TheManaDrain.com
October 09, 2025, 12:37:50 am *
Welcome, Guest. Please login or register.

Login with username, password and session length
News:
 
   Home   Help Search Calendar Login Register  
Pages: [1]
  Print  
Author Topic: [deck] Stasis  (Read 7457 times)
StasisMage
Basic User
**
Posts: 34



View Profile Email
« on: February 07, 2004, 09:38:50 pm »

Ok Im trying to tweak my stasis deck a bit. I have already removed the green from thedeck as it was taking up two slots which I decided to use for additonl kill conditions (Black Vise and a Leviathan). I run it with Forsaken city to pay for the Stasis and the deck is a U/W build.

Currently I am trying to fit in Mana Leaks as I wish to run a bit more counter then what I do use. Without Further waiting her it is my stasis deck.....

Winters Heart

//Mana Base
4x Tundra
4x City of Brass
4x Adarkar Wastes
6x Island
2x plains
1x Mox Pearl
1x Mox Sapphire

//The Lock
3x Kismet
3x Stasis
4x Forsaken City

//Kill Cards
3x Feldon's Cane
1x Black Vise
1x Leviathan

//Utility
1x Ancestreal Recall
1x Gush
4x Careful Study
3x Mana Short
1x Frantic Search
2x Crawl Space
2x Wrath of God
3x Meddling Mage

//Counter
4x Force of Will
4x Counterspell

I will expliane why included certain cards in the deck, and yes I do realize that certain cards are subpar and I am working on replacing them at this time.

Crawl Space: I included this becuse currently I lack Moats to take the place of said card. These may or may not be replaced in the future as they do the job that moat would do.

Leviathan: I felt like having fun with the deck so I included it for the time being, and it also fills my graveyard with islands for when I use Feldon's Cane.

Careful Study: Card drawing and allows me to get rid of cards I have no need for after the lock is created (Mana Short and the like).

Meddling Mage: Well um yeah um uhhhhhh. Useful will probly be moved to the sideboard, but then again they do keep Disenchants and the like out of the way.

Wrath of God: I run very few creatures and the loss of two or three creatures is not a big deal for me as they can be recycled backinto the deck anyways.

Kismet: I chosse Kismet over Root Maze becuse I do not wish to run three colors and Root Maze affect me as well as my opponet and Root Maze doesnt bring creatures into play tapped which Kismet does.

Mana Short: Serves the pourpus of tapping out my oppent on their turn right before I cast th elast few piaces of my lock.

Oh and like I said in the opening Im trying to find away to add more counters I am in fact looking at adding Mana Leak as a possible addition other ideas for counters are welcome.Any Ideas, questions, and the like are welcome. The only thing I ask is please do not be rude, if you are rude I will ignore you. Well go ahead and pick over my pick over my deck. Thanks!
Logged
kirdape3
Full Members
Basic User
***
Posts: 615

tassilo27 tassilo27
View Profile
« Reply #1 on: February 07, 2004, 09:49:50 pm »

Ew?

Stasis was pretty bad before Gush got the axe - you killed with an inferior mechanism and you were really slow setting up the lock.  Now without a real way to defend your means of protecting the Stasis lock (City will just get nuked and you die, while Kismet is four mana) you have little if any chances to actually do anything more than be annoying in the 0-x-x brackets.

If I were to play Stasis right now, however, I'd certainly run Thwart as at least a 2-of and Daze as a four-of.  That will provide you with some ability to recur your lands.
Logged

WRONG!  CONAN, WHAT IS BEST IN LIFE?!

To crush your enemies, see them driven before you, and to hear the lamentation of the women.
Carlos El Salvador
Basic User
**
Posts: 47


View Profile Email
« Reply #2 on: February 07, 2004, 10:37:44 pm »

I agree with Kird on the Ew statement.  The deck is godawfully terrible.

With that said, lets see what we get rid of!

-1 Leviathan, -white (explain later), - 3 Feldon's Cain, - 2 Crawl Space. -2 Counterspell, -4 Careful Study, - 3 Mana short
+4 Root Mize, +4 tropical island, +2 Thwart, +4 Daze, +4 Chain of Vapor, + Fetchlands, + 4Brainstorms, + 2 Sylvan Library, +Good stuff.

