Here is an update.The deck gets more like a good stuff deck, but it is still a stasis lock deck, albeit a long way from the primer and often the game is controlled pre stasis.
I added astrolabes as the mana was just so clunky, I found myself losing winnable matches simply by fetching and getting wasted or not fetching etc. Astrolabes massively improve the mana, and you can use fetches optimally. So the deck gets going more often, basically. Dack, JTMS, astrolabe, teferis all give lot of draw without Braisntorm/Visions, so I went to 3 Stasis- one turns up sooner or later, and you rarely to never want 2 in hand.
Swapped a COT to a tomb, the deck has more control than ever without stasis. A couple of sol lands allow for a little more in the way of options early game.
Added two swords to plowshares, and an extra tundra.
Dropped ashiok as the Karn wishboard contains a feldons' cane now, more often than not the Karn is what locks the game- the ashiok was insurance in case I run out of wincons like jace ultimates and cannot self tuck big teferi. With two karn and a lot of bin hate ashiok is redundant. Astrolabe, Karn, who knew?
I dropped white leylines, and made Karn more a focus of the deck, the wishboard extending to even Black Vise- for when the game is locked and time is an issue.
I could run veil of summer, as it is nuts, but don't have the spare paper trop.
The Force of Negation in the board could be a flusterstorm or Pyroblast, meta depending.
Here is my 2019 list for Stasis. I never continued the primer in the other place, so since this is the only place a Stasis primer exists, I will post my current list. It is much more a "real" deck in that aside from the fact it runs Stasis and a main deck wipe away, the rest is made of decent cards- no dropping Brainstorm or playing garbage like Howling Mine. You could argue that it is just Ux superfiends control, with 4 stasis to hold the game to an extent whilst the walkers win. Note it can prevent self decking easily.
There are two copies of Forsaken City, and 3 as foretold, all of which help circumvent Stasis, as do 3 of the walkers. Fire Ice is useful under Stasis if you have As Foretold down, and the instant count is high due to it being an As Foretold deck. The Restore Balance and Ancestral are obvious with As Foretold, and the Ancestral says "target player", meaning that with it and Dack you can deck them quickly even if JTMS fails to ultimate. Narset can sometimes hurt the making the enemy draw plan, but it can be worked around. Big tef obviously untaps stuff and does way more than Ral, and with AS Foretold can tuck itself, of course.
There is a little acceleration with 2 City of traitors, really to power into t2 As Foretold or t3 JTMS/Ral, but you can't afford too many non islands.
The land count is a tad over Miracles-esque, and the deck is actually pretty good.
And it is goodbye to MTGS.
Thanks, all. I still have Stasis, but nowadays run As Foretold, Ral Zarek and other Walkers, and just a couple of Fevered Visions, with very few prision permanents besides Stasis, the Walkers and Needle effects- one Propaganda and one Tsabo's web at the last count - and just a couple of Forsaken Cities.
If I get time I will post my current list here.
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Not exactly a stasis list from TC decks, but it runs 2 copies.
Seems a fair few of the lists I have seen with Stasis in are As foretold lists.....
Maybe the future of the card? I am not sure- to be honest I have been playing marginally more recognised archetypes that benefited from recent bannings such as Pox and doing pretty well with them. The incentive to get working on Stasis is there, and I have procured a set of As Foretold and A Visions from the profits of trading.
Here is the list
Yes, I think Bant Stasis is a clear option, and it is on the to do list. Sadly for me I am desperately spending hours on hours selling stuff and playing the Mtg finance game to finance completing decks, which is getting in the way of actual testing....) I do have plans but need to finish the hours on hours of buying/selling first.
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I have been off Stasis for a while, I would like to look at it soon, I have a lot of trading selling projects on the go that are coming to an end over the next couple of months, perhaps I will get the chance.
I do like the look of As foretold/Ancestral V builds.
In the mean time, here is another Moon/Chalice/Stasis from an event from the player above. I believe these are 10-12 players only, but worth looking at of course.
I have not played with as foretold much. It certainly allows a bigger curve, and you don't that many situational cards (or potentially "bad cards" like Howling Mine etc.), and just one "win more" card that don't do much on their own, namely Frozen Aether. I think the deck can take one of these cards, it is a bit of a luxury but you have plenty of card draw. Pyroclasm in the board seems worse than the colorless Kozilek version for 3, given that a Mother protected Thalia is a problem.
