UW over at MWS. And I found out that U/G Had the most trouble stalling for the lock. U/W on the other hand has the chance to fetch whatever it needs with Tutor and Muddle the Mixture. Still has a hard time holding up long enough to set up. Merfolk just eats this deck, you can a sneak a propaganda, but they'll just Counter every other key component while they beat you for 3-4 every turn.
This is a version without green....
I dont know if a keep Cryptic Command or a put ensnare, i think im gonna put ensnare on side board.
Any thoughts on my deck?
@Chaosworm: No, Wasn't me. I dont play Mine for the reason you stated. I play Owl tho. Turn 1 Owl Followed by turn 2 Tanglewire is great pressure but thats about it.
Fulano's Buld looks quite interesting. I'd remove all the 3+ CMC critters, and pack more tools.
I had a Stasis build at one time that was UWG. I used most of the same cards you guys seem to favor for the most part, but there were a couple that I used that I haven't seen mentioned. One is Crop Rotation. I ran the Forsaken City's like some of you, but I also ran Glacial Chasm once I got the Chronatog in play, or if I was playing against a combo deck that wasn't able to take out the Chasm, or if I needed a way to survive an extra turn or two. The Crop Rotation would get me either the Forsaken City I needed or the Glacial Chasm. Thoughts?
Root Maze and Garruk Wildspeaker are must haves for a blue/green version. And no Frozen Aether isn't a win more, it IS the lock. Otherwise, you don't have a lock because your opponent can just play land after land until they can deal with the enchantment. Rescue would be a nice addition as well as you can bounce Stasis in response to removal or EOT, so you can untap.
not if he has smokestack down. then you would need a 1 mana answer to stasis and i dont see many people boarding those atm.
That's just not correct. Giving your opponent extra cards while you don't take any turns at all is just stupid. There is a minute possibility that he will be able to break the lock, and howling mine just makes it that much easier for your opponent to do so. If you mean that they'll deck themselves faster, they'll do that just as well without the howling mine. The wire is the win condition. End of story.
That's not correct either. If the point of the deck is to lock them down and then wait for them to deck themselves your point is moot. If they have an answer for the lock they will draw it eventually whether the howling mine is in play or not. If they draw two answers at once it won't matter, they'll only have enough mana to play one of them, if that. Howling mine would just make the game shorter, which is good.
i don't know if anyone has tried it or not, but my current stasis build is playing a pair of Magosi, the Waterveil as a sort of chronatog 5-6. not only that, but it gives you an extra turn to set up the lock after rescuing a stasis. so far it seems to have done well for me.
After i had my first little attempt at the legacy format, i've quickly switched gears on what style of magic i'm into now. This has got to be the best format out there period.
So with that, my version on a good, competitive Stasis build.
14x Island
4x Glacial Chasm
3x Flooded Strand
3x Forsaken City
Creatures: 4
4x Chronatog
Artifact/Enchantment: 8
4x Stasis
4x Tangle Wire
4x Counterspell
4x Brainstorm
4x Daze
4x Force of Will
4x Echoing Truth
4x Arcane Denial
3x Ebony Owl Netsuke
4x Blue Elemental Blast
4x Chill
3x Tormod's Crypt
1x Hydroblast
Sideboard is pretty rigged up i suppose. Main real threats i see (this is coming from someone who hasn't been in the legacy scene) is goblins. gah, they're just so annoying. They crushed me when i played them in my tourney..
To lock. Should be easy. Get your tog out, then when you're ready to combo, stick a Tangle, and if you can't get stasis out that turn, next turn push for Stasis. It's preferable to at least have 3 counters on Wire, but at least go for 2. Usually i stick a Wire, then next turn tap the Wire + Tog + land, drop my Chasm, sac tapped land, then drop Stasis.
I've played several rounds against a friend who enjoys his Ichorid deck.. which is pretty up to snuff.. but i always seem to keep the advantage with the Echoing Truth (both to bounce their threats and bouce Stasis if i have to)..
but the real deal hits the field when i drop Glacial Chasm. Seems like alot of the format revolves around creatures to kill.. and once this hits, and sits, there's not alot decks can do about it. Just gotta test it out against a ton of other decks of course
The owl is in the sideboard for the chance of running into someone who can deal with the tog.. and i need some way to kill for a win condition.
Just curious on thoughts. What to improve and what to consider.
"The best cure for a big ego is a little failure"
-Turnabout
Legacy:
Stasis
Prolifer-hate
February 2006 FCC Winner! ^^
My Trade List - Retired/Not Updated -
Foil Would probably be a better Counterspell for this deck than Arcane Denial
Have You seen Frozen Aether? Its a blue Kismet. I think its pretty much made for decks like these.
You do realize that Glacial Chasm has a very nasty cumulative upkeep right? Being a lock deck like Stasis you will eventually have to sac the thing because you will be unable to pay the upkeep cost. Chasm also doesn't tap for mana and you have to sac a land as well when it comes into play, effectively reducing the amount of lands you play.
Force of Will is already in the deck. Arcane Denial is good.
*facepalm*
I never play Glacial Chasm unless i know i can avoid its cost. I drop Chasm when i have Chronatog safely out and i'm ready to lock. Basically put, the land never hits the table until i feel i can safely set up my lock.
Once the lock is down, i never take a turn again. At the end of my opponent's turn, i pump the tog, and skip my turn.
But thanks for the post.