I think that the deck's main goal should be getting the mana of your oppoent's locked down quickly while working out a combo.  I like the Vice in here jsut because it is a vice.  I was thinking about Mana Drain, but I took out your best sink card.  You could concevibly play it G/W/U, but that would be trouble.  The G/U build I am presenting will shut down all mana other than creatures that produce mana.  The deck, loses a tutor unfourtenetly.  Boohoo, since this deck has a competent Draw engine.
Logged
Serin
Basic User
**
Posts: 31



View Profile
« Reply #3 on: February 08, 2004, 01:26:56 pm »

I have played stasis back in the Necrodeck times, and recently I took back my stasis deck.

I go for the Chronatog+Root Maze+Stasis hard lock, with Forsaken city as backup (in case I cant find a parto of the lock, I can stall the game long enough). Here's my decklist (budget):

//NAME: ChronoStasis
Lands:
3 Island
4 Polluted Delta
4 Gemstone Mine  (Maybe City of Brass)
3 Forsaken City
3 Underground Sea
2 Tundra
3 Tropical Island

CounterMagic:
4 Force of Will
3 Daze
3 Counterspell

Tutor/Draw:
4 Brainstorm
4 Impulse
1 Enlightened Tutor
1 Demonic Consultation
1 Demonic Tutor
1 Vampiric Tutor

Removal:
3 Pernicious Deed
1 Balance

Lock:
4 Stasis
4 Root Maze
4 Chronatog
1 Black Vise (the tech Razz)      

I have added Balance and Pernicious Deed, because going "pure" combo can get you killed fast hehe

I am by no means trying to "hi-jack" your thread, just want to show you another way of going with the Stasis theme (and less boring,for you and your opponent Razz)

Are the Meddling mages useful? once you drop Stasis your opponent should be tapped out, and only with double ESG + Naturalize could he break your lock.

If you are going with an old school kill card, why not use Serra Angel? Wink
Logged
the_mullet
Guest
« Reply #4 on: February 08, 2004, 04:15:56 pm »

stasis is just bad no matter what you do to it....


try the blue tog that lets you skip your turns for the +3+3, when you got the lock slam his and skip for the kill. Also try some counterspells that return islands to your hand like thwart and daze.....maybe some propagandas to stop the beats.
Logged
Pago
Basic User
**
Posts: 63



View Profile
« Reply #5 on: February 08, 2004, 06:15:01 pm »

I think the best way to go now is a U/G stasis that uses Root Maze / Statis for win, and Null Rod, Tangle Wire, and other juicy cards to keep them locked down. Root Maze does all Kismet does and more, because it costs 3 less, and all mana sources come into play tapped (except for creatures)
Logged

Proud member of Team Shiznit!
THE piloter of janky rogue decks

Formally known as BaronSengir
StasisMage
Basic User
**
Posts: 34



View Profile Email
« Reply #6 on: February 08, 2004, 08:09:00 pm »

Ive tried the U/G approach in the past and it hasn't given me many reasons to run it over a U/W build. Yes the U/G build id faster then the U/W, the only real problem I have with the green build is that the root maze taps "all" making land recusion useless and then it gives me three choices for the lock 1) the clunky instill energy method, 2) Chronoatog mehtod, or 3) the Forsaken City method. Options 2&3 are good options to use as I really dont have to worry about paying for the lock in both methods. I will say this both U/G and U/W have their merits U/G is faster and IMHO U/W although a little slower I feel it proveds a better lock that leave you (The guy piloting the deck) a little free reign without your own lands being tapped as they come into play. I will try a U/G build. Ok heres goes the build.


//Mana Sources
4x Tropical Island
4x City of Brass
8x Island
4x Yavamiya Coast
1x Mox Sapphire
1x Mox Emerald

//Lock
4x Root Maze
4x Stasis
3x Forsaken City
3x Chornoatog
1x Black Vise
3x Feldon's Cane

//Counter
3x Counterspell
4x Force of Will
4x Thwart
3x Mana Leak

//Draw
2x sylvan libray
3x Brainstorm
1x Ancestral Recall
1x Gush

Ok how does this look then?
Logged
mtgmooner
Basic User
**
Posts: 22

smity_c@hotmail.com
View Profile
« Reply #7 on: February 08, 2004, 08:51:30 pm »

I wonder if anyone thought to use Reset as a unique way to potentially offset the negative lock effects on yourself?  

