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gumonshoe
Joined: 15 Sep 2005 Posts: 433
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Posted: Tue Aug 07, 2007 7:54 pm Post subject: stasis |
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| does anyone have a good stasis build? |
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bb_bart
Joined: 22 Jan 2006 Posts: 79
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Posted: Wed Aug 08, 2007 2:26 am Post subject: |
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I usually don't log in to talk on these forums because you get flamed a lot, but here goes. Stasis is a bad deck because if you lose game 1 you lose the series. Game 2 there's no rule that the opponent must forfeit due to stasis lock.
If you do persist, however, Stasis, Ord of Dreams, Forsaken City. Those 3 set a lock. Bounce the city to yourself to make sure you always have a land. I like 4 Chain of Vapor as well. Rids the field of opposing issues and also allows you to bounce your own Stasis EOT for a nice untap.
Oh yeah, Howling Mine too. Card advantage to help with City and it decks opponents faster. 1 or 2 Feldon's Cane to make sure you don't deck yourself. You really need a faster win, though, sorry to say. Also, you flat out lose to Belcher, it doesn't need untap with 2 lands maindeck... and belcher is a popular build for anyone not really looking to use ultimate Legacy prowess I would imagine.
Hope I didn't forget anything crucial, hopefully some Legacy pro will follow me and add what I didn't. Didn't give a list because its a fun deck, mess around a bit. Basic blue cards, Force, Brainstorm, the goodies. |
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OKGengar
Joined: 11 Jul 2007 Posts: 26
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Posted: Wed Aug 08, 2007 2:40 am Post subject: |
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| Since Gush got unbanned, run some! Owling Mine! If you get them in a Stasis/Mine lock, Owl will kill them very quickly. I guess Black Vise got unrestricted too though. Whichever works! |
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Equinox-
Joined: 09 Dec 2006 Posts: 49
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Posted: Wed Aug 08, 2007 5:09 am Post subject: |
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| Gush is banned in legacy and so is black vise. |
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mTk-Away
Joined: 02 Apr 2005 Posts: 73
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Posted: Wed Aug 08, 2007 6:46 am Post subject: |
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Root Maze is pretty good, as you can drop it turn 1. Even tho it affects your own lands and make Stasis hard to maintain without City, it's still a lot faster than Orb. In addition it can keep you alive in early game, as it slows agro by reducing their early mana.
There's also one creature you might want to look at - Vedalken Mastermind. That guy let's you lock things up even without City while still keeping your mana base open for some extra stuff.
There are lots of good counterspells out there that let you return some of your own lands to your hand (yeah, and they're "free", too), so make sure to add those to recycle Islands. |
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Thorns
Joined: 16 Aug 2006 Posts: 832 Location: Rath
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Posted: Wed Aug 08, 2007 11:48 am Post subject: |
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| OKGengar wrote: | | Since Gush got unbanned, run some! Owling Mine! If you get them in a Stasis/Mine lock, Owl will kill them very quickly. I guess Black Vise got unrestricted too though. Whichever works! |
Uhm...NO. Gush is banned in Legacy and so is Black Vise, and it will stay this way forever (hopefully). They did however get unRESTRICTED in VINTAGE.
This article might have what you want:
http://www.wizards.com/default.asp?x=mtgcom/daily/bd256
You obviously want to change some stuff around, but it's a start. |
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Spyx
Joined: 31 Oct 2004 Posts: 835
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Posted: Wed Aug 08, 2007 2:16 pm Post subject: |
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A friend of mine used to play stasis:
4 stasis
3 root maze
2 chronatog
4 brainstorm
4 force of will
4 daze
3 disrupt
2 chain of vapor
3 fire/ice
3 howling mine
2 impulse
2 counterspell
2 counterbalance
2 sensei's divining top
4 forsaken city
4 tropical island
4 volcanic island
2 flooded strand
2 polluted delta
3 island
1 the tabernacle at penrell vale
sideboard:
2 stifle
2 energy flux
2 red elemental blast
3 pyroclasm
3 teferi's response
3 rhystic study |
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raichoup
Joined: 12 Sep 2004 Posts: 14
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Posted: Sat Aug 25, 2007 11:17 pm Post subject: |
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Without gush it isn't competitive.
Even with gush it would be that good, high tide is strictly better.
howling mine is pure b*llshit, the only way a stasis deck "might" be competitive would be "pure stasis". In Sb you could add some cards like propaganda and back to basics to "enforce" the lock. But if u add thoose maindeck, u'll lose against the decks they aren't good against.
Not to mention Stasis would lose 150% vs goblin game 1 w/o propaganda.
Not to mention Stasis would lose 150% game 1 2 3 vs any combo deck running pitch counters (pact of negation, fow) or cheap GO (orim's chant). |
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