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{"ops":[{"insert":"General Concept:\nThis is the prototypical, Onslaught-era take on Stasis. You have a wall of countermagic, some techy ways to extend Stasis (untapping lands with Trade Caravan, judicious use of Forsaken City, bouncing/replaying Islands with stuff like Ensnare, plus Chain of Vapor and Rescue to bounce Stasis, untap, and replay Stasis). The end result is either a kill via combat damage with Serra Angel (the true believer's Stasis wincon), or you go with Stasis/Kismet/Chronatog and stop taking turns to have the opponent draw themselves out."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nGeneral and Gameplay Notes:\nObviously, this is an older deck from decades past, but it still holds its own alright in Legacy events. Not top-tier, but no one is really expecting it either, so it creates weird matchups, especially with the mainboard Stifle. Everyone appreciates the nostalgia of losing to Serra Angel beats."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Weirdly, people seem to forget that Trade Caravan is a creature. I have no idea why. But they'll inexplicably sit on removal and just watch you untap lands to extend Stasis."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"The sideboard is a mixed bag and gets modified for the meta, though Misdirection pretty much always stays in because that's the answer for stuff like Abrupt Decay. The rest is just \"moar countermagic!!\" but it doesn't have to be... it's just as easy to throw in Tormod's Crypt or whatever depending on what you anticipate seeing."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"This is just the build I have, from decades ago when a playset of dual lands wasn't the price of a car. I don't see why you couldn't do this with something like "},{"insert":{"card-link":"Glacial Fortress"}},{"insert":" instead, if you wanted to break the cardframe restriction."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"On that note, you can also run it mono-blue by swapping out Kismet for "},{"insert":{"card-link":"Frozen Aether"}},{"insert":", and the Trade Caravans for "},{"insert":{"card-link":"Eon Hub"}},{"insert":" (and whatever vigilance thing you want in blue or artifact for Serra Angel). That eliminates the need for a pricey land base, so your only real heavy lift in terms of price is a playset of Force of Will at that point (plus maybe Chain of Vapor, which keeps going up). "},{"insert":{"card-link":"Force of Negation"}},{"insert":" sounds great on paper, but it's a trap...In order to disrupt your Stasis lock, the opponents will need to threaten Stasis either at the end of your turn (where the alternate cost on Force of Negation can't be used), or contest your 1-CMC bounce spell at the end of their turn (which is suboptimal, because you could just be sitting on another Stasis to play after you untap). If you want to go the Force of Negation route, I'd really suggest "},{"insert":{"card-link":"Misdirection"}},{"insert":" and maybe a couple artifact lands ("},{"insert":{"card-link":"Seat of the Synod"}},{"insert":", so that you can guarantee there's something else in play the removal can target besides Stasis) instead for the cost savings and different set of conditionality."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"I like to have a copy of 6E Kismet laying around for printed text that is more accurate to the current errata. Yaknow, in case you decide you want to see how Stasis does in casual multiplayer."},{"attributes":{"list":"bullet"},"insert":"\n"}]}
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