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Kundalini
01-06-2008, 08:39 AM
Hello, this is my first CaNG(d) submission.
Do you remember old good tradewind-stasis UG deck? It was based upon a famed lock: stasis in play, tradewind+2 other creatures to bounce stasis each turn and keep opponents locked while you play more creatures and achieve total control of the board.

What is new here? The printing of Garruk Wildspeaker (and, to a lesser extent, other planeswalker) gives a big bonus to such a deck: Garruk is both an alternative and immediate way to pay for stasis each turn (and keep playing under it by untapping lands OR generating creatures to feed tradewind) AND a quick kill condition. I think this is enough to give the archetype a new chance. More, after the printing of tarmogoyf, green also provides the opportunity of turning aggro when the matchup requires that, in a very efficient (slot-wise) way.

So, this is the present list:
(last updated: january 19)

//Garruk Stasis aka WildTimeTrader.dec
// Lands
4 Tropical Island
1 Breeding Pool
3 Flooded Strand
1 Wooded Foothills
2 Polluted Delta
2 Windswept Heath
3 Forest
5 Island
1 Gaea's Cradle

// Creatures
4 Tradewind Rider
4 Tarmogoyf
3 Coiling Oracle
2 Eternal Witness
2 Quirion Ranger / Scryb Ranger
2 Wall of Roots
3 Birds of Paradise
1 Vedalken Mastermind

// Spells
3 Stasis
3 Garruk Wildspeaker
4 Brainstