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About me

Hi! I've been playing Magic off and on since the mid-90's. I love decks that disrupt tournaments and the current metagame (Dredge, Stasis, Pox), and tend heavily towards black decks. I really love decks that force me to not only play against my opponent, but also survive my own deck.

I also love art in general, and really admire much of the art on the older cards! As such, I usually only play Vintage and Legacy and regularly urge others to do the same!

Recent Posts
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Okay so I scrapped the whole Howling Mine + Forsaken City combo. Since what I originally wanted was a deck that is more tempo/control as opposed to combo, I decided to look into something more along the lines of a Fish shell which led me to this...

// Mana
Tropical Island x3
Tundra x3
Island x2
Forsaken City
Flooded Strand x3
Misty Rainforest x2
Strip Mine
Mox Sapphire
Mox Pearl
Mox Emerald
Black Lotus

// Creatures
Curse Catcher x4
Noble Hierarch x4
Imposing Sovereign x4
Tempest Drake x3
Chronatog x1

// Dig/Draw
Ancestral Recall x1
Ponder x1
Preordain x3
Gush x1
Mystical Tutor x1
Crop Rotation x1

// Control
Force of Will x4
Daze x2
Muddle the Mixture x1
Chain of Vapor x3
Nature's Claim x3
Echoing Truth x1
Stasis x3

Time Vault x1

The deck focuses mostly on playing creatures which either are unaffected (e.g. Curse Catcher) by the Stasis, or have a way to bypass it (e.g. Tempest Drake). In my eternal search for the perfect 2-drop Stasis-friendly evasion creature, the best I could come up with is a choice between Zephyr Falcon (et al.), and Tempest Drake. I did find another creature, Sylvan Advocate, which seems to possibly be a faster clock (8 turns versus the 10 for Tempest Drake, and 20 for the Falcons) but the lack of evasion leads to my damage just being blocked. I also found that most games are over before I get 6 lands into play. I would like some suggestions on replacements for the Tempest Drake which are 2cmc.

The Imposing Sovereign and Stasis compose the soft lock of the deck, comparable to the Null Rod/Stony Silence cards in a Fish deck. While I understand that Vintage may not be as creature heavy as it is artifact heavy, this is mostly for playing at my LGS and they tend to have aggro and tempo/control decks. I had considered putting both the Null Rod and Stasis effects in the same deck, but it just didn't work out well. Thanks @Hrishi for the Time Vault tip! I believe I recall using it years back, but I had forgotten about it. It's a great way to get about the effects of the Stasis when I can't pay/bounce it any longer.

The counter package is pretty standard for a Stasis deck with exception to Muddle the Mixture which lets me tutor for any 2cmc card in the deck (basically 1/3rd of the deck) and it provides a stronger counter as compared to Daze for some situations.

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@Thewhitedragon69 Instill Energy is a great idea! I kinda recall something along those lines back in the early days of Stasis (like Time Elemental/Kismet). A related combo is the Forsaken City + Howling Mine combo. Perhaps putting both in the same deck? I looked at the Prophet, but perhaps I misunderstand the use. There is not an untap step for anyone, so the first ability would not trigger, unless I am mistaken. You brought up a good point that the Noble Hierarch may be less than favourable in an Oath matchup.

@Hrishi I really love the Time Vault idea. I like to use Chronatog in some Stasis decks too, which is kinda the same principle. Which Planeswalker(s) would you suggest? I ended up dropping the Opal because I just couldn't reliably get it to work.

@vaughnbros I thought about Garruk, but I feel the 4cmc may be a bit steep in this particular shell. I feel like he would fit better in something running lands like Ancient Tomb maybe. I like the Jace Beleren idea, and it synergises with the Mine and Vise effects. I'll take a look at Freya again but I'm not sure how she would fit in a Stasis deck. I believe the elves make green mana, and Stasis requires blue. What did you have in mind with her?

@elusive You bring up a good point with the creature removal. Though I would prefer cards under 3cmc where possible, because of the lack of fast mana (full moxen, sol ring, crypt, etc.). I also considered Null Rod to address my opponent playing fast mana, but then I feel like I might as well play a Null Rod deck and forget about Stasis (which would defeat the purpose of a Stasis deck). So I am curious what you mean by "tax". Do you mean like cost effects (Tabernacle, Propaganda, Sphere, ...)? I have found that Root Maze tends to run poorly in this style Stasis deck. Since my Islands comes into play tapped as well, it makes it difficult to pay out the Stasis which forces me to take a more combo approach, which is a different deck concept. Crop Rotation is a great suggestion! I agree that tutoring straight into a Tabernacle would be pretty devastating. I also considered black splash just for tutors (Vampiric/Demonic/Seal). I am not sure what you mean by "cycling" Glacial Chasm.

@Chronatog Your name... <3. I do love Authority of the Consulate. It's like a 1cmc mini-Kismet. I was afraid initially to splash a 3rd colour, but after testing black splash I feel that the deck can easily handle it. I just ordered a playset of Authorities. I would think Propaganda may fit better than Ghostly Prison even though Authority is white, mainly because the primary deck colour is blue, and Stasis runs on blue mana. Also Propaganda can pitch to Force. A couple of people have suggested Arcane Laboratory, but I guess I am just not seeing the benefit to justify a 3cmc cost. I guess the idea is to stop people from storming, but it seems that by the time I could bring it online the game would already be over. So I'm not really sure whether to run it or not. Suppression Field is an excellent suggestion! I was not aware of the card before, and I don't think it even negatively affects anything in my deck currently.

@moorebrother1 Tezzeret + Seat would be a lock, but the idea is to actually play the game out. I would like to avoid just comboing into a hardlock and then waiting. The goal is to engage my opponent in a control environment where the rules of the game have been changed (no untap in this case). Consider this playing more like a Pox deck, or perhaps using Null Rod or Chains of Mephistopheles to disrupt decks through an altered game state. The idea is to approach Stasis in this deck in a similar manner. As for Reset, I don't know I keep adding it then taking it out, then adding it again. I have a love/hate relationship with it I guess. 😛

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@Aaron-Patten Thanks! I had not considered Sphere effects in a Stasis deck, but it makes perfect sense. I do feel Arcane Laboratory may be a bit on the high side for cmc, and Thalia might cause some mana issues, but I will test them out as well. I have found the Regrowth were great in Gush shell, but it seems Gush was recently restricted, so perhaps the Regrowth should be cut too. I wanted Thwart to work, but I fully agree that it just isn't viable. As for the Opal, I find that I do get mana screwed sometimes, but I can't think of a better blue mana mox-like option. I guess I could just drop the Opal entirely. What do you think about Propaganda to work kinda like Thalia against dredge? It seems like it may work well against Fish too.

@vaughnbros I like to use the Howling Mines in some shells (like this one) to apply more pressure with Black Vise, it is classically one of the components which makes the "Turbo" part of the deck name (https://mtg.gamepedia.com/Turbo_Stasis), and it helps me get to a Stasis solution faster. Before the Stasis goes down the opponent does get advantage from the Mine first, and I have found that the Mines sometimes cause me to lose by getting my opponent too many answers at once, but I also feel like part of the fun of the deck is the struggle to not lose to myself (like how Pox plays). So I guess the Howling Mines are kinda in there for that too.

As for Planeswalkers, I really haven't looked into many, I will have to go through them and see what I can find. Dack seems to be a neat option for Shop matchups, but I am not sure how I feel about splashing a 3rd colour (especially an off-colour). What sort of sideboard cards were you thinking for grave hate? Tormod's Crypt seems nice with the 0cmc, maybe Grafdigger's as well.

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I have been obsessed with Stasis since, well basically since it was printed. I am constantly looking to improve my decks for Legacy/Vintage play, and would like some thoughts on how to streamline my main Vintage version here.

// Turbo Stasis

// 61 Maindeck
// 10 Artifact
1 Mox Sapphire
1 Mox Opal
4 Howling Mine
3 Black Vise
1 Black Lotus

// 4 Creature
4 Noble Hierarch

// 5 Enchantment
4 Stasis
1 Fastbond

// 17 Instant
3 Chain of Vapor
1 Echoing Truth
1 Ancestral Recall
4 Daze
4 Force of Will
1 Gush
2 Nature's Claim
1 Thwart

// 17 Land
2 Forsaken City
4 Tropical Island
4 Misty Rainforest
3 Island
1 Minamo, School at Water's Edge
1 Tolarian Academy
1 Seat of the Synod
1 Breeding Pool

// 8 Sorcery
3 Regrowth
1 Ponder
1 Gitaxian Probe
3 Preordain

// 13 Sideboard
// 4 Artifact
SB: 2 Ivory Tower
SB: 2 Feldon's Cane

// 2 Enchantment
SB: 2 Propaganda

// 6 Instant
SB: 2 Ensnare
SB: 2 Mental Misstep
SB: 1 Mindbreak Trap
SB: 1 Flusterstorm

// 1 Land
SB: 1 The Tabernacle at Pendrell Vale

The basic idea is to build up lands enough to pay out the Stasis cost while Black Vise kills the opponent. It accomplishes this by attempting to quickly setup for the Stasis option (having a minimal set of components to go ahead and play Stasis successfully), and then addressing the first threat(s) before playing a Stasis (hopefully they tapped out from going all-in). Generally this strategy seems to work against a lot of decks, and because the game state appears as though I may lose my Stasis soft lock at any point throughout the game, the opponent keeps trying to play it out in futility. I feel like it makes the game more fun because I am not only playing to beat their deck, but also survive my own.

I am aware of some common Stasis cards such as:

  • Chronatog
  • Ivory Tower
  • Reset
  • Boomerang
  • Isochron Scepter
  • Despotic Scepter
  • Time Elemental
  • Kismet
  • Siren's Call

So I would like some thoughts on how I may streamline this deck design for a Vintage competitive format. The goal is to produce reliability and solutions expected to compete against decks like Shop (typically red), Blue Control/Combo, and Dredge. I seem to especially have trouble with combo decks like Burning Long, and graveyard decks like Mana Dredge.