Stasis Lock

by mister_musiq on 07 December 2009

Main Deck (60 cards)

Creatures (4)


Sorceries (2)


Instants (22)

Artifacts (2)


Enchantments (6)


Land (24)

Sideboard (0 cards)

No sideboard found.

The owner of this deck hasn't added a sideboard, they probably should...

Submit a list of cards below to bulk import them all into your sideboard. Post one card per line using a format like "4x Birds of Paradise" or "1 Blaze", you can even enter just the card name by itself like "Wrath of God" for single cards.


Deck Description

Just what it says.

Stasis + Frozen AEther = game over, and people screaming that you had the balls to play a Stasis deck.

No matter what anyone says, the sweetest thing is building this deck and shutting down all of the $200+ decks the snobs build.

Deck Tags

  • Control

Deck at a Glance

Social Stats

2
Likes

This deck has been viewed 5,036 times.

Mana Curve

Mana Symbol Occurrence

043000

Card Legality

  • Not Legal in Standard
  • Not Legal in Modern
  • Not Legal in Vintage
  • Not Legal in Legacy

Deck discussion for Stasis Lock

My computer couldn't load the Frozen Aether, you mind telling me what it does?

0
Posted 07 December 2009 at 17:36

Permalink

Never mind i seen it. Nice combo i like it +1!

0
Posted 07 December 2009 at 17:39

Permalink

Good stuff. Go beat those 200$+ decks now :P

0
Posted 07 December 2009 at 20:16

Permalink

statis is a great deck yes cheap but great and effective

0
Posted 07 December 2009 at 21:39

Permalink

good deck. It has a lot of spells to get your islands back, but it has a hole i think. If you don't get statis in the first couple of turns it will not be a fun game for you. I like the Rescue idea to save Statis, should cast it the right before the end of the opponents turn so on your turn you can untap everything and put it out again.

0
Posted 08 December 2009 at 07:45

Permalink

the problem here is managing to get out one of the 5-cost creatures before your opponent can lay a cheaper threat of their own. if your opponent has reasonably consistent land drops they'll probably disrupt you somehow.

basically you're relying on managing to survive for long enough to have at least a few lands out so you can keep the stasis in play as well as put down a creature. play it too early and you're screwed. play it too late and likewise.

my advice would be to field a cheap threat that grows throughout the course of the game. this would probably require splashing for green or white (quirion dryad, werebear, vinelasher kudzu, slith ascendant, etc.) but the advantage you would get over your opponent in terms of tempo and efficiency of mana spent would be massive.... and in a stasis game, every mana spent counts, so you'll be looking to make the deck as efficient as possible. so yeah. 2-cost tempo creatures are basically your ultimate friend.

splashing green would give you an extremely hard lock as well... in the form of birds of paradise and instill energy. meaning you never need to worry about that one blue mana to pay for stasis. just use your lands for spells and win conditions.

also, green is an easy splash because there's plenty of ways to generate green mana without sacrificing a stable blue mana-base. cards like elvish spirit guide, or more obviously the two-colour pain-lands and stuff.

0
Posted 14 June 2010 at 16:04

Permalink

I like that you kept it all blue, but yeah...you have no "perma" lock, or way to pay for it every turn. Add something that would let you keep it out, and you'd be golden.

0
Posted 15 June 2010 at 08:48

Permalink