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MDV Featured Article:
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MDV Featured Article - Shifting Lineaments: Lessons in Being Punched in the Face [Pt.3]. - by Chris Newton - posted 9/21/07 - discuss here

A horrible thing happened one day about eleven years ago. Someone figured out how to make a successful Stasis deck. The deck lasted for quite a few years before Block rotation finally put the long-awaited dagger in its heart and made many a player cheer in unison.

More than a decade later, as I peruse the MDV Forums, I am disturbed to find so many younger players attempting to make their own Stasis decks. Thankfully, those people either don’t know where to look, or who to ask in order to find out exactly why or how it worked. However, since I am the local Old School teacher in these parts, I guess it is my job to get you guys on the right path…

… to getting drilled in the face by your best friends.


I don’t understand you guys. I really don’t. You could play weenie decks, control decks, combo decks, discard decks, theme decks, stompy decks, or even an all land deck. Yet there is a good amount of people fascinated with self-destruction. People still want to tinker with Stasis.

Don’t get me wrong. Nothing is funnier to me in the world than watching someone else get hit in the head with something. I guess I just don’t understand why you would lean forward so you can be hit from a shorter distance, and get maximum impact on your cheek.

Anyway, since I see the deck re-emerging over and over again in the Forums, and the builds are usually sub-par, I thought I would help you guys out with your goal. I mean, why would your friend blast you if you never lock him down completely? If he can squeeze out, then he just makes fun of you and tells you not to play the deck anymore. You need to know all you can know about Stasis if you really want to get DDT’ed after the game and watch as your brain slowly pours out of your head and leaks onto your Mom’s white carpet.

Disclaimer: Under no circumstances am I to be held responsible for any split craniums, fractured jaws, facial contusions, broken eye sockets, metal chairs wrapped around a head, lost, broken, or chipped teeth, bruised jugulars, arms broken like chicken wings, dislocated fingers, smashed fingers, or amputated fingers.

The material you are about to read is merely set on a table and is not endorsed by anyone from this site, especially not by me. Do not play Stasis against your friends, unless you do not want them to be your friend anymore. Most importantly, for heaven’s sake do not play Stasis in a multiplayer game. Or you will die.

There, now that all of that is out of the way, we can get down to business; getting your lip bleeding.

Stasis Theory

Stasis was originally designed for one purpose: Defeating Necropotence decks. It was not played in Casual, but only in tournaments for the sole purpose of torturing those a-holes who would not stop playing Necro. Those people quickly became easy wins for Stasis, and Stasis went on a roll itself.

The reason that Stasis worked so well is that at the time of its reign, there was not much direct damage, and the creatures were relatively small. Decks mainly won because they could stabilize the board with a few efficient, small to medium size creatures, and control the opponent’s board with sweeps like Nevinyrral’s Disk and Wrath of God. The creatures of choice in those days were Pump Knights and weenies like Tundra Wolf and Savannah Lions. The problem with them that was exploited by Stasis was that you needed to hit me ten times with a two-power creature in order to kill me. If you only get two swings with your first couple creatures, and then one each time after that, you cannot deal 20 damage to me.

Note that in addition to the creatures not untapping and therefore not attacking a second time, once a land was used, it was effectively dead. It would never untap, so you might as well sacrifice it to the Zuran Orb, as it was more useful being eaten.

The key thing to understand that most young players don’t seem to grasp is that Stasis is based on one simply mathematical fact. If I am playing at least 20 lands in my deck, which is at least 33% of my deck, and if I draw three cards a turn, then mathematically I should draw a land during each draw phase, and therefore can pay my upkeep next turn. Most people think that they need Boomerang and all kinds of other ways to bounce the Stasis, and that simply is not the case. You never need to bounce your Stasis. It is a luxury to be able to do so.

I can remember piloting Stasis in the day, and people who had played me the previous week and lost would still sit there, holding their breath and hoping that I didn’t play a land, as I had just tapped my last Island to pay the upkeep.

“MORON! I am drawing 5 cards this turn! Of course I am going to draw and play an Island!”