I was also curious about only using 3 of each of the true "lock" pieces...does this provide enough redundancy in lock parts throuhgout the build of the deck to ensure consistency?  My playtesting results (1000 simultions) showed a 4.68% decrease in the likelihood of having one lock component over the other by reducing the number from 4 to 3?  To me, this would probably result in a slightly (but probably significantly enough) increase in the times that a mulligan is necessary.  I think the deck is being hurt before it even tries to look at its matchups...

thoughts, comments?
Logged

baaa?
Fëanor
Basic User
**
Posts: 154


sonsoffinwe
View Profile WWW
« Reply #8 on: February 08, 2004, 08:57:01 pm »

Okay, probably everyone here knows more than me about Stasis as I've never played it in my life (since I hate blu control and would rather play a rolling stones deck than stasis ahem.... Razz ).

This is actually a question not an 'are you stupid?' thing: Why do you not run any of the following cards?

[card]Rishidan Port[/card]
[card]Tangle Wire[/card]
[card]Mind Over Matter[/card]
something other than city of brass, like [card]Undiscovered Paradise[/card]
[card]Morphling[/card]
[card]Despotic Scepter[/card]
[card]Argivian Find[/card]
[card]Seedborn Muse[/card]  Very Happy jk
[card]Propaganda[/card]

Black Vise = win-more most of the time, but it still kicks

Peace Cool
Logged

**Team Bolt**-_-The best damn team ever to walk the earth, since the last team that came before it

USB!
colder
Basic User
**
Posts: 40


colder@sekurity.com
View Profile
« Reply #9 on: February 09, 2004, 08:05:37 pm »

I used to love Stasis too.  I played TurboStasis after Alliances, when [card]Storm Cauldron[/card] came out.  That deck was UNBELIEVABLY sub-optimal, but it had 3 win conditions - [card]Underworld Dreams[/card] (!), [card]Black Vise[/card], and decking the opponent.  I wouldn't suggest using Underworld Dreams, as you have to add the 3rd colour and play with Dark Ritual, which *can* be useful due to the mana costs of Storm Cauldron and Kismet.

Using experience as my guide, here's my suggested list off the top of my head:

3 [card]Stasis[/card]
3 [card]Kismet[/card]
2 [card]Storm Cauldron[/card]

4 [card]Force Of Will[/card]
4 [card]Mana Drain[/card]
2 [card]Thwart[/card]
4 [card]Impulse[/card]
4 [card]Tangle Wire[/card]

2 [card]Morphling[/card]
1 [card]Black Vise[/card]

1 [card]Time Vault[/card]
1 [card]Ancestral Recall[/card]
1 [card]Enlightened Tutor[/card]
1 [card]Gush[/card]
1 [card]The Tabernacle At Pendrell Vale[/card]
2 [card]Rishadan Port[/card]

1 [card]Mox Pearl[/card]
1 [card]Mox Sapphire[/card]
1 [card]Black Lotus[/card]
1 [card]Sol Ring[/card]
1 [card]Tolarian Academy[/card]
4 [card]Tundra[/card]
2 [card]Flooded Woodland[/card]
13 [card]Island[/card]
Logged

He said he would stop the motor of the world, and we were scared because we believed him.  He looked like a man who knew he was right.
StasisMage
Basic User
**
Posts: 34



View Profile Email
« Reply #10 on: February 10, 2004, 12:35:20 pm »

@ Feanor: The reason I dont run those cards is as follows.

