Retreat to coralhelm does good things, if it did land it would be a shoe-in. I think it would depend on what shell.
It would be better in the bant shell I guess. I t may cost one too much, a bit like Monastery Siege sometimes does..........
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Retreat is surely interesting, maybe even as a replacement for propaganda, filling a very simular roll, yet with the benefit of scry. Although the protecting is of slightly different nature, arguably somewhat worse. At least I will try it in the bant list I'm running, using rangers and exploration to abuse the tap/untap availability.
I've been wondering one thing in lists posted here previously, why run rule, when lab is available? Is reblast that prominent that the added pitch to force isn't worth it? I'm pretty new to legacy so apologies if I'm asking a stupid question.
Rule does not die to pyroblast/REB, that is correct.
The decks you use Rule/Lab against are
Storm type decks
and then
elves
high tide based decks
enchantress
omniscience omnitell
aluren
Unless the enchantress is the fringe version with red in (in which case we are talking fringe versions of fringe decks) then none of these use REB effects, it makes zero difference.
Where it does make a difference is R/B reanimator (where coming down t2 at best it may also be too slow anyway) and especially Belcher. This is where you do want to include the effect against, and this will run REBs. I suppose technically you could include it vs Miracles, but I am too busy throwing down things that deal damage (in my case Pyrostatic Pillar, rubbish like Ankh of Mishra etc.) so that I get an actual clock and can lay damage dealers t1/2. If it got to the point of relevance v Miracles it is probably too late and I am already boarding in massive amounts of stuff for that match....
so overall it makes little difference- in matches where you bring it in you would never cast FOW and pitch it as the card is too valuable against those decks. What is relevant is that some Storm and High tide decks run Echoing Truth in the board, so you may often see one of each in decks that can support it.
On retreat, tapping a dude is only good with Stasis down already- the deck needs fewer Stasis dependent cards and more generically good stuff- it is worth looking at, but mainly for the scry in Bant shell, I feel, with the random option of making it super good under Stasis every now and then..........
If you are playing a Root Maze version you won't need to use Mana Short, the point of RM is that it reduces all their future mana from the point it is cast, excluding Spirit Guides and Rituals producing >1 mana. Yes, if they have exactly 2 mana that is B and G they could theoretically get out of it by waiting until Abrupt Decay turns up, for example. But in the mean time what are you doing- winning with a permanent or two should hopfully be the answer. We have talked on this and the old primer about Frozen Aether, and why it is bad, and Mana Short is a similar card in that it does nothing without Stasis- beyond that it acts as an expensive and less useful/good Orim's Chant. Now it is true that all combo cards are often useless without each other, but if you compare these two to Sneak Attack and Emrakul, you can see the combination is way short of power, and whereas individually Stasis might keep a number of dudes at bay for a very long time (potentially indefinitely), MS is just not good on its own. Root Maze works-although it is not without issues- because it is asymmetric on its own- it makes fetches get penalised twice, once on the fetch, once on the second land. Unless Mana Short can do something similar on its own I would avoid it.
Beyond that, it is a question of your build. Reset could potentially be used, but bouncing Stasis EOT is as effective and can be used to protect permanents too. Decks that use reset tend to be ones that "go off" like High Tide based ones- again very powerful compared to getting a few extra mana.
If you are going to put Stasis together I would say you need to concentrate on using cards that work on their own- Fevered Visions works because it is better for a Forsaken City/Stasis deck than any other, and of course it is inherently asymmetrical anyway, only dealing damage to one person. Those are the kind of "weak" cards that you can afford to include, rather than the ones you mention.
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Makes sense about Reset and Mana Short.... I am a fan of of this thread/Legacy Stasis and hope to help contribute ideas thinking multiple people adding/testing et will result in positive results...
With that said..
Eye of Chaos could work to prevent an abrupt decay.. Especially if your Stasis build isn't pumping lots of instants/sorceries either. Hope of Ghirapur is a nice one drop that could also stave off removal. Pia's Revolution in an Artifact heavy Stasis build could also work.
I've always loved Stasis, it's one of my favourite magic cards, and I've always wanted to make it work on legacy.
Is a BUG version viable? Going BUG gives us Lim-Dul's Vault and Squandered Resources, the first being a nice way of finding one particular card we need (maybe two or three depending on luck) and the second being a way of keeping the Stasis lock while Black Vise finishes the opponent.
