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posted in Decks read more

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.

posted in Decks read more

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.