Rishadan Port: I may try it and see how it works out if it works Ill try and make room for it
Tangle Wire: I didnt play through that block so I didnt quite know it was out there will give it a try and see how it preforms.
Mind over Matter: To exspensive I inteand on having my lock in place by the time I would be able to cast this, so no it doesnt get a home in the deck
Undiscovered Paradise: It works during my untap phase making it useless and City of Brass preforms well enough and it doesn take away from a land drop when I need it.
Morphling: I just dont like Morphling that and he would not be cost effecient enough to run in the deck, where as a Serras Angel or similar would be.
Despotic Scepter: I prefer a stratgy that keeps my Stasis in play
Argivian Find: I barely played Weatherlight thi smay find a home in a sideboard
Propaganda: I completely forgot about this card it may find a home with the deck.

@ mtgmooner: Yes the Reset has been used in the past I just currently dont have any. I find that at time four is one card to many and that three uselly gets the job done quick enough for my taste. The U/G build Im working on runs four of the major pieces

@ colder: Interesting build I like it. Not quite my style though but I still lik eit.
Logged
colder
Basic User
**
Posts: 40


colder@sekurity.com
View Profile
« Reply #11 on: February 11, 2004, 01:36:29 pm »

After looking at some of the suggestions in this thread, I decided to take another stab at it.  I took another look at using green for Root Maze, but ultimately decided against it - Root Maze causes your OWN lands to come into play tapped, and I don't like the idea of relying on Forsaken City as my mana source for paying Stasis upkeep.

So why did I consider green?  For Xantid Swarm, of course.  This is a deck that relies on making sure your opponent can't do anything, and Xantid Swarm makes darn sure that your opponent DOESN'T do anything - at least, not on your turn.  That made their inclusion pretty much mandatory for me.

I also don't like the use of Daze in this particular build.  While Daze makes sense in the fact that you get to recur your islands, this deck has MORE than enough ways to recur land (Storm Cauldron, Thwart, and Forsaken City).  Plus, Daze still gives your opponent the "Pay 1" option.  I prefer to stick with Mana Drains for the extra tempo boost in the early game to lay out a Storm Cauldron or Tangle Wire.

To accomodate green, I also had to fool around with the mana base quite a bit.  I decided to put a full set of Flooded Strands in the deck to allow me access to green in a pinch.  In the meantime, I tried to keep my Island count up as high as possible - 7 Islands.  That's probably going to be an issue of contention for a lot of people, but so be it.

Other notes:
- I removed the 2 Morphlings, based on the fact that they're quite a resource hog during a Stasis lock, as well as very costly in the first place.  Also gone are the Rishadan Ports, another resource hog in the early game, when you can't afford it.  
- Chain of Vapor is upped to a 3 count for versatility, since it's not only useful to bounce back a Stasis, but also to bounce back an untapped threat DURING Stasis, or to set up for a Stasis.  
- Tangle Wire is dropped to a 3 count for no other reason than to make more room for more disruption.  
- Enlightened Tutor is out for the fact that it can become a dead card and a giveaway that you're setting up for a lock.  
- Tolarian Academy is also out, due to the fact that there's not enough permanent artifacts in the deck to justify it, and can also end up a dead card for the same reason.

On the usage of Time Vault:  You might think of this as a "win more" card, but it's not so.  This can be quite useful, actually.  If you can't get the solid lock right away, you can still get a small lock with a temporary Stasis, then skip a turn and let your opponent try to duke it out for another turn.  You save yourself an upkeep, then you can let an upkeep go without wasting a Chain of Vapor, and without your opponent getting the first untap.

Once you get the solid lock, you can of course skip all your turns, but that's only if you want to "win more".

// Lock
3 Stasis
3 Kismet
2 Storm Cauldron

// Offense
3 Tangle Wire
3 Xantid Swarm
1 The Tabernacle At Pendrell Vale

// Disruption
4 Force Of Will
4 Mana Drain
2 Thwart
3 Chain of Vapor

// Kill
1 Black Vise
1 Time Vault

// Search
1 Ancestral Recall
1 Gush
4 Impulse

// Mana & Resources
1 Mox Pearl
1 Mox Emerald
1 Mox Sapphire
1 Black Lotus
1 Sol Ring
3 Tropical Island
3 Tundra
4 Flooded Strand
2 Forsaken City
7 Island
Logged

He said he would stop the motor of the world, and we were scared because we believed him.  He looked like a man who knew he was right.
DURESSTHIS
Guest
« Reply #12 on: February 12, 2004, 05:45:05 am »

ok people i have a stasis deck put together right now that people aeound here wont play.