I thought of going the Root Maze, fetchless and brainstormless route. Here's what I've got so far:
Makes sense about Reset and Mana Short.... I am a fan of of this thread/Legacy Stasis and hope to help contribute ideas thinking multiple people adding/testing et will result in positive results...
With that said..
Eye of Chaos could work to prevent an abrupt decay.. Especially if your Stasis build isn't pumping lots of instants/sorceries either. Hope of Ghirapur is a nice one drop that could also stave off removal. Pia's Revolution in an Artifact heavy Stasis build could also work.
In the eye of chaos does not stop Decay- if it made it cost an extra 2 that would be not better than Monastery Siege, but it does stop our/their Force or Daze tech......
Nevermore or Prelate are the only types of effects that stop Decay- any thing that says countered e.g. Nether Void, simply does not counter a card that says "can't be countered". We need costs "X extra to cast" or "can't be cast". Decay eats through a Chalice on 2 counters, for example.
I've always loved Stasis, it's one of my favourite magic cards, and I've always wanted to make it work on legacy.
Is a BUG version viable? Going BUG gives us Lim-Dul's Vault and Squandered Resources, the first being a nice way of finding one particular card we need (maybe two or three depending on luck) and the second being a way of keeping the Stasis lock while Black Vise finishes the opponent.
I thought of going the Root Maze, fetchless and brainstormless route. Here's what I've got so far:
I'd really like your thoughts on this. It's a first draft and nothing is definitive.
I would recommend a test it and see approach. Root Maze can be nuts, but a big issue is the forsaken coming in tapped without the mine to feed it. I have tried S field/Root Maze and yeah, you could go t1 maze, t2 or 3 howl (t2 if you get an accelerant), t3 stasis with the forsaken down GG. The issue is what happens when howling fails to turn up and you have to drop city without Howler to give the cards you need to untap it. I also give a shout to Dictate of Kruphix, it could be very useful in your list.
A lands-ish shell might work, a BUG shell might work. Solving Abrupt decay might be an issue, although R Maze makes Howling Mine work better for you in that they don't get to Decay after they get first use. I thought about Squandered Resources, it might work. You might be better going 4 colours and including Suppression Field. One thing about Stasis is that it might be better as a 3 of, even though it is the focus of the deck......
Miracles will require you to board lots of damage cards as per all builds, and storm will be needing multiple cards too from the board. The main thing is to get your fair matches consistently good.
While attending a local Legacy event in our meta, there has been a lot of talk about using a new card Mechanized Production as a wincon/Stasis mechanic. I didn't originate the concept and didn't get to meet the guy that was playing it the previous week, but his build swept our control heavy meta the week before.
I haven't seen the full build so I can only rely on 3rd hand information. The details of colors were confusing but it seemed like a 3 color shell w/ Red splash. Most likely UBg with r SB for REB or somesuch.
The one account that was consistent in the brew was the wincon. Control board, stick Stasis and put Mechanized Production on a U producing mana rock/Seat of the Synod. Control out the rest of the game until Production had enough copies to win.
I have asked to speak with the guy and left my emails and will encourage him to post a list here or elsewhere and I will relay the build.
Thanks. I have a few doubts about a 4cc card in a Stasis shell, but in a hardlock version copying a seat would do the job of paying for Stasis, that said 8 copies of many permanents will win you the game....
Please grab their lists and post- all welcome.
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Yes, As foretold is the right cc. As referred to above it is often the case that a 4cc card is uncastable under the Stasis. In fact it often takes a few turns to get to 2/3 cc. So yeah, it could be fabulous in this deck.
As for wasteland/SF here are some observations.
(a) Main deck pithing needle on wasteland is worth it. I can't remember if I updated the primer, but it is played in Turbo depths for the same reason, to stop Wasteland. It can also be tutored for by ET. Remember we don't want spells that react after Stasis, we prefer cheap permanents laid before.
(b) Stifle is decent too here.
(C)S field is not a card you see in Legacy- we can use it ourselves if we are low on fetches, in fact, so it should not hurt too much. It hurts Planeswalkers and Fetches, Death Rite [both abilities as DRS mana ability is not a mana ability in rules terms] and Diving Top activations, which are all staple effects in Legacy in various decks, so its a decent card, but the only decks I know that run it are some versions of Enchantress and Soldier/Thalia stompy (often mistakenly referred to as Stax on some sites, or even White Weenie- its definitely a stompy deck), because nearly all decks want one of those effects. So one very obscure deck, and one moderately obscure deck that runs it rarely in the board..... S field does not stop Forsaken of course, as Forsaken is a Triggered ability, not activated. It only stops untap PW shenanigans with Garruk or Ral Zarek type effects. If your Legacy group is newer or running more unusual decks, then great for you- Urx Stasis' big issue is that it can beat D N T+ Maverick or BUG/JUND/ABZ (Nic Fit etc.) decks, but not often both with the same iteration, whilst the Chalice type decks are decent but not spectacular. Storm decks needs a lot of board cards as game one is awful and Miracles goes from good game one to awful game 2. If one or two of those decks are not about for you then it makes life easier for you.
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Yeah, its triggered, and they have to decide whether to waste it with the trigger on the stack- they can't make you discard and then waste it whilst tapped.
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Yes. I am a bit tied up with revisions to Pox a the moment - post ban- and turning/trading my loan Miracles deck into something else recognisable, so I am pushed on time. I will probably stick with RIP/En field main and not go down the full as foretold route, I will try one at various game states and see what effect it has and look at it after. I will start to play around as the meta settles.
RIP/E field is probably the pillow fort with the most "free wins".
It cheapens the curve.
Its lousy against cheated Emrakuls (s + t is a nigh on impossible match), and eventually dies to Abrupt Decay, although you may have set up a defense by then against BUG. Storm obviously ignores it with tendrils.
But in terms of game 1, if it comes off, then Lands, Eldrazi (the small version not the 12 post colorless version with Ulamog) and D N T have great difficulty with it, as does Burn/UR delver and even infect.
If you run it include 2 main deck Pithing Needles on wasteland- the most common out to a single emergency E field without RIP backup. It also buys time vs Jund/BUG, where you overload their removal with Fevered Visions, E fields, RIPs, Dictates, Monastery Sieges, Back to basics, Vises etc.
I also suggest going up to 19/20 land in the deck for RIP/E field- excluding Tabernacles. Wastelanding a Waste yourself and dropping E field can buy a lot of time against non-u decks- time you can set up a big defense.
Game 2 it allows 6 cards to come out if you need huge changes, as if the RIP is coming out the E field comes out as well.
Well I would run Tabernacle over Mists, but it looks fine. As with all stasis decks, you are against the odds but if the right matches come up you never know...
I would look at running Dictate over a howler, to be honest- at least if you expect Bg-X
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i'm trying to build a stasis deck with foretold and i have a couple of questions
since i go with 4 foretold, 4 ancestral vision, 2 flip jace (that can recast ancestral vision) plus cantrips, are dictates and mine effects needed? seems the draw power is more than enough with that build but if i cut mine effects i need a new wincondition and i don't know what would fit the deck better. any ideas? flip jace could win games on his own but in legacy there are a lot of emrakuls so milling isn't that reliable i guess.
also, should i include lotus bloom in the deck as well? being able to play 4 black loti is tempting. 3 mana into foretold into bloom is a very nice play to do since it lets us playing the enchant basically for free if we break the lotus right after. and if we stack a couple of them that gives us mana for a wincon later. if i play 4 lotus bloom should i play 4 ssg / lotus petal like i do in other pillow fort builds?
could be stupid but how many lands should i play if i include 4 lotus bloom and foretold in the deck?
the core of the deck i guess would look like this:
So I went to the tournament yesterday. Record was 3-3. At least one loss was due to the deck not turning up and another due to my lack of knowledge of the vast range of decks in Legacy. I made a couple of stupid errors too, which didn't help.
R1: Enchantress - 0-2 (my lack of knowledge of the deck and terrible first game draws)
R2: RB Reanimator - 1-2 (terrible error game 1, beat down with Meddling Mage g2 and hand was ruined g3)
R3: Leylines - 2-1 (top decked helm won g1, some beat down and fevered visions g2, game 3 saw a stasis and fv down by t3 to win)
R4: BUG - 2-0 (g1 was a good back and forth. G2 led to a ridiculous board state of all of his creatures, all his lands and a Jace across from about half my deck. The 3rd fevered visions got me there just before we ran out of cards)
R5: Nic Fit -0-2 (It wasn't pretty..)
