Unlike the other combos which are mostly 3 card combos this isn't. This isn't a true hard lock but with counter backup and the fact that you get to untap and they don't its pretty brutal once its out. You can continue to do his ability since Stasis is never in play during your untap phase.
Well people are able to have Welder stick around for a while or Confidant stick around for a while.
Really the format isn't full of a ton of spot removal most decks probably play 4-8 maybe more if they are a red deck since they can use burn on creatures or opponent.
Also welder is usually not backed up by counters like this guy can be. Confidant and Welder both do nothing unless you untap with them in play.
Anyway, how about a few Tolaria West? I know, 3 mana's a bit, but it does tutor for the glacial chasm. Perhaps a 2x. I'll try it out next week and see how it does.
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Back in my day, Wrath of God didn't kill Black Knight and that's the way we liked it. We also had to pay mana for our 1/1s. Kids and your Memnites. Get off my lawn!
CITPT lands are a killer in stasis the deck needs tons of lands all my versions usually run 25+ mana and 100% of them citp untapped and tap for blue mana or are shocklands. Not sure why you would run glacial chasm it seems really bad in most matchups and I've never seen another stasis deck recommend it.
One standard strategy with stasis is just lay down stasis then continue to make land drops as long as you do that is usually a sufficient enough lock. Then eventually you can chain of vapor stasis back to your hand and take your turn with 8+ lands out. Obviously you can run other cards to combo with stasis but being able to play down stasis without a combo for a advantage, is vital or else the deck becomes a wannabe combo deck.
If money is no object this is the version I would run give or take.
CITPT lands are a killer in stasis the deck needs tons of lands all my versions usually run 25+ mana and 100% of them citp untapped and tap for blue mana or are shocklands. Not sure why you would run glacial chasm it seems really bad in most matchups and I've never seen another stasis deck recommend it.
One standard strategy with stasis is just lay down stasis then continue to make land drops as long as you do that is usually a sufficient enough lock. Then eventually you can chain of vapor stasis back to your hand and take your turn with 8+ lands out. Obviously you can run other cards to combo with stasis but being able to play down stasis without a combo for a advantage, is vital or else the deck becomes a wannabe combo deck.
If money is no object this is the version I would run give or take.
The Tabernacle is not necessary really but it can easily hamstring many decks with a stasis out.
This seems like the best list so far. I would recommend adding in some Root Mazes to ensure a lock. I don't think the Chronatog is the way to go either. You need to keep drawing so you can get countermagic in hand or the opponent can just set up hands to win. ANT will demolish the Chronatog version because it can just hold out for a swamp, dark rits, LED's, and IGG. If nothing comes in tapped, they will just win anyway. Frozen Aether may just be better though as it doesn't effect your stuff. Root Maze doesn't get really good until you have a Garruk or Forsaken City in play.
I also think that Cryptic Command may be better than Arcane Denial. Cryptic has very relevant modes in that it can tap down zoo so you can slam down the stasis to lock them. It can bounce stasis to give you an untap.
Thwart is a great idea though. It buys you 3 more turns of paying for the stasis by bouncing tapped lands to replay.
I would probably try to fit in propaganda or some way to punish zoo faster. Possibly Crop Rotation as a way to get Tabernacle sooner?
I really enjoy the decks posted here, I think I might try it out too.
But has anyone thought about Gush for this deck?
You can bounce two tapped Island, draw two cards and keep your Stasis longer in play while searching for Chronatog faster.
Sigh, nevermind again Someone told me it was legal in legacy!
im just wondering how does this beat dredge? after the first 2 turns or so, sometimes even after the first dredge doesnt need lands. it can combo out and attack with a massive army of hasters instantly. Because it keeps getting upkeeps it can just dredge it's whole deck out and have unlimited access to everything. Yes you can counter some of the dread returns, but not every single one unless you have god hand of multiple daze and fow.
im new to legacy too, im just wondering what to do if up against a deck like this lol. Glacial spike kills ichorid i see that, but what if all your spikes are at the bottom of your deck?
im just wondering how does this beat dredge? after the first 2 turns or so, sometimes even after the first dredge doesnt need lands. it can combo out and attack with a massive army of hasters instantly. Because it keeps getting upkeeps it can just dredge it's whole deck out and have unlimited access to everything. Yes you can counter some of the dread returns, but not every single one unless you have god hand of multiple daze and fow.
im new to legacy too, im just wondering what to do if up against a deck like this lol. Glacial spike kills ichorid i see that, but what if all your spikes are at the bottom of your deck?
Well, with the list just above your question there are several ways. Propaganda to slow them down and Powder Keg to blow them up and Back to Basics and Stasis to make sure their lands don't untap to pay for Propaganda (as a lot run non-basic lands to pay for any of their cards).
The original deck form will consist of Frozen Aether, Stasis and/or Root Maze. All Ichorid and Zombies come into play tapped and don't untap. But a turn one Root Maze stops their turn one win if they are on the draw. Turn two Stasis could hold them off for a bit, but essentially Stasis will have to break on that schedule unless the player is lucky. It is surely not unwinnable, but could be difficult depending on the clock.
I like this deck very much, specially de U/G list posted before, but i was thinking, what could come out instead of the root mazes, and perhaps one or two more Jace's, since they speed up the game. What do you guys think?
I've been playing with Lotus Bloom lately and its a great addition in this deck. It allows you to play cards while Stasis in play like Jace Beleren, Tangle Wire, Chronatog and Orb of Dreams. Trying it with Muddle the Mixture as well.
I find that the UG version of the deck is good if your worried about thoughs Dredge decks. But I believe Dredge will still give you too much trouble anyways, unless you get lucky starting hand.
Ok I know I am missing something here but why is forsaken city so important? I guess I would run Chrome Mox in its place instead. I have always wanted to play stasis and I am currently building one so I just am trying to learn about the deck.
derrrr wow I can't believe I missed that *facepalm*
On the brightside I found a use for my Forsaken Citys now ahahah.
Also I am curious how does this deck preform against other current meta deck?
You have a lot of options in getting the lock online. Stasis + either Quirion Ranger or Scryb Ranger allows you to replay your trops each turn to pay for stasis. Also, if you have either Birds of Paradise or Noble Hierarch, you can untap them each turn by bouncing your lands, providing you with extra man each turn via your now untapped and replayed trops. Forsaken City is works well with stasis but you usually only use it as a temporary out because it falls victim to wasteland. However, you can avoid Pridemage on Stasis and wasteland on your cities via Stifle. The has various win conditions. One win condition is just creature beats. Scryb Rangers can usually fly over your opponent's goyfs and is likely recieving extra P/T from one of your 7 exalted creatures, putting your opponent on a 10 turn clock. Its not fast but Stasis has never been known as a deck that wins quickly. Provided you can maintain the lock, it should be a win for you due to your ability to untap rangers each turn. Either ranger + Noble Hierarch is lovely. It can also win via Court Hussar, which should be noted, does not have to untap via vigilance. It has various uses via its ability dig 3 cards deep, block aggro til you can get the lock, while also dealing minimal amounts of damage which is sometimes amplified by exalted creatures. The easiest way to win is to fetch Luminarch Ascension with Enlightened Tutor. Once Ascension is online, I have rarely lost. Even if they can break the Stasis lock, 2 to 3 4/4 flying angels every turn is a handful. The 'oops I win' condition I threw into the deck was Phyrexian Dreadnought + Stifle, which, with Enlightened Tutor, happens more often then one would expect.
The deck beats aggro like its a cake walk. Against aggro control, you just wait for them to tap out in the early turns of the game and then drop Stasis. Despite the obvious lack of protection, game 1 isn't that bad. Game 2 gets better with Choke, as you have one more threat that essentially locks them out of mana entirely. Though Choke also effects me, the untap effects and mana producers enable me to completely avoid it (provided I only fetch forests that I can return to my hand with rangers). The combo matchup is not good, as is the burn matchup. Sometimes you get countertop down, and sometimes you dont. Sometimes you can play out Ethersworn Cannonist and sometimes you can't. Enlightened Tutor, and lot of mana ensure that if your opponent doesn't win fast, he will have a lot of trouble. Fast Cannonist or Counterbalance can discourage the opponent from going off until he can remove it. If you can get either one down quickly, you might be able to find a 2nd one and then proceed to take the game. The dredge matchup is similiar. There is hate for it in the board, but hate only works so well against decks that are so fast.
I have another version of this that is less focused on Stasis for those of you who are interested:
The synergy is different, as is the play style, but it can bring Stasis into the mix from the post board for some mad tricks in games 2 and 3.
The deck abuses untap tricks mostly. Weathered Wayfarer finding wastelands, returning your lands to untap him via rangers to find more wastelands. Untapping Mother of Runes to protect your team, and untapping Knight of the Reliquary for mad Wasteland tricks, or just making him huge. You can untap Ohran Viper, which I must say, is a house. Draws you cards, and can untap to block for lethal, while at the worst eating a removal spell or trading with goyf.
Garruk Wildspeaker is quite legit, serving essentially as an undercosted, delayed, overrun. I run a lot of creatures that have synergy together but they don't really make a good offense until this guy comes down to win in one fell swoop. He also makes fat blockers and untaps lands. It should be noted that in game 2, he is ridiculous with Stasis and/or Trinisphere. Game 2, either KoTR or Wayfarer can fetch a singleton Forsaken City. The Stasis strategy works well against decks where the wasteland lock doesn't work, while I have enough mana to almost completely avoid Trinisphere. The deck has a good control and aggro control matchup via wasteland locks, the aggro game is also pretty good. The combo game is alright. Provided you can Stifle an early fetch land to slow your opponent down, you should try to wastelock him and attempt a quick kill. Its not easy in game 1 but I've done it. The game 2/3 plan is Trinisphere. It's easy to set up if you get fast mana. After that, you just try to stifle fetch lands, Wasteland his duals, and hopefully use Stasis to lock them out of their basics. Its been fun to play.
What I don't understand is, why the aggro version doesn't play one or two Isochron Scepter and three to four Boomerang to get Stasis back to your hand instead of forests and a creature. It would turn the deck into aggro control, but I would think that a better way to untap than the rangers and some mana-denial or temporary removal too. It would be so much more versatile, although it reduces the creature count to a critical point. It also makes the Stasis vulnerable to counters, I guess someone would have to test it and tell us, how critical it really is.
This verison plays entirely differently. Instead of requiring 4 mana to get the lock, ie play stasis and return it at the end of turn, it requires 2/3 mana to get it into play, and less specific cards. Rangers are good on their own as you can avoid sinkholes, and wastelands. I run a different number of each in the different versions but regardless, boomerang + isochron's scepter + stasis is not exactly the easiest ☺☺☺☺ to set up unless you are running lots of enlightened tutor action, brainstorm, and more of the like, in which case its the control version.
To tell the truth I've been more focused on the version without Stasis mainboard because when certain cards stick, you win. Mother of Runes specifically has won me more matches then I can count. It stalls the ☺☺☺☺ out of lackey, instigator, and piledriver while protecting wayfarers from removal against decks where wayfarer is indispensable like stompy and stax because you need to attack their mana base. The deck is already dam good against aggro and a ***** for decks that like having non-basics. Having Stasis in the board insures a completely unexpect game 2 strategy. You are right though, Stasis is quite vulnerable to counters, in which case I have baited them out with KoTR, choke, viper, etc in order to make a Stasis lock stick. I think its better in the board too because the opponent isn't saving counters for it. Play around with it, you might like it. A the very least, it is fun to play.
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i just just brainstorming for ways to get around the stasis easiest and fastest.. bouncing it just takes to much work.. unless you want capsize..i still wish there was room for foil with the card draw and always having land in hand... oh well:gonk:
Frozen aether also seems like one of the ONLY ways this deck will beat goblins. Wasteland alone ruins the "lock" otherwise. Not being able to beat a deck that runs wasteland is not the best start to winning in Legacy.
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Currently Playing:
Standard:
U/G TurboTitans
B/G TurboNixilis
Extended:
Preeminant Watch
RDW
(trying to hatch an Extended deck to abuse Emrakul...)
Legacy:
Vial Goblins mono red
Trisomy 21- Loam Control
EDH:
Brion Stoutarm- Fling Drazi
Rafiq of the Many Huge Show and Tell Dudes
Frozen aether= a blue version of kismet... thats awsome.. and once ur under stasis lock you can run bounce thats just as good as STP... soo all we need now is to find a replacement for worldly tutor and we can cut white out all together...
although thats not possible.. there is nothing better than worldly tutor...
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LEGACY PLAYER- SPIKE
trying to move into standard because more players in my area are moving that way
Garruk is probably superior but this combo is cheaper and in color.