The win condition of Stasis is that simple thing called the Draw Phase. Remember that when you play a Howling Mine or Anvil of Bogardan, your opponent draws first. This means that for every Mine and/or Anvil that you play, your opponent is that many cards closer to running out of cards before you do. Saying this is to say, you don’t need to force Black Vice and Serra Sphinx (Angel) into your decks. Those are wasted card slots. You are playing Stasis to be a (bleep), not win a game. So get those cards out.

I will now walk you through a quick scenario of a Stasis deck lock.

Note: I have four Islands and two Howling Mines in play.

Turn Five: Untap my lands. Draw three cards. Play an Island (5). Cast Stasis. Go.
Turn Six: Pay U upkeep. Draw three cards. Play an Island (6). Go.
Turn Seven: Pay U upkeep. Draw three cards. Play an Island (7). Go. End your opponent’s turn by boomeranging your Stasis.
Turn Eight: Untap my lands. Draw three cards. Play an Island (8). Play Stasis (UU). Play Howling Mine (UU). Play Anvil of Bogardan (UU). Go.
Turn Nine: Pay U upkeep. Draw five cards and discard one. Play an Island (9). Go.
Turn Ten: Pay U upkeep. Draw five cards and discard one. Play an Island (10). Go. (Note: Anvil says skip your Discard Phase)
Turn Eleven: Pay U upkeep. Draw five cards and discard one. Play an Adarkar Waste (1). Go. End your opponent’s turn by Boomeranging your Stasis.
Turn Twelve: Draw five cards and discard one. Play an Island (11). Play Stasis (UU) Play Kismet (WUUU) Play Feldon’s Cane (U). Ask if they wish to submit. No? Go.
Turn Thirteen: Pay U upkeep. Draw five cards and discard one. Play an Island (12). Go.

…and you guys really want to do this? It was boring as hell typing that and reliving it again. Seriously, stop reading and go to the forums and tell me that I was right, you were wrong and that you are abandoning your quest of locking down your friends.

….

 

….

 

….

 

….

 

Still with me?

 

….

 

….

 

….

 

You really are an a… aren’t you?

 

….

 

….

 

….

 

Persistent… I’ll give you that.

….

 

….

 

Persistence pays off. Now I will teach you how to lock your friends up in different ways that are Stasis-like.

The original build of Stasis was called Turbo Stasis. It relied on getting multiple Howling Mines in to play and running your opponent out of cards. It also highlighted some of the more famous cards of Magic: Force of Will, Arcane Denial, and Counterspell.

The following version was close to the original build. I will follow that build up with the more optimal build, which came about due to help from Mirage block.

 

 [back to top]

 

Turbo Stasis 1996.

Lands:
4 Adarkar Wastes
4 City of Brass
4 Underground River
13 Island

Creatures:
None.

 
Other Spells:
4 Arcane Denial
4 Boomerang
3 Despotic Scepter
1 Feldon's Cane
4 Force of Will
4 Howling Mine
1 Ivory Tower
2 Kismet
1 Land Tax
4 Lim-Dul's Vault
2 Recall
4 Stasis
1 Zuran Orb

Sideboard
1 Black Vise
2 Blue Elemental Blast
2 Disenchant
2 Hydroblast
1 Kismet
1 Lodestone Bauble
3 Mana Short
1 Swords to Plowshares
2 Wall of Air

by Matt Place - Top 4 U.S. Nationals 1996

In this build, Matt Place utilized Despotic Scepter to ‘whack’ or destroy his own Stasis at the end of your turn in order to reset his lands.  It was an interesting concept, and people tried it quite often, but the common consensus was that it was not necessary. You drew into a Boomerang or more Islands so often, why bother playing around with the Scepter?

 

 [back to top]

 

Turbo Stasis, with Mirage Block.

Lands:
4 Adarkar Wastes
4 City of Brass
17 Island

Creatures:
None.