Used it in my original version of this deck (before when i never knew stasis existed and i ran winter orb).. and since then it just... vanished. Might be something to consider again. At least for sideboard if i need. I'm just not a fan of committing so much mana on a spell on my turn.
Have a set of foils and have been considering to use them.. but at the cost of having to hold back an island, when i only run 20 playable lands, makes me feel real hesitant to use it. Making room for foils makes me feel like i also have to add a few more lands. which ultimately cuts the deck in other places.
Seen it. Use to use Kismet in my white version, then when this came out i replaced it... until i realized it was sort of a "win-more" card. Usually, when the lock is down, the opponent is going to lose. Its like a wall with a tiny hole in it. Sure, they might be able to fit something through the hole, but more than likely, it won't make a difference. Adding Frozen Aether only makes that hole non-existent. Hence... "win more"
Thank you for the suggestions though. Its always something i'd have to consider.
"The best cure for a big ego is a little failure"
-Turnabout
Legacy:
Stasis
Prolifer-hate
February 2006 FCC Winner! ^^
My Trade List - Retired/Not Updated -
Tangle Wire even at one counter will eventually do it for you. They won't be playing a land every turn, and if they try to play a spell, it will usually require a mana investment and you have the opportunity to counter it as well.
The main problem I see with your version of Stasis Lock is that it requires several pieces to lock, and has no way to tutor them out. As DevouringFlame suggests, splashing white might be a wise choice if only for Enlightened Tutor; you could even run 1x Solitary Confinement for kicks.
Alternatively, you could introduce Muddle the Mixture (I'd replace Arcane Denial with it), which can transmute into both Stasis and Chronatog.
You may also want to try a few Tolaria Wests & a lone Academy Ruins, though the CITP clause of Tolaria West can be a huge drawback. It can tutor out Forgotten City, Glacial Chasm, and Academy Ruins. Academy Ruins can allow you to expend your Tangle Wires early as stall and get them back later for a win.
Finally, another free counterspell for you to try is Pact of Negation, which requires no additional blue card (or Island); in this deck it's better than Force of Will (and damn sexy when ran in cohort with it).
Hope that helps!
Edit: Ensnare for the sideboard.
Green have so many nice options: Quirion Ranger, Scryb Ranger, Garruk Wildspeaker, Seedborn Muse.
White has Enlightened Tutor and Swords to Plowshares
Noble Hierarch is your acceleration and is great with Rangers.
This will lead the deck to a very different direction, but why not to try?
How about Submerge in sideboard?
:symw::symw:Death and Taxes:symw::symw:
I am for the white splash and enlightened tutor seems good in here it can fetch anything needed it seems despite the card disadvantage it gives you
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That's just not correct. Giving your opponent extra cards while you don't take any turns at all is just stupid. There is a minute possibility that he will be able to break the lock, and howling mine just makes it that much easier for your opponent to do so. If you mean that they'll deck themselves faster, they'll do that just as well without the howling mine. The wire is the win condition. End of story.
U Merfolk U
EDH
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BBB Marrow-Gnawer BBB
best option
Lol. Xanth, you once made fun of me for suggesting Muddle the Mixture.
also dont forget mixture tutors for ebony owl netsuke also.
I'd drop 2 Glacial Chasm as they are pretty useless without Chronotog. Add in the 4th Forsaken City since you need this to really combo off. Reset is also a near must-have for this deck.
The 16 counters seems really unnecessary. Drop some of the ones that cost you mana, but keep the 4 FoW and Daze.
Another card I found that works is Tel Jilad Stylus, which replaces the old Dystopic Scepter (the one that destroys one of your permanents).
04 Polluted Delta
04 Tropical Island
04 Forsaken City
04 Lotus Petal
07 Island
23 Mana Sources
04 Stasis
04 Howling Mine
03 Muddle the Mixture
11 Combo
03 Jace Beleren
02 Garruk Wildspeaker
05 Planeswalkers
04 Force of Will
04 Daze
04 Counterspell
12 Counter
04 Brainstorm
03 Ensnare
02 Echoing Truth
9 Control
Here it is:
4 Flooded Strand
4 Mishra's Factory
4 Nimbus Maze
4 Hallowed Fountain
3 Daze
4 Force of Will
4 Power Sink
2 Mana Short
4 Stasis
4 Counterspell
2 Wrath of God
2 Oblivion Ring
2 Frozen AEther
4 Cryptic Command
4 Serra Avenger
1 Serra Sphinx
4 Wilt-Leaf Cavaliers
This is a version without green....
I dont know if a keep Cryptic Command or a put ensnare, i think im gonna put ensnare on side board.
Any thoughts on my deck?
Fulano's Buld looks quite interesting. I'd remove all the 3+ CMC critters, and pack more tools.
I'll keep testing.
WUGGaea's BlessingGUW
GFood Chain ElvesG
RLegacy GoblinsR
WBAngelBW
UStasisU
RBurnR
WBGFalse CureGBW
BMono Black Token DeckB
WBGSaproling Token DeckGBW
WURThopterRUW
GElf Token DeckG
WUBird Soldier DeckUW
BZombiesB
RkoboldsR
GSquirrelG
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not if he has smokestack down. then you would need a 1 mana answer to stasis and i dont see many people boarding those atm.
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That's not correct either. If the point of the deck is to lock them down and then wait for them to deck themselves your point is moot. If they have an answer for the lock they will draw it eventually whether the howling mine is in play or not. If they draw two answers at once it won't matter, they'll only have enough mana to play one of them, if that. Howling mine would just make the game shorter, which is good.
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