R6: UB Reanimator - 2-1 (Iona on blue is horrendous and won G1. 2nd and 3rd game I countered his early game and beatdown and fevered visions for the win)
The sideboard did a solid job. In particular the Meddling Mages and Unexpectedly Absent.
There were a few cards that did nothing, or at least never landed: As Foretold, Monastery Siege and Thalia. I think As Foretold will become another Ral Zarek.
Black Hand disruption in the early game really ruins the deck imho
Seems like a decent performance all round.
As for handkill, Leyline of Sanctity is your friend from the board. I know, we need a 25 card board....I like to remove Energy Field game 2 for BG-X decks. B2B, Thalia and Siege are good there.
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i'm trying to build a stasis deck with foretold and i have a couple of questions
since i go with 4 foretold, 4 ancestral vision, 2 flip jace (that can recast ancestral vision) plus cantrips, are dictates and mine effects needed? seems the draw power is more than enough with that build but if i cut mine effects i need a new wincondition and i don't know what would fit the deck better. any ideas? flip jace could win games on his own but in legacy there are a lot of emrakuls so milling isn't that reliable i guess.
also, should i include lotus bloom in the deck as well? being able to play 4 black loti is tempting. 3 mana into foretold into bloom is a very nice play to do since it lets us playing the enchant basically for free if we break the lotus right after. and if we stack a couple of them that gives us mana for a wincon later. if i play 4 lotus bloom should i play 4 ssg / lotus petal like i do in other pillow fort builds?
could be stupid but how many lands should i play if i include 4 lotus bloom and foretold in the deck?
the core of the deck i guess would look like this:
excluding forsaken city these are 42 cards so i could play 18 lands
If you run Bloom and RIP/EF anyway, you could include a Helm of Obedience. If you run fevered visions then I like Dictate/Mine effects, Dictate being better. But if you don't then no need. As Foretold looks good with a lot of cards.
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No really playing much with it, to be honest- really that is due to a need to spend some serious time on a couple of other decks decks that need my attention post Top ban. I will get back to the deck over the next 6 months to a year, but I I really want an As Foretold or Fevered Visions type new card to breathe a bit of life in- and that means something that costs two mana, not 3, which is the big, big issue - all the cute stuff they print costs 3, and the 3 slot is always too full.
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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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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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It would be better in the bant shell I guess. I t may cost one too much, a bit like Monastery Siege sometimes does..........
I've been wondering one thing in lists posted here previously, why run rule, when lab is available? Is reblast that prominent that the added pitch to force isn't worth it? I'm pretty new to legacy so apologies if I'm asking a stupid question.
The decks you use Rule/Lab against are
Storm type decks
and then
elves
high tide based decks
enchantress
omniscience omnitell
aluren
Unless the enchantress is the fringe version with red in (in which case we are talking fringe versions of fringe decks) then none of these use REB effects, it makes zero difference.
Where it does make a difference is R/B reanimator (where coming down t2 at best it may also be too slow anyway) and especially Belcher. This is where you do want to include the effect against, and this will run REBs. I suppose technically you could include it vs Miracles, but I am too busy throwing down things that deal damage (in my case Pyrostatic Pillar, rubbish like Ankh of Mishra etc.) so that I get an actual clock and can lay damage dealers t1/2. If it got to the point of relevance v Miracles it is probably too late and I am already boarding in massive amounts of stuff for that match....
so overall it makes little difference- in matches where you bring it in you would never cast FOW and pitch it as the card is too valuable against those decks. What is relevant is that some Storm and High tide decks run Echoing Truth in the board, so you may often see one of each in decks that can support it.
On retreat, tapping a dude is only good with Stasis down already- the deck needs fewer Stasis dependent cards and more generically good stuff- it is worth looking at, but mainly for the scry in Bant shell, I feel, with the random option of making it super good under Stasis every now and then..........
Beyond that, it is a question of your build. Reset could potentially be used, but bouncing Stasis EOT is as effective and can be used to protect permanents too. Decks that use reset tend to be ones that "go off" like High Tide based ones- again very powerful compared to getting a few extra mana.
If you are going to put Stasis together I would say you need to concentrate on using cards that work on their own- Fevered Visions works because it is better for a Forsaken City/Stasis deck than any other, and of course it is inherently asymmetrical anyway, only dealing damage to one person. Those are the kind of "weak" cards that you can afford to include, rather than the ones you mention.
With that said..