I think I would want more anti storm tech somewhere, Storm is a hard match.
I want to try the as foretold list, another one is below.
I have actually read a couple of reports recently- not by Stasis players but by their opponents.
One referred to a Root Maze tutor build, I would love to know that list, as I tried one myself, and yeah it was great fun, but I felt it had potential but needed a lot of work.
Another obliquely referenced playing a Stasis player.
I wish we could get more contributors here.....
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Yes, that was when Counterbalance was about, and probably game two/three as well rather than game 1? Decay is main deck, that is a problem. f Decay did not exist how many Grips would see play now post Miracles? If Decay would sling its hook we would be much better placed. BUG, JUnd et al would be much easier.
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When I meant a wide field I meant one or two of each of the top 10 decks. It is certainly true that there will be some easy matches, but if a Stasis deck consistently beats X then it probably loses to Y- as you say, there are some auto scoop matches. Perhaps if Abrupt Decay did not exist it would be different, but a lot of delver and midrange decks with access to decay tend to leave Stasis 1-2 in tight matches.
It is certainly a better deck than anyone gives it credit for, its just not a deck that is going to 4-0 and 5-1 many events.
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The problem is they simply don't print Stasis supporting cards that cost 1-2, so our builds rarely change.
Fevered Visions was great, either way it improves the Turbo versions running both R and U, by being both gas and wincon, and getting you the draw first. Bant stasis offers the best critters, UWR offers the best turbo shell for forsaken city, but the bottom line is we need flexible cards to make the deck stronger, and we are a bad deck vis-a-vis brainstorm.
I think the amount of time and effort that goes in to optimising what is a 2-2 or 3-3 deck is already large for most players- and no amount of revisions is going to push the deck to consistency against a wide field of tiered decks. Sure, if I meet a hatebear filled meta I can sleeve up a stasis that often beats them, or if I meet a storm filled meta I can play 15 cards from the board to transform the match, but if you take 5 random tiered decks we don't often approach 4-1. I still love Stasis, I just find that much like Stax, development time does not do much to improve the overall record.
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Not sure there is one.....root maze is super fab, it does allow the deck to be UG. But it hurts us as well and is dead in multiple copies.
I think a UGR deck is there somewhere, but what we really want is more 1-2 cc cards..........
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I added astrolabes as the mana was just so clunky, I found myself losing winnable matches simply by fetching and getting wasted or not fetching etc. Astrolabes massively improve the mana, and you can use fetches optimally. So the deck gets going more often, basically. Dack, JTMS, astrolabe, teferis all give lot of draw without Braisntorm/Visions, so I went to 3 Stasis- one turns up sooner or later, and you rarely to never want 2 in hand.
Swapped a COT to a tomb, the deck has more control than ever without stasis. A couple of sol lands allow for a little more in the way of options early game.
Added two swords to plowshares, and an extra tundra.
Dropped ashiok as the Karn wishboard contains a feldons' cane now, more often than not the Karn is what locks the game- the ashiok was insurance in case I run out of wincons like jace ultimates and cannot self tuck big teferi. With two karn and a lot of bin hate ashiok is redundant. Astrolabe, Karn, who knew?
I dropped white leylines, and made Karn more a focus of the deck, the wishboard extending to even Black Vise- for when the game is locked and time is an issue.
I could run veil of summer, as it is nuts, but don't have the spare paper trop.
The Force of Negation in the board could be a flusterstorm or Pyroblast, meta depending.
6 snow covered island
2 forsaken city
1 ancient tomb
1 city of traitors
2 tundra
2 volcanic island
4 flooded strand
2 polluted delta
3 ancestral vision
1 restore balance
4 brainstorm
2 pithing needle
4 arcum's astrolabe
2 swords to plowshares
1 counterspell
3 stasis
3 fire/ice
1 dack fadyen
2 teferi, time raveler
1 jace, the mind sculptor
1 ral zarek
2 karn, the great creator
1 teferi, hero of dominaria
1 pithing needle
1 feldon's cane
1 zuran orb
1 ensnaring bridge
1 black vise
1 tormod's crypt
1 torpor orb
1 grafdigger's cage
1 force of negation
1 kozilek's return
1 energy flux
4 leyline of the void
There are two copies of Forsaken City, and 3 as foretold, all of which help circumvent Stasis, as do 3 of the walkers. Fire Ice is useful under Stasis if you have As Foretold down, and the instant count is high due to it being an As Foretold deck. The Restore Balance and Ancestral are obvious with As Foretold, and the Ancestral says "target player", meaning that with it and Dack you can deck them quickly even if JTMS fails to ultimate. Narset can sometimes hurt the making the enemy draw plan, but it can be worked around. Big tef obviously untaps stuff and does way more than Ral, and with AS Foretold can tuck itself, of course.