lands.
4 underground seas
4 tundras
4 volcanic islands
4 bayous
2 phyxrian towors


creatures
4 acadamy reactors


enchantments
1 mind over matter
1 fast bond
1 yawgmoths bargain
4 stasis
2 words of winds

sorcerys
1 regroth
1 demonic tutor
2 death wishes
1 time walk
1 time twister


instants
1 recall
4 fow
4 arcaine denials
4 a.k.

artifacts
1 emerald
1 jet
1 pearl
1 saphire
1 lotus
1 memorie jar
4 septors



the deck works pretty good and people hate it once i get mind over matter out and stasis its over an infanite draw enguine trying to figgure out if we shoud drop the panopict mirrors in yet still alittle iffy on using them
Logged
StasisMage
Basic User
**
Posts: 34



View Profile Email
« Reply #13 on: February 12, 2004, 12:05:53 pm »

sorry i have been ignoreing me thread for a bit I have been sick and swamped with essays for college. I like your guys builds but I have mine that Im gonna run (Posted above) and it may see the use of Xantid Swarm. my Seconed posted deck will the following update
-4 Root Maze
-4 Yavamiya Coast
-2 Sylvan Libary
+4 Kismet
+4 Tundra
+2 Xantid Swarm (might be three and make the deck 61)

ok theres the update to the deck. Type at this latter have a paper that needs typing..................
Logged
Wolven
Basic User
**
Posts: 33


View Profile
« Reply #14 on: February 13, 2004, 03:25:31 pm »

li think people havn't looked at the DS spoiler. Dark Steel Reactor is definately the best kill card for the deck now

Darksteel Reactor
4
Artifact

Industructable

At the beginning of your upkeep you may put a charge counter on Darksteel Reactor.

During your upkeep if you have 20 or more counters on Darksteel Reactor you win the game.
Logged
Fëanor
Basic User
**
Posts: 154


sonsoffinwe
View Profile WWW
« Reply #15 on: February 13, 2004, 03:32:01 pm »

@Wolven: I don't think it's such a good card. It's actually as far as I can see strictly a win-more card. You'd have to have won already in order to win with it. Besides that, it takes away from the focus of the deck. You don't want to end up with a card like this in your opening hand as opposed to stasis or kismet, etc.

Peace Cool
Logged

**Team Bolt**-_-The best damn team ever to walk the earth, since the last team that came before it

USB!
colder
Basic User
**
Posts: 40


colder@sekurity.com
View Profile
« Reply #16 on: February 13, 2004, 03:55:13 pm »

@Fëanor: Agreed.  I don't see any space in Stasis (at least my Stasis deck) for this to be a key.  Black Vise is definitely a card requiring an answer.  Time Vault is a bit of a "win-more" card, but can be made VERY effective under a Tangle Wire or Stasis.

Still Wolven, I (and I'm sure many others) appreciate you weighing in with this tidbit - I probably never would have thought of it.  Thanks! Very Happy
Logged

He said he would stop the motor of the world, and we were scared because we believed him.  He looked like a man who knew he was right.
StasisMage
Basic User
**
Posts: 34



View Profile Email
« Reply #17 on: February 14, 2004, 05:19:43 am »

Wow that didnt jump out at me while I was tinkering away at my T2 deck. But like Fëanor said its not quite needed and It wouldnt have a home in my deck. But nice observation on your part, Wolven. Well back to my three paper grrrrrrrrrrrr hate essays.............HULK SMASH!! (Mmmmm punage!)
Logged
colder
Basic User
**
Posts: 40


colder@sekurity.com
View Profile
« Reply #18 on: February 25, 2004, 10:52:29 am »

OK, I've been tinkering a bit more, and I'm having some trouble.  I've got 4 card slots left to fill, and I'm feeling that Impulse isn't the best thing to fill those slots with.  I'm on the verge of considering a black splash for tutoring or other good black spells, but I'm not sure.