Eye of Chaos could work to prevent an abrupt decay.. Especially if your Stasis build isn't pumping lots of instants/sorceries either. Hope of Ghirapur is a nice one drop that could also stave off removal. Pia's Revolution in an Artifact heavy Stasis build could also work.
I've always loved Stasis, it's one of my favourite magic cards, and I've always wanted to make it work on legacy.
Is a BUG version viable? Going BUG gives us Lim-Dul's Vault and Squandered Resources, the first being a nice way of finding one particular card we need (maybe two or three depending on luck) and the second being a way of keeping the Stasis lock while Black Vise finishes the opponent.
I thought of going the Root Maze, fetchless and brainstormless route. Here's what I've got so far:
1 Bojuka Bog
1 Forest
4 Forsaken City
6 Island
1 The Tabernacle at Pendrell Vale
4 Tropical Island
4 Underground Sea
4 Stasis
4 Root Maze
4 Black Vise
4 Howling Mine
// Mana Accelerators
4 Elvish Spirit Guide
// Counters
3 Force of Will
2 Spell Pierce
1 Chain of Vapor
4 Ponder
3 Crop Rotation
4 Lim-Dul's Vault
2 Squandered Resources
I'd really like your thoughts on this. It's a first draft and nothing is definitive.
Thanks a lot!
In the eye of chaos does not stop Decay- if it made it cost an extra 2 that would be not better than Monastery Siege, but it does stop our/their Force or Daze tech......
Nevermore or Prelate are the only types of effects that stop Decay- any thing that says countered e.g. Nether Void, simply does not counter a card that says "can't be countered". We need costs "X extra to cast" or "can't be cast". Decay eats through a Chalice on 2 counters, for example.
I would recommend a test it and see approach. Root Maze can be nuts, but a big issue is the forsaken coming in tapped without the mine to feed it. I have tried S field/Root Maze and yeah, you could go t1 maze, t2 or 3 howl (t2 if you get an accelerant), t3 stasis with the forsaken down GG. The issue is what happens when howling fails to turn up and you have to drop city without Howler to give the cards you need to untap it. I also give a shout to Dictate of Kruphix, it could be very useful in your list.
A lands-ish shell might work, a BUG shell might work. Solving Abrupt decay might be an issue, although R Maze makes Howling Mine work better for you in that they don't get to Decay after they get first use. I thought about Squandered Resources, it might work. You might be better going 4 colours and including Suppression Field. One thing about Stasis is that it might be better as a 3 of, even though it is the focus of the deck......
Miracles will require you to board lots of damage cards as per all builds, and storm will be needing multiple cards too from the board. The main thing is to get your fair matches consistently good.
While attending a local Legacy event in our meta, there has been a lot of talk about using a new card Mechanized Production as a wincon/Stasis mechanic. I didn't originate the concept and didn't get to meet the guy that was playing it the previous week, but his build swept our control heavy meta the week before.
I haven't seen the full build so I can only rely on 3rd hand information. The details of colors were confusing but it seemed like a 3 color shell w/ Red splash. Most likely UBg with r SB for REB or somesuch.
The one account that was consistent in the brew was the wincon. Control board, stick Stasis and put Mechanized Production on a U producing mana rock/Seat of the Synod. Control out the rest of the game until Production had enough copies to win.
I have asked to speak with the guy and left my emails and will encourage him to post a list here or elsewhere and I will relay the build.
EDH: ZurUBW, Leroy Jenkins (Norin the Wary)R, Nicol BolasRBU, Arcum DagssonU, Sharuum, the HegemonUBW, Captain SisayGW, Hazezon TamarGWR
Please grab their lists and post- all welcome.
As for wasteland/SF here are some observations.
(a) Main deck pithing needle on wasteland is worth it. I can't remember if I updated the primer, but it is played in Turbo depths for the same reason, to stop Wasteland. It can also be tutored for by ET. Remember we don't want spells that react after Stasis, we prefer cheap permanents laid before.
(b) Stifle is decent too here.