There is a little acceleration with 2 City of traitors, really to power into t2 As Foretold or t3 JTMS/Ral, but you can't afford too many non islands.
The land count is a tad over Miracles-esque, and the deck is actually pretty good.
1 restore balance
4 brainstorm
1 Pithing Needle
4 Stasis
2 Counterspell
3 Fire//Ice
3 As Foretold
1 Dack faden
1 Ashiok, Dream Render
1 Narset, Parter of veils
2 Teferi, time raveler
1 wipe away
2 Jace the mind sculptor
2 Ral Zarek
4 force of will
1 Teferi, hero of dominaria
2 The tabernacle at pendrell vale
5 snow covered island
4 island
2 volcanic island
1 tundra
3 flooded strand
3 polluted delta
2 forsaken city
2 city of traitors
4 leyline of the void
4 leyline of sanctity
1 propaganda
1 kozilek's return
1 pyroblast
1 flusterstorm
1 ensnaring bridge
1 pithing needle
1 zuran orb
The board takes is pretty obvious.
Thanks, all. I still have Stasis, but nowadays run As Foretold, Ral Zarek and other Walkers, and just a couple of Fevered Visions, with very few prision permanents besides Stasis, the Walkers and Needle effects- one Propaganda and one Tsabo's web at the last count - and just a couple of Forsaken Cities.
If I get time I will post my current list here.
https://www.youtube.com/watch?v=wrDufUp9jCU
https://www.youtube.com/watch?v=ZInplhqen7Q
Edited the primer to include these lists, and tidied up a bit.
Lavinia seems at odds with the free stuff.....
Seems a fair few of the lists I have seen with Stasis in are As foretold lists.....
Maybe the future of the card? I am not sure- to be honest I have been playing marginally more recognised archetypes that benefited from recent bannings such as Pox and doing pretty well with them. The incentive to get working on Stasis is there, and I have procured a set of As Foretold and A Visions from the profits of trading.
Here is the list
http://www.tcdecks.net/deck.php?id=28176&iddeck=229482
I do like the look of As foretold/Ancestral V builds.
In the mean time, here is another Moon/Chalice/Stasis from an event from the player above. I believe these are 10-12 players only, but worth looking at of course.
http://tcdecks.net/deck.php?id=26303&iddeck=206508
I think I would want more anti storm tech somewhere, Storm is a hard match.
I want to try the as foretold list, another one is below.
http://mtgtop8.com/event?e=16945&d=304829&f=LE
One referred to a Root Maze tutor build, I would love to know that list, as I tried one myself, and yeah it was great fun, but I felt it had potential but needed a lot of work.
Another obliquely referenced playing a Stasis player.
I wish we could get more contributors here.....
Somebody giving it a bash with Stasis......
It is certainly a better deck than anyone gives it credit for, its just not a deck that is going to 4-0 and 5-1 many events.
Fevered Visions was great, either way it improves the Turbo versions running both R and U, by being both gas and wincon, and getting you the draw first. Bant stasis offers the best critters, UWR offers the best turbo shell for forsaken city, but the bottom line is we need flexible cards to make the deck stronger, and we are a bad deck vis-a-vis brainstorm.
I think the amount of time and effort that goes in to optimising what is a 2-2 or 3-3 deck is already large for most players- and no amount of revisions is going to push the deck to consistency against a wide field of tiered decks. Sure, if I meet a hatebear filled meta I can sleeve up a stasis that often beats them, or if I meet a storm filled meta I can play 15 cards from the board to transform the match, but if you take 5 random tiered decks we don't often approach 4-1. I still love Stasis, I just find that much like Stax, development time does not do much to improve the overall record.
I think a UGR deck is there somewhere, but what we really want is more 1-2 cc cards..........