Vedalken Mastermind+Stasis.
Unlike the other combos which are mostly 3 card combos this isn't. This isn't a true hard lock but with counter backup and the fact that you get to untap and they don't its pretty brutal once its out. You can continue to do his ability since Stasis is never in play during your untap phase.
Feel free to bid on my cards here!
Really the format isn't full of a ton of spot removal most decks probably play 4-8 maybe more if they are a red deck since they can use burn on creatures or opponent.
Also welder is usually not backed up by counters like this guy can be. Confidant and Welder both do nothing unless you untap with them in play.
Feel free to bid on my cards here!
One standard strategy with stasis is just lay down stasis then continue to make land drops as long as you do that is usually a sufficient enough lock. Then eventually you can chain of vapor stasis back to your hand and take your turn with 8+ lands out. Obviously you can run other cards to combo with stasis but being able to play down stasis without a combo for a advantage, is vital or else the deck becomes a wannabe combo deck.
If money is no object this is the version I would run give or take.
4 Tropical Island
1 Breeding Pool
4 Misty Rainforest
1 The Tabernacle at Pendrell Vale
1 Forsaken City
4 Force of Will
4 Daze
3 Thwart
2 Impulse
2 Fact or Fiction
4 Stasis
4 Chain of Vapor
4 Brainstorm
1 Jace Beleren
The Tabernacle is not necessary really but it can easily hamstring many decks with a stasis out.
Feel free to bid on my cards here!
4 force of will
4 daze
2 brainstorm
4 ponder
2 intuition
3 stasis
3 garruk
4 snuff out
4 cryptic command
2 jace
3 swords to plowshares
3 engineered explosives
4 polluted delta
4 misty rainforest
2 tundra
4 underground sea
4 tropical island
3 islands
2 tabernacle at the pendrell vale
This seems like the best list so far. I would recommend adding in some Root Mazes to ensure a lock. I don't think the Chronatog is the way to go either. You need to keep drawing so you can get countermagic in hand or the opponent can just set up hands to win. ANT will demolish the Chronatog version because it can just hold out for a swamp, dark rits, LED's, and IGG. If nothing comes in tapped, they will just win anyway. Frozen Aether may just be better though as it doesn't effect your stuff. Root Maze doesn't get really good until you have a Garruk or Forsaken City in play.
I also think that Cryptic Command may be better than Arcane Denial. Cryptic has very relevant modes in that it can tap down zoo so you can slam down the stasis to lock them. It can bounce stasis to give you an untap.
Thwart is a great idea though. It buys you 3 more turns of paying for the stasis by bouncing tapped lands to replay.
I would probably try to fit in propaganda or some way to punish zoo faster. Possibly Crop Rotation as a way to get Tabernacle sooner?
But has anyone thought about Gush for this deck?
You can bounce two tapped Island, draw two cards and keep your Stasis longer in play while searching for Chronatog faster.
Sigh, nevermind again Someone told me it was legal in legacy!
im new to legacy too, im just wondering what to do if up against a deck like this lol. Glacial spike kills ichorid i see that, but what if all your spikes are at the bottom of your deck?
Well, with the list just above your question there are several ways. Propaganda to slow them down and Powder Keg to blow them up and Back to Basics and Stasis to make sure their lands don't untap to pay for Propaganda (as a lot run non-basic lands to pay for any of their cards).
The original deck form will consist of Frozen Aether, Stasis and/or Root Maze. All Ichorid and Zombies come into play tapped and don't untap. But a turn one Root Maze stops their turn one win if they are on the draw. Turn two Stasis could hold them off for a bit, but essentially Stasis will have to break on that schedule unless the player is lucky. It is surely not unwinnable, but could be difficult depending on the clock.
I find that the UG version of the deck is good if your worried about thoughs Dredge decks. But I believe Dredge will still give you too much trouble anyways, unless you get lucky starting hand.
I thought Mind Over Matter was banned! Thats cool! I'm going to give that a shot with my deck! Thanks!
My trade thread:
http://forums.mtgsalvation.com/showthread.php?t=298309&highlight=karakas
Credit to DolZero for this awesome sig!
On the brightside I found a use for my Forsaken Citys now ahahah.
Also I am curious how does this deck preform against other current meta deck?