(C)S field is not a card you see in Legacy- we can use it ourselves if we are low on fetches, in fact, so it should not hurt too much. It hurts Planeswalkers and Fetches, Death Rite [both abilities as DRS mana ability is not a mana ability in rules terms] and Diving Top activations, which are all staple effects in Legacy in various decks, so its a decent card, but the only decks I know that run it are some versions of Enchantress and Soldier/Thalia stompy (often mistakenly referred to as Stax on some sites, or even White Weenie- its definitely a stompy deck), because nearly all decks want one of those effects. So one very obscure deck, and one moderately obscure deck that runs it rarely in the board..... S field does not stop Forsaken of course, as Forsaken is a Triggered ability, not activated. It only stops untap PW shenanigans with Garruk or Ral Zarek type effects. If your Legacy group is newer or running more unusual decks, then great for you- Urx Stasis' big issue is that it can beat D N T+ Maverick or BUG/JUND/ABZ (Nic Fit etc.) decks, but not often both with the same iteration, whilst the Chalice type decks are decent but not spectacular. Storm decks needs a lot of board cards as game one is awful and Miracles goes from good game one to awful game 2. If one or two of those decks are not about for you then it makes life easier for you.
URW PillowFort Stasis (costruction)
modern:
U Taking Turns combo
pauper:
UB Servitor Control
xenob8 : you know you are going to have a bad time when opponent starts with snow covered island
4 foretold
4 av
2 flip jace (so we can play av from graveyeard)
maybe 4 lotus bloom
would be a base to start with
URW PillowFort Stasis (costruction)
modern:
U Taking Turns combo
pauper:
UB Servitor Control
xenob8 : you know you are going to have a bad time when opponent starts with snow covered island
It cheapens the curve.
Its lousy against cheated Emrakuls (s + t is a nigh on impossible match), and eventually dies to Abrupt Decay, although you may have set up a defense by then against BUG. Storm obviously ignores it with tendrils.
But in terms of game 1, if it comes off, then Lands, Eldrazi (the small version not the 12 post colorless version with Ulamog) and D N T have great difficulty with it, as does Burn/UR delver and even infect.
If you run it include 2 main deck Pithing Needles on wasteland- the most common out to a single emergency E field without RIP backup. It also buys time vs Jund/BUG, where you overload their removal with Fevered Visions, E fields, RIPs, Dictates, Monastery Sieges, Back to basics, Vises etc.
I also suggest going up to 19/20 land in the deck for RIP/E field- excluding Tabernacles. Wastelanding a Waste yourself and dropping E field can buy a lot of time against non-u decks- time you can set up a big defense.
Game 2 it allows 6 cards to come out if you need huge changes, as if the RIP is coming out the E field comes out as well.
I would look at running Dictate over a howler, to be honest- at least if you expect Bg-X
since i go with 4 foretold, 4 ancestral vision, 2 flip jace (that can recast ancestral vision) plus cantrips, are dictates and mine effects needed? seems the draw power is more than enough with that build but if i cut mine effects i need a new wincondition and i don't know what would fit the deck better. any ideas? flip jace could win games on his own but in legacy there are a lot of emrakuls so milling isn't that reliable i guess.
also, should i include lotus bloom in the deck as well? being able to play 4 black loti is tempting. 3 mana into foretold into bloom is a very nice play to do since it lets us playing the enchant basically for free if we break the lotus right after. and if we stack a couple of them that gives us mana for a wincon later. if i play 4 lotus bloom should i play 4 ssg / lotus petal like i do in other pillow fort builds?
could be stupid but how many lands should i play if i include 4 lotus bloom and foretold in the deck?
the core of the deck i guess would look like this:
4x Stasis
foretold core
4x As Foretold
4x Ancestral Vision
4x Lotus Bloom
2x Jace, Prodigio di Vryn
3x Rest in Peace
3x Energy Field
1x Propaganda
cantrips
4x Ponder
4x Brainstorm
1x Enlightened Tutor
4x Force of Will
4x Daze
lands
4 Forsaken City
excluding forsaken city these are 42 cards so i could play 18 lands
URW PillowFort Stasis (costruction)
modern:
U Taking Turns combo
pauper:
UB Servitor Control
xenob8 : you know you are going to have a bad time when opponent starts with snow covered island
Seems like a decent performance all round.
As for handkill, Leyline of Sanctity is your friend from the board. I know, we need a 25 card board....I like to remove Energy Field game 2 for BG-X decks. B2B, Thalia and Siege are good there.
If you run Bloom and RIP/EF anyway, you could include a Helm of Obedience. If you run fevered visions then I like Dictate/Mine effects, Dictate being better. But if you don't then no need. As Foretold looks good with a lot of cards.
I think a UGR deck is there somewhere, but what we really want is more 1-2 cc cards..........
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.