 
Other Spells:
4 Arcane Denial
4 Boomerang
3 Enlightened Tutor
1 Feldon's Cane
4 Force of Will
4 Howling Mine
1 Ivory Tower
2 Kismet
1 Land Tax
4 Anvil of Bogardan
2 Mystical Tutor
4 Stasis
1 Zuran Orb

Sideboard
1 Black Vise
2 Blue Elemental Blast
4 Disenchant
3 Mana Short
1 Swords to Plowshares
4 Wall of Air

by Matt Place, modified by Chris Newton (from memory)

This build, which I quickly built from memory as I couldn’t find a fast deck on MTG.com, is essentially what Stasis evolved into. It could search out the Stasis, Kismet, and Mines with an Enlightened Tutor. It could also quick-fetch a Force of Will with a Mystical Tutor. The Anvil of Bogardan was a blessing to Stasis, as its second ability does not allow Necro to get the cards it pays for, since players are forced to skip their Discard Phase. Finally, by this time people had discovered the power of Winter Orb and were sideboarding it minimally against Stasis.

If you don’t know why Winter Orb wrecks your day, think about why you Boomerang the Stasis in the first place… to reset your lands. Winter Orb only allowed for one land to be untapped, which forced Stasis to need to Boomerang the Orb and their Stasis in order to untap all their lands. That was a tough job for only four Boomerangs, which is why Stasis began playing eight sources of White mana and Disenchants in the sideboard. My personal build included Disempower, as I could put your Orb on top of your library and force you to recast it, squandering your mana…

…Did someone say squander?

What a great way to lead into the next Stasis build: Squandered Stasis.

 

 [back to top]

 

Squandered Stasis.

Lands:
6 Forest
4 City of Brass
4 Adarkar Wastes
6 Island
4 Underground River

Creatures:
None.

Other Spells:
4 Arcane Denial
4 Force of Will
4 Squandered Resources
4 Stasis
2 Kismet
4 Howling Mine
4 Anvil of Bogardan
4 Mystical Tutor
4 Enlightened Tutor
2 Equipoise
by Chris Newton

You will probably notice that this build does not include Boomerang. That is because you don’t ever reset your lands. An Island is worth two Blue mana to this deck, so drawing one Island will pay your upkeep for two turns. This deck did not do as well as previous decks, though, because of Sligh. Sligh was too fast and too brutal for this deck to lock them down.

You also should note the addition of Equipoise, from Visions. This was the “Fixed Balance” as we called it back then. It worked really well at keeping creatures off of the board… unless they were Black Pump Knights and had Protection from White….

However, Equipose does give me a nice lead into my next Stasis deck, and it is the first non-Stasis, Stasis deck. I was on the bandwagon hard for this deck. Stupid Stupid Stupid Sligh!!

 

 [back to top]

 

Sands of Time.

Lands:
11 Island
5 Plains
3 City of Brass
4 Adarkar Wastes

Creatures:
4 Taniwha

Other Spells:
2 Mystical Tutor
4 Dissipate
3 Force of Will
4 Sands of Time
3 Enlightened Tutor
3 Swords to Plowshares
4 Counterspell
3 Sky Diamond
4 Wrath of God
3 Equipoise
by Chris Newton

This deck is probably one of my all-time favorites, except that it couldn’t beat the most popular deck of the time: Sligh. Sligh killed on average around turn four to six, and my deck would not synch in its lock until around six or seven. Even on good draws when I could get a soft lock on turn five, stupid Sligh would draw into Fireblast and ruin my day.

The good news is that I could pretty much have my way with any other deck of the time, but practically 3/4 of the tournament players were playing Sligh, so is was not even worth trying to play it.

Here is how the deck worked:

You start the deck out of the gates like any other control deck, aiming to get to a turn four Wrath of God. However, if you are not pressured, you scrap that plan entirely and go for the fifth turn lock instead.

Where is the lock?

Sands of Time says, “Each player skips his or her untap step. At the beginning of each player's upkeep, that player simultaneously untaps each tapped artifact, creature, and land he or she controls and taps each untapped artifact, creature, and land he or she controls.” Annoying at best. It gets stronger when you have Equipoise in play, which says, “At the beginning of your upkeep, for each artifact target player controls in excess of the number you control, choose an artifact he or she controls. Repeat this process for creatures and lands. The chosen permanents phase out.” So if I had two creatures, and you have four, Equipoise would balance the board during my Upkeep by making two of your creatures phase out. You then repeat this process with lands and artifacts. It gets particularly nasty, however, when paired with Sands of Time, and remembering that Phasing takes place naturally during the Untap Phase, you begin to realize that the things that get phased out never return.