Land: (17)
4 Forsaken City
4 Misty Rainforest
4 Tropical Island
1 Tundra
1 Savannah
1 Forest
1 Plains
1 Island
Creatures: (20)
4 Birds of Paradise
4 Noble Hierarch
3 Quirion Ranger
3 Scryb Ranger
3 Qasali Pridemage
2 Court Hussar
4 Stasis
4 Enlightened Tutor
4 Ponder
2 Counterbalance
2 Sensei's Diving Top
1 Luminarch Ascension
1 Oblivion Ring
1 Umezawa's Jitte
1 Phyrexian Dreadnought
4 Stifle
2 Counterbalance
1 Umezawa's Jitte
3 Choke
1 Scryb Ranger
1 Moat
2 Wheel of Sun and Moon
2 Relic of Progenitus
1 Tormod's Crypt
2 Ethersworn Cannonist
The deck beats aggro like its a cake walk. Against aggro control, you just wait for them to tap out in the early turns of the game and then drop Stasis. Despite the obvious lack of protection, game 1 isn't that bad. Game 2 gets better with Choke, as you have one more threat that essentially locks them out of mana entirely. Though Choke also effects me, the untap effects and mana producers enable me to completely avoid it (provided I only fetch forests that I can return to my hand with rangers). The combo matchup is not good, as is the burn matchup. Sometimes you get countertop down, and sometimes you dont. Sometimes you can play out Ethersworn Cannonist and sometimes you can't. Enlightened Tutor, and lot of mana ensure that if your opponent doesn't win fast, he will have a lot of trouble. Fast Cannonist or Counterbalance can discourage the opponent from going off until he can remove it. If you can get either one down quickly, you might be able to find a 2nd one and then proceed to take the game. The dredge matchup is similiar. There is hate for it in the board, but hate only works so well against decks that are so fast.
I have another version of this that is less focused on Stasis for those of you who are interested:
4 Windswept Heath
4 Misty Rainforest
4 Wasteland
3 Savannah
2 Tropical Island
1 Tundra
Creatures: (30)
4 Noble Hierarch
3 Birds of Paradise
4 Quirion Ranger
3 Scryb Ranger
3 Weathered Wayfarer
2 Qasali Pridemage
4 Ohran Viper
3 Knight of the Reliquary
Spells: (12)
4 Brainstorm
4 Stifle
1 Umezawa's Jitte
1 Sensei's Diving Top
2 Garruk Wildspeaker
4 Trinisphere
4 Stasis
2 Rhox War Monk
2 Choke
2 Krosan Grip
1 Forsaken City
The deck abuses untap tricks mostly. Weathered Wayfarer finding wastelands, returning your lands to untap him via rangers to find more wastelands. Untapping Mother of Runes to protect your team, and untapping Knight of the Reliquary for mad Wasteland tricks, or just making him huge. You can untap Ohran Viper, which I must say, is a house. Draws you cards, and can untap to block for lethal, while at the worst eating a removal spell or trading with goyf.
Garruk Wildspeaker is quite legit, serving essentially as an undercosted, delayed, overrun. I run a lot of creatures that have synergy together but they don't really make a good offense until this guy comes down to win in one fell swoop. He also makes fat blockers and untaps lands. It should be noted that in game 2, he is ridiculous with Stasis and/or Trinisphere. Game 2, either KoTR or Wayfarer can fetch a singleton Forsaken City. The Stasis strategy works well against decks where the wasteland lock doesn't work, while I have enough mana to almost completely avoid Trinisphere. The deck has a good control and aggro control matchup via wasteland locks, the aggro game is also pretty good. The combo game is alright. Provided you can Stifle an early fetch land to slow your opponent down, you should try to wastelock him and attempt a quick kill. Its not easy in game 1 but I've done it. The game 2/3 plan is Trinisphere. It's easy to set up if you get fast mana. After that, you just try to stifle fetch lands, Wasteland his duals, and hopefully use Stasis to lock them out of their basics. Its been fun to play.
I hope this helps with your deck development.
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anyway, just want to point you to a potential draw engine which I mentioned in this post here:
http://forums.mtgsalvation.com/showpost.php?p=4695684&postcount=33
Hatching Plans + Perilous Research/Read the Runes
Perilous Research/Read the Runes also works well with Stasis if you draw an extra copy. If you want more sac outlets, Abjure would work too.
If you need more mana and a beater, Living Tsunami might be useful.