AK/Intuition aren't in the running as I'm not convinced that they're effective enough.  Standstill is out - I'll have to be in a situation to win without casting spells, which is basically when I've got them locked.  Meditate is a more serious contender, but I have yet to analyze in what situations I'd want to cast it.  Casting it under any of the lock components would pretty much be the only way to make it safe.  However, the actual casting cost might be too high for me to pull it off (considering that I'd be vulnerable to my own Tangle Wire or Stasis).

I'm thinking I might need to consider other non-draw spells - something more offensive perhaps.  

Any and all help would be appreciated!

Here's the deck at this point.

4 Stasis
4 Tangle Wire
2 Kismet

4 Chain of Vapor
4 Force of Will
4 Mana Drain
2 Thwart
2 Stifle

2 Enlightened Tutor
1 Ancestral Recall
1 Gush

2 Nevinnyral's Disk
1 Black Vise
1 Time Vault

1 Mox Sapphire
1 Mox Pearl
1 Black Lotus
3 Forsaken City
4 Tundra
4 Flooded Strand
8 Island
Logged

He said he would stop the motor of the world, and we were scared because we believed him.  He looked like a man who knew he was right.
xerxes
Basic User
**
Posts: 41


View Profile
« Reply #19 on: February 25, 2004, 02:30:34 pm »

Has anyone tried Undiscovered Paridise in Stasis?
Logged
StasisMage
Basic User
**
Posts: 34



View Profile Email
« Reply #20 on: February 28, 2004, 08:40:29 pm »

We have but we havent chossen to use it in any of the builds we have posted.

@Colder: How about Serra Angel or something similar that will give something offensive to throw at them. Theres always Howling Mine and Feldons Cane that you could toss in. Thats about all I can offer for now.

I think I have settled on a build that I like

Creatures
3 Meddling Mage

Lock pieces
3 Stasis
3 Kismet
4 Forsaken City

Drawing/Disruption
4 Counterspell
4 Force of Will
1 Gush
1 Ancestral recall
3 Mana Short
2 Wrath of God
2 Crawlspace
3 Nevinyyral's Disk

Kills
3 Feldons Cane
1 Black Vise
3 Howling Mine

Mana Sources
1 Mox Sapphire
1 Mox Pearl
4 City of Brass
4 Tundra
4 Adakar Wastes
6 Islands
2 Plains

Well thats the build thats done the best for me and I may do a bit of work to it in the future.

[Edit] Fixed the crawlspace spelling error.
Logged
colder
Basic User
**
Posts: 40


colder@sekurity.com
View Profile
« Reply #21 on: March 01, 2004, 01:36:21 pm »

I tried searching for the card "Crawl Space", but couldn't find it anywhere.  I've never heard of it - could you describe it?

Also, I'm not quite sure that I agree with Meddling Mage.  He's useful for stopping say, Psychatog or Smokestack or some other bomb, but my personal feelings are that he's better off as a sideboard card - I think the point of the deck is to stick a Stasis down fast & hard, hence my attempts to get some search going in the deck.  Playing Stasis isn't a defensive thing - you don't wait for the right time.  You just play it.

And pray no-one Meddling Mage's your own Stasis.  Slaver-Control would have altogether too much fun with your Mage.
Logged

He said he would stop the motor of the world, and we were scared because we believed him.  He looked like a man who knew he was right.
StasisMage
Basic User
**
Posts: 34



View Profile Email
« Reply #22 on: March 02, 2004, 12:22:55 pm »

You have just described some of the reason that I include the Meddling Mage, such cards as Mindslaver, Disenchant, Tranquility, Naturilze ect. The other reason I use the Meddling Mage is becuse I can chump block creatures and keep them out of the way till I have everything in hand and my opponet where I want him. My personal preferance to playing stasis is more defensive becuse of my area, I hae alot of aggro. My build and my playing style for the deck work and it works well. If I take it tourny the mages go to the board for other things probably more blue search.

As for Crawlspace (My fault it was supposed to be one word) Ill edit my deck list to fix the problem.

Crawlspace 3

artifact (Urzas Legacy)

No more then two creatures may attack you each combat.


