Hello! Over the years, several cards have excited Stasis players, such as Quirion Ranger, Ral Zarek, Derevi, Empyrial Tactician, and now As Foretold, which is like an Aether Vial for spells--but on steroids. While As Foretold is tempting for Stasis players, why haven't people built a Stasis deck around Aether Vial? I've searched MTG Salvation for such a deck, but people mention Aether Vial as a reason not to play Stasis only. If people consider As Foretold viable because it would allow them to cast spells to bounce Stasis, not to mention counterspells for free, why not consider Aether Vial, which already does that and faster. Here's what I'm proposing:
I've based this version on two casting cost creatures, but people could build a three casting cost version with Flickerwisp, Derevi, Empyrial Tactician, Emancipation Angel, Invasive Species, and/or Pestermite. Although the two casting cost creatures are weaker, the deck itself is more consistent. Anyway, here is a quick list of other card options:
If the stars align, the deck can lock down the opponent on turn three:
Turn 1: Play an Island and cast Aether Vial.
Turn 2: Put a counter on Aether Vial, play a Plains, and cast Enlightened Tutor for Stasis at the end of the opponent's turn.
Turn 3: Put another counter on Aether Vial, play an Island, and cast Stasis (leaving an Island untapped).
Turn 4 and onward: If you have an untapped blue source, pay the upkeep cost for Stasis, allowing you to draw a land or bounce creature. If you are tapped out, Vial in a bounce creature at the end of the opponent's turn to return your Stasis to your hand, untap all of your lands, recast Stasis, and attack. Rinse and repeat until the opponent is dead.
I like the tech, but the deck is very heavily built around having the turn 1 Vial, no? The other Vial decks in Legacy use Vial, but they can still function without them. I don't think this deck functions as well without the turn 1 Vial. Is there anything you could think of to overcome this problem?
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Well, I can saw a woman in two, but you won't wanna look in the box when I'm through.
I like the tech, but the deck is very heavily built around having the turn 1 Vial, no? The other Vial decks in Legacy use Vial, but they can still function without them. I don't think this deck functions as well without the turn 1 Vial. Is there anything you could think of to overcome this problem?
Thanks for the feedback. I've replaced Snap and Dream Stalker with Chain of Vapor so that an early Aether Vial is not as important. There are two lines of play now: While a turn one or two Aether Vail is ideal, the deck could just cast Stasis on turn three or four and pay the upkeep cost by replaying Islands with Daze and Ensnare until you draw a Chain of Vapor. Then, after an EOT Chain of Vapor, you could cast Aether Vial and begin that line of play.
In short, Stasis decks are really hard to pull off regardless of route. A working Stasis won't do much against a lot of unfair decks, so you need a huge sideboard shift. Then you need a wincon. If you start a game with a "free" Stasis on t2 there are a few decks that would win regardless- Show and Tell being one, even if you run 4 daze 4 FOW. You need to be able to control the board as well as work the Stasis, which is a challenge....I hope it works for you.
You are welcome to post on the regular Stasis thread if you wish.
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People with belligerent signatures are trying to compensate for something....
4 Stasis
4 Aether Vial
4 Force of Will
2 Daze
3 Enlightened Tutor
3 Ensnare
4 Chain of Vapor
4 Kor Skyfisher
4 Aviary Mechanic
4 Drake Familiar
Lands
16 Island
4 Plains
4 Tundra
I've based this version on two casting cost creatures, but people could build a three casting cost version with Flickerwisp, Derevi, Empyrial Tactician, Emancipation Angel, Invasive Species, and/or Pestermite. Although the two casting cost creatures are weaker, the deck itself is more consistent. Anyway, here is a quick list of other card options:
If the stars align, the deck can lock down the opponent on turn three:
Turn 1: Play an Island and cast Aether Vial.
Turn 2: Put a counter on Aether Vial, play a Plains, and cast Enlightened Tutor for Stasis at the end of the opponent's turn.
Turn 3: Put another counter on Aether Vial, play an Island, and cast Stasis (leaving an Island untapped).
Turn 4 and onward: If you have an untapped blue source, pay the upkeep cost for Stasis, allowing you to draw a land or bounce creature. If you are tapped out, Vial in a bounce creature at the end of the opponent's turn to return your Stasis to your hand, untap all of your lands, recast Stasis, and attack. Rinse and repeat until the opponent is dead.
What do you think? Thanks for the feedback!
Thanks for the feedback. I've replaced Snap and Dream Stalker with Chain of Vapor so that an early Aether Vial is not as important. There are two lines of play now: While a turn one or two Aether Vail is ideal, the deck could just cast Stasis on turn three or four and pay the upkeep cost by replaying Islands with Daze and Ensnare until you draw a Chain of Vapor. Then, after an EOT Chain of Vapor, you could cast Aether Vial and begin that line of play.
You are welcome to post on the regular Stasis thread if you wish.