This idea (apart from adding Stasis and Living Tsunami) is in no way mine though. I got it from another Vintage forum.
Hope this helps.
This verison plays entirely differently. Instead of requiring 4 mana to get the lock, ie play stasis and return it at the end of turn, it requires 2/3 mana to get it into play, and less specific cards. Rangers are good on their own as you can avoid sinkholes, and wastelands. I run a different number of each in the different versions but regardless, boomerang + isochron's scepter + stasis is not exactly the easiest ☺☺☺☺ to set up unless you are running lots of enlightened tutor action, brainstorm, and more of the like, in which case its the control version.
To tell the truth I've been more focused on the version without Stasis mainboard because when certain cards stick, you win. Mother of Runes specifically has won me more matches then I can count. It stalls the ☺☺☺☺ out of lackey, instigator, and piledriver while protecting wayfarers from removal against decks where wayfarer is indispensable like stompy and stax because you need to attack their mana base. The deck is already dam good against aggro and a ***** for decks that like having non-basics. Having Stasis in the board insures a completely unexpect game 2 strategy. You are right though, Stasis is quite vulnerable to counters, in which case I have baited them out with KoTR, choke, viper, etc in order to make a Stasis lock stick. I think its better in the board too because the opponent isn't saving counters for it. Play around with it, you might like it. A the very least, it is fun to play.
U Solidarity U
Luck is a residue of design.
I'm an aspiring Psychedelic Trance musician. Please feel free to enjoy my sense of life:
http://soundcloud.com/vacrix
THIS IS BASED ON THE FUNCTION YOU GUYS HAVE BEEN TALKING ABOUT WITH THE BOUNCE UNTAP MECHANIC.. AWSOME!! THEN WITH THE *COBRA*
3x Jace Beleren
1x Garruk Wildspeaker
CREATURES -14
1x Scryb Ranger
4x Quirion Ranger
3x Birds of Paradise
2x Noble Hierarch
4x lotus cobra
4x Force of Will
3x Thwart
4x daze
2x Swords to Plowshares
2x Chain of Vapor
LOCKDOWN -11
4x Enlightened Tutor
4x Stasis
1x Propaganda
1x Kismet
1x zuran orb
3 flooded strand
4 Misty Rainforest
2 Savannah
4 Tropical Island
3 Tundra
2 Forsaken City
OR HERE IS ONE WITH MORE OF A CRUCIBLE MECHANIC...
4x Quirion Ranger
3x Birds of Paradise
4x lotus cobra
CONTROL -12
4x Force of Will
2x Thwart
4x daze
2x Chain of Vapor
4x Enlightened Tutor
4x Stasis
3x exploration
3x crucible of worlds
1x Propaganda
1x Kismet
2x zuran orb
1 flooded strand
4 Misty Rainforest
2 Savannah
4 Tropical Island
2 Tundra
2 Forsaken City
1 Wasteland
i just just brainstorming for ways to get around the stasis easiest and fastest.. bouncing it just takes to much work.. unless you want capsize..i still wish there was room for foil with the card draw and always having land in hand... oh well:gonk:
trying to move into standard because more players in my area are moving that way
Standard:
U/G TurboTitans
B/G TurboNixilis
Extended:
Preeminant Watch
RDW
(trying to hatch an Extended deck to abuse Emrakul...)
Legacy:
Vial Goblins mono red
Trisomy 21- Loam Control
EDH:
Brion Stoutarm- Fling Drazi
Rafiq of the Many Huge Show and Tell Dudes
Peasant:
MBC
Bant aggro
although thats not possible.. there is nothing better than worldly tutor...
trying to move into standard because more players in my area are moving that way
4x Quirion Ranger
4x lotus cobra
INSTANT -16
4x Force of Will
2x Thwart
4x daze
2x Chain of Vapor
4x Enlightened Tutor
4x Stasis
4x exploration
3x crucible of worlds
1x Propaganda
1x frozen aether
2x zuran orb
1x horn of greed
2x mox diamond
2 flooded strand
4 Misty Rainforest
2 Savannah
4 Tropical Island
2 Tundra
1 Forsaken City
2 Undiscovered Paradise
1 Wasteland
I WANT THIS TO BE LIFE FROM THE LOAM AS WELL... WHAT COMES OUT?
trying to move into standard because more players in my area are moving that way