Exact wording. I run alot into small creature and flying aggro my other two choices dont help much with flying creatures
Logged
Razor
Full Members
Basic User
***
Posts: 56

raymitchell401@hotmail.com
View Profile
« Reply #23 on: March 03, 2004, 04:22:52 am »

"Has anyone tried Undiscovered Paridise in Stasis?"

Umm, you're not the first to ask, but I guess you failed to note that it is unworkable since you get no untap step.

"Crawlspace 3

artifact (Urzas Legacy)

No more then two creatures may attack you each combat.

Exact wording. I run alot into small creature and flying aggro my other two choices dont help much with flying creatures."

I suspect that either Tabernacle or Propaganda remain the superior anti-critter tech.

FYI, Mystic Penitent is faster than Serra Angel.

StasisMage: By using creatures (ie.3 Meddling Mage) your opponents' maindeck creature kill spells are still useful.  Have you considered making them dead draws by going creatureless?

No Misdirection?  No Chain of Vapor [the new: Rescue, Reset, Remove Enchantment]?  Targetting your own Stasis, and sac'ing a land to bounce something bad during their turn is pretty sweet.  Only 3 Stasis?  No Boomerang?

Tangle Wires seem like good tech and they make Meditates breakable.  Daze and Zuran Orb are good too.  No Impulse?

Wolven: Darksteel Reactor is a really, really slow win condition.  Do you think it is superior to cheaper, and faster Vise or Morphling?
Logged

Green is busted.
colder
Basic User
**
Posts: 40


colder@sekurity.com
View Profile
« Reply #24 on: March 03, 2004, 09:38:12 am »

Hey, thanks for the great ideas Ray.  I had a feeling that Meditate wouldn't be alright, but I'll still see about testing it before giving it the cut.

I'll also look into Mystic Penitent - I have no idea what it is, but if it's a new idea, I'm interested.

I'll let you all know how it goes.
Logged

He said he would stop the motor of the world, and we were scared because we believed him.  He looked like a man who knew he was right.
StasisMage
Basic User
**
Posts: 34



View Profile Email
« Reply #25 on: March 04, 2004, 12:13:43 am »

I havent considered going creatureless. Any ideas do it without the creatures?
Logged
mask
Basic User
**
Posts: 50

aragonsc@lycos.com aragonsc
View Profile WWW
« Reply #26 on: March 04, 2004, 12:19:12 am »

Quote from: StasisMage
I havent considered going creatureless. Any ideas do it without the creatures?


the problem i see with those statis builds and you are on the right track i think to make it stronger is statis takes too long to setup and while it setup it doesn;t bring any tempo lose to your oppent (ie as sphere or trinitsphere would). creatures used make the lock take even longer to spring into action. some though to replace creatures with: ishochron, orim chant, cunning wish, maze of ith, winter orbs, cursed totem, hmm getting tired more will come later
Logged
StasisMage
Basic User
**
Posts: 34



View Profile Email
« Reply #27 on: March 04, 2004, 07:50:29 pm »

Ok heres my creaturless build I cam up with its pretty similar to the previous one I have up.


Lock pieces
3 Stasis
3 Kismet
4 Forsaken City

Drawing/Disruption
4 Counterspell
4 Force of Will
1 Gush
1 Ancestral recall
3 Mana Short
2 Wrath of God
3 Isochron Scepter
3 Nevinyyral's Disk
2 Cursed Totem

Kills
3 Feldons Cane
1 Black Vise
3 Howling Mine

Mana Sources
1 Mox Sapphire
1 Mox Pearl
4 City of Brass
4 Tundra
4 Adakar Wastes
6 Islands
2 Plains

sideboard
4 Chill
4 Disenchant
4 Tormonds Crypt
3 Defense Grid

I removed the Mages and the Crawlspaces for cursed Totem and Ischron Scepter and added my sideboard. the sideboard seems just a bit clunky any ideas on it would be of great help.
Logged
zmx
Basic User
**
Posts: 22


View Profile WWW
« Reply #28 on: March 11, 2004, 05:43:26 am »

Quote

2 Enlightened Tutor


isn't limited ?

