TheManaDrain.com
December 29, 2025, 05:16:30 pm *
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] budget stasis  (Read 1855 times)
Jacques1984
Basic User
**
Posts: 2


View Profile Email
« on: June 25, 2008, 01:46:47 pm »

Creatures:
2 Darksteel Colossus

2 Creatures

Enchantments:
4 Stasis
1 Back to Basics

5 Enchantments

Spells:
4 Force of Will
3 Counterspell
1 Mana Drain
3 Daze
2 Chain of Vapor
1 Mystical Tutor
3 Impulse
1 Merchant Scroll
1 Gush
1 Brainstorm
1 Tinker
1 Gifts Ungiven

20 Spells

Artifacts:
1 Sol Ring
1 Mana Crypt
1 Mana Vault
1 Feldon's Cane
3 Howling Mine
2 Orb of Dreams
1 Claws of Gix

10 Artifacts

Lands:
1 Mishra's Workshop
1 Academy Ruins
1 Tolarian Academy
4 Forsaken City
14 Island

21 Lands

I use to play the Stasis combo a long time ago with Serra Angels and Birds, then with Vise, then with Morphling as the win condition. This is my new take at a modern Stasis deck, anyone have any suggestions?
 
Logged
CCClark
Basic User
**
Posts: 138


yawgmoth71@hotmail.com
View Profile
« Reply #1 on: June 26, 2008, 09:14:59 am »

Well, you already have Forsaken City so add in Jace the Planeswalker and it turns into a quick way to keep stasis going.   I had a versions with Jace and Garruck providing the way to make the mana needed and doubled as kills.  If you get Garruck out, you practically can play everything without worrying about stasis so much.   It's like playing under a Winter Orb. 

I also used Root Maze since it's effective against a lot of Vintage type strategies anyway and provides a quick hard lock with Jace and Stasis.
Logged

Yawgmoth's booster chair would still inspire fear.
elmarfud
Basic User
**
Posts: 16


What? No. We can't stop here. This is bat country.


View Profile Email
« Reply #2 on: June 30, 2008, 03:39:43 am »

Hello there,

I've been playing stasis in Legacy for over a year now and I must say I'm really excited that someone has finally put the effort into converting this deck to vintage. I've checked your list and the first thing I noticed was the absence of Ponder. Now that brainstorm is restricted I basically play 1 brainstorm and 1 ponder in every deck. I don't have to tell you guys what a great card Ponder is and actually is just a very good substitue for brainstorm.

Secondly, I would definitely play root maze. Especially in vintage, root maze can really kick ass. just think of all the things they stop: moxes, black lotus, fetchland (twice !!!), wastelands, ...

I'm not sure I would play these cards:

 1 Mana Crypt
 1 Claws of gix
 1 mishra's workshop

Mana crypt: once it hits the board, you need to have something to make it disappear in time since your luck your will run out. And why play it in the first place? Why not add a mox diamond of chrome mox? (or a real mox, but since this is budget ...). I would just leave out mana crypt. In legacy I play 4 elvish spirit guides. Maybe worth a try?

I can understand why you want to play claws of gix. Nothing better than destroying your own stasis at the end of an opponent's turn, untapping everyting and play a new one. But there are better ways to do this. Some might say you should play "rescue". But I'm not very fond of that myself. The problem with rescue is that it's rather limited. A tinker - colossus on the other side of the table and you're fucked. Therefore I play 3 or 4 chain of vapors. I see you already play 2 of them, but I would increase that to 3.

Mishra's workshop: first of all: playing 1 is way too random. I can understand that you only have 1 of these (I don't have any at all  Wink) but playing just1 is rather stupid. I know you want to play orb of dreams, but this is a card that has to hit the board in your first or maybe even your second turn. After that, it looses too much of it's strength. I would definitely play 4 root mazes. They kick ass, they only cost 1 mana, but they are green. That's the only disadvantage of this card I think. When you add green, perhaps an alternative for feldon's cane could be Gaia's blessing ...


Here are some cards I would add when playing this deck in vintage:

null rod: really good nowadays and very usefull against a lot of decks. It only screws your feldon's cane so I think it's really worth it.
The tabernacle at Pendrell Vale: very good card and extremely good in stasis. Of course it's very good against aggro. (Not very cheap by the way)
crop rotation: you want to find forsaken city ASAP and this is the card that will do the trick. Sadly restricted, but definitely worth playing. Especially if you are playing 1 or 2 tabernacles ...
pithing needle: the most terrible cards against stasis: wasteland and strip mine. The one thing that keeps you from completing this combo is forsaken city. This is the holy grail of your deck and should be protected at all time. Pithing needle will do the job and it's usefull against a whole lot of other cards as well: welder, illusionary mask, fetchland, mox monkeys, ...

I will post my legacy decklist this afternoon if I don't forget it.

greetings

Elmar Fud



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 0.072 seconds with 19 queries.