Equipoise continues to make your opponent’s threats go away every turn, and Sands of Time seals them there. Since you are only playing Taniwha as a creature, you never have to worry about having a creature stick to the board (unless they have Protection from White or Shroud), and the extra lands and artifacts that they play slip out of existence as well. The game ends slightly different than Stasis, though.

As I mentioned, you are playing one creature, Taniwha. Taniwha reads, “Phasing, trample, At the beginning of your upkeep, all lands you control phase out.” Again, by itself this card is pretty bad, but with the combo of Sands of Time and Equipoise, you are ready to stop playing Stasis and begin playing Ernie-geddon. Since you are skipping your Untap Phase, Taniwha never phases out. You then enter your Upkeep, and add three abilities to the stack. Since you control them all, you decide the order in which they enter the stack. The best method would be to stack Sands of Time, Equipose, then Taniwha, so that Taniwha phases out all of your lands, then Equipose phases out all of the opponent’s lands, then you tap/untap everything. True, Taniwha taps for a turn, but the board now sits nearly empty… Taniwha is tapped, but all the other permanents are locked outside of the game.

The opponent will get three draws to get a Plains and a Swords to Plowshares and hope that you are not holding a Force of Will, or else there’s nothing that they can do at that point, remembering that Taniwha is a 7/7 trampler.

Stasis of today…

That’s right; Stasis is viable in today’s Standard environment. Dubious, are you?

Take a look at the card…

Brine Elemental. ---> (Right there!)

Sure, you’d think that you couldn’t just keep flipping him over, but Vesuvan Shapeshifter can! A quirky rule says that each time the Shapeshifter flips up, if it copies a creature with morph, it triggers that creature’s ability. Which means that each time the ‘shifter flips up, it ‘Brines’ the opponent.

Let’s take a look at a typical deck build.

 

 [back to top]

 

Stasis of Today...

Lands:
3 Desert
3 Dimir Aqueduct
4 Dreadship Reef
14 Island

Creatures:
1 Brine Elemental
2 Fathom Seer
3 Teferi, Mage of Zhalfir
4 Vesuvan Shapeshifter
2 Willbender
Other Spells:
4 Cancel
3 Mystical Teachings
4 Remand
3 Repeal
4 Spell Snare
2 Think Twice
4 Rune Snag
by Chris Newton

The deck takes advantage of what the ‘shifter does, by flipping up and copying Fathom Seer and drawing cards until you run into Teferi. Remembering that Teferi makes all creatures of yours have Flash, you can now use Mystical Teachings to find your lone copy of Brine Elemental. Once he is in play, simply wait for the opportune time to flip him up, lock your opponent down, and continue flipping up your ‘shifter. Your opponent cannot respond to the morph ability, so they must only deal with the Stasis ability on the stack, making this a really tough lock to break.


Well friends, I must conclude here so that you do not become a permanent seat cushion, and then try to sue me for damages, as if you’d get anything from my broke…

In closing, please don't play Stasis. It is not good for your health, nor a healthy friendship.

Following my three-piece series, I hope to have heightened your awareness of the Casual environment, or perhaps even shown you that there is an environment.

Remember, play Stasis at your own risk. You just might die if you do.

cpn

You can discuss this article in the MDV forums here.
Find other articles by this author here.
Find other articles from this series here.

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Articles Spotlights from 2007:
Lorwyn Theme Week Intro & Schedule of Events
Blink And Bounce: Timing is Key
Going Blind: XCB Metagaming - A Prolonged Conclusion.
The Science of Magic: Genetic Engineering, Part Two.
Shifting Lineaments: Casual Metagaming (Pt. 2).
The Dungeon Of Malefict: Pure Evil!
Land Week Introduction & Schedule.
Combofusion: Legends Timeshifted.
One Card to Rule Them All: Coastal Piracy
Irrational Love: Chimeras. The Lego's of Magic.

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