So, I juste prefer the B/g version but with 4 ManaDrain// 4 Time Vault for the "kill"

After a "Drain" you can easely cast RootMaze + Stasis + Time Vault (and backup it with FoW, Daze, Thwart, enventualy ManaLeak)

For the double ESG + Naturalisation (Or "Bounty of the hunt" on a madness "Basking Rootwalla") I just want to say, that you can "play" a "first" turn, do not pay the Stase, And use your Time Vault for playing your second turn with all Untapped, to Find a "solution" =)
Logged

- zmx
StasisMage
Basic User
**
Posts: 34



View Profile Email
« Reply #29 on: April 20, 2004, 02:53:49 pm »

I decided instead of opening a new thread for this deck to just continue with the one I have up now. I have been playing my deck for quite some time now and it has grown and changed to fit my meta slightly better then it had. I have found with my previous build I could fall prey to the aggro decks becuse I still had little to hold them off with so I re-worked it, to where aggro wasnt as bad of a match up. Reasoning for my cards will follow after the deck.

//The Lock
3x Stasis
3x Kismet
3x Forsaken City

//Drawing/Search
1x Gush
1x Ancestral Recall
1x Fact or Fiction
1x Necropotence
1x Demonic Tutor
3x Careful Study
1x Vampiric Tutor
2x Skeletal Scrying

//Disruption
4x Counterspell
4x Force of Will
3x Mana Short
3x Duress

//Utility
1x Feldon's Cane

//Mana
1x Black Lotus
1x Mox Jet
1x Mox Pearl
1x Mox Sapphire
4x Dark Ritual
4x Tundra
4x Underground Sea
3x City of Brass
3x Island
3x Swamp

//Sideboard
2x Engineered plague
3x Moat
3x Humility
3x Tormond's Crypt
2x Cursed Totem
2x Chill

Card Explanations
  Main Deck
   
     Skeletal Scrying- Probably not my best choice of card drawer for this deck as I do want to be able to recur my gravyard into my deck with the Feldon's Cane. But so far in playing o fthe deck it has served me well

     City of Brass- I didnt feel that the deck provied enough colored mana with i tbeing three colors so I opted for the use of the City of Brass so I can make use of any color I need when I need it. Forsaken city alos serves this purpose as well in a secondary role.

     Mana Short- This card has proven its worth time and time again in the deck as a precursor to the Stasis lock for the next turn, and it also serves double duty as a way to slow my opponet down and to stop a spell or two from being cast.

  Sideboard
     
     Engineered Plauge- Kills Welders, elves, other goblins, many diffrent token creatures, has comein handy many a time.

     Moat- I deal with alot of aggro in my area and this serves to slow them down for a time and in some cases bring their attaks to a complete halt till they can find a soloution, in some case my oppent has scooped in the face of the moat with now way to get around it or get rid of it.

     Humilty- works great with the Moat by stopping the flyers and it also gets rid of other pesky abilities that I have to deal with from time to time with. I have that it also works great with the Engineered Plauge, by making the larger nasty critters small and easy pray for the plauge.

     Tormonds Crypt- Dragon hate, I like to play dragon but this puts a nice crimp in the Dragon Decks plans.

     Cursed Totem- Another ability hoser, it has proven to be useful at times but will probably come ou tin favor of more Chills and Plauges, more testing is needed before I decide on what I will do with this card

     Chill- Has proven more then usefull enough against the many Red Decks I have used it against. This will forever have a home in the sideboard of this deck.

This deck has held its own aganist the few combo decks I have to worry about in my area as well as having a fairly well rounded match up with other control decks (Which are fewer in number then the Combo decks here, no keeper deck whatsoever). The only matchup I have had problems with, with this deck has been aggro. The update to the deck has given me a slightly better matchup against aggro decks, but not much of one. The speed increase given to me by acsess to the black has proven in vaulably to me, giving me the chance to be set up and ready to go on my third turn, occasionaly the second. I can and do usaly get set up to go on my fourth turn. So there you have it my updated Stasis deck.
Logged
Pages: [1]
  Print  
 
Jump to:  

Powered by MySQL Powered by PHP Powered by SMF 1.1.21 | SMF © 2015, Simple Machines Valid XHTML 1.0! Valid CSS!
Page created in 0.056 seconds with 20 queries.