Jenni
08-21-2012, 04:10 AM
So this is a casual deck I was toying around with, It's pretty fun to play (for me, anyway, but I should mention I love prison decks that drag the game on forever.)
Basically, the heart of the deck is Chronatog and Stasis , which eventually mills your opponent. How it works, for those who don't know, is that by skipping your draw and upkeep steps (along with everything else) via feeding the chronatog, you never have to pay Stasis' upkeep cost, and you never draw for your turn, but your opponent keeps getting turns, and keeps drawing one card per turn. The end result - assuming you can keep Statis and the Atog around that long - Is your opponent losing due to drawing off an empty library.
Anyway, the full list is -
Combo Pieces: (12)
4 Chronatog
4 Stasis
2 Frozen Aether
2 Kismet
Support, dig, control, removal, etc: (22)
4 Ponder
4 Condemn
4 Mana Leak
4 Rescue
4 Mana Short
2 Gigadrowse
Alternate win condition:(2)
2 Serra Angel
Land: (24)
4 Glacial Fortress
4 Tectonic Edge
8 Plains
8 Island
Obviously, the mana base could do with some fetches, dual lands, and of course wastelands over tec edges, but I don't have any of those that aren't in real decks right now.
Basically, though, you want to play Kismet or Frozen Aether so all your opponent's land come into play tapped, then use mana short or gigadrowse to tap-down your opponent's land that aren't already tapped. Once their land is tapped down, Stasis keeps them from having mana.
Ideally, you want to get the Atog out, and skip all your turns while you have stasis out, and a tapped-down opponent, milling them slowly.
If that doesn't work out, though, you can use Rescue on their end step to allow yourself to untap, and replay stasis on your 2nd main phase to keep your opponent tapped down. doing this means you can get in for damage with the Serra angels pretty reliably. since Serra angel has vigilance, you don't need to worry about bouncing stasis every turn - keep it out until you can't afford the upkeep anymore, then bounce it to untap, buying you more time to either get the rest of the combo, or ride your angels to victory.
Mana Leak is to protect your Stasis lock from those who would try to ruin your plans, and condemn is just to keep you alive while you look for missing pieces you need to win.
Rescue is so you can reuse your Stasis/kismet-effects, and to protect your enchantments from disenchant and erase effects that are potentially game-winning.
Mana Short and Gigadrowse tap down lands, and gigadrowse taps down vigil attackers and really. any pesky things your opponent would like to have untapped.
Having so many copies of combo pieces adds redundancy, and gives you the ability to restore the lock if it gets broken. It also means you can use Stasis to buy time and stabilize, rather than saving it in your hand the entire game for the eventual win.
I was going to play enlightened tutors, but the only ones I've got are in a deck already, but going down to 3 Stasis, 2 Kismet effects and replacing them with 3 Tutors would reduce mulligans, and make finding individual missing parts of the combo a bit easier. It would also open the option of more one-of enchantments to help stabalize while you set up.
Mana Leak could probably be replaced with a hard counter of some sort, or better yet Remand for the cantrip effect, since you only need it to buy time anyway, and the extra card helps quite a bit.
I would not reccomend trying to make this a competative deck at all... it might be fun to force every game to time out though.
If you feel the need to throw money at it the deck, Fetches, Brainstorm, Swords to plow shares, maybe Force of Will could all improve the deck quite a bit.
As for competative Stasis locks.. I am actually thinking the Stasis + Serra angel (or any other vigilant beater) route, with Sword of Feast and famine (to get the land untaps) might have some potential, though. I'm working on a list that uses that because of how much fun I've had with this.
Basically, the heart of the deck is Chronatog and Stasis , which eventually mills your opponent. How it works, for those who don't know, is that by skipping your draw and upkeep steps (along with everything else) via feeding the chronatog, you never have to pay Stasis' upkeep cost, and you never draw for your turn, but your opponent keeps getting turns, and keeps drawing one card per turn. The end result - assuming you can keep Statis and the Atog around that long - Is your opponent losing due to drawing off an empty library.
Anyway, the full list is -
Combo Pieces: (12)
4 Chronatog
4 Stasis
2 Frozen Aether
2 Kismet
Support, dig, control, removal, etc: (22)
4 Ponder
4 Condemn
4 Mana Leak
4 Rescue
4 Mana Short
2 Gigadrowse
Alternate win condition:(2)
2 Serra Angel
Land: (24)
4 Glacial Fortress
4 Tectonic Edge
8 Plains
8 Island
Obviously, the mana base could do with some fetches, dual lands, and of course wastelands over tec edges, but I don't have any of those that aren't in real decks right now.
Basically, though, you want to play Kismet or Frozen Aether so all your opponent's land come into play tapped, then use mana short or gigadrowse to tap-down your opponent's land that aren't already tapped. Once their land is tapped down, Stasis keeps them from having mana.
Ideally, you want to get the Atog out, and skip all your turns while you have stasis out, and a tapped-down opponent, milling them slowly.
If that doesn't work out, though, you can use Rescue on their end step to allow yourself to untap, and replay stasis on your 2nd main phase to keep your opponent tapped down. doing this means you can get in for damage with the Serra angels pretty reliably. since Serra angel has vigilance, you don't need to worry about bouncing stasis every turn - keep it out until you can't afford the upkeep anymore, then bounce it to untap, buying you more time to either get the rest of the combo, or ride your angels to victory.
Mana Leak is to protect your Stasis lock from those who would try to ruin your plans, and condemn is just to keep you alive while you look for missing pieces you need to win.
Rescue is so you can reuse your Stasis/kismet-effects, and to protect your enchantments from disenchant and erase effects that are potentially game-winning.
Mana Short and Gigadrowse tap down lands, and gigadrowse taps down vigil attackers and really. any pesky things your opponent would like to have untapped.
Having so many copies of combo pieces adds redundancy, and gives you the ability to restore the lock if it gets broken. It also means you can use Stasis to buy time and stabilize, rather than saving it in your hand the entire game for the eventual win.
I was going to play enlightened tutors, but the only ones I've got are in a deck already, but going down to 3 Stasis, 2 Kismet effects and replacing them with 3 Tutors would reduce mulligans, and make finding individual missing parts of the combo a bit easier. It would also open the option of more one-of enchantments to help stabalize while you set up.
Mana Leak could probably be replaced with a hard counter of some sort, or better yet Remand for the cantrip effect, since you only need it to buy time anyway, and the extra card helps quite a bit.
I would not reccomend trying to make this a competative deck at all... it might be fun to force every game to time out though.
If you feel the need to throw money at it the deck, Fetches, Brainstorm, Swords to plow shares, maybe Force of Will could all improve the deck quite a bit.
As for competative Stasis locks.. I am actually thinking the Stasis + Serra angel (or any other vigilant beater) route, with Sword of Feast and famine (to get the land untaps) might have some potential, though. I'm working on a list that uses that because of how much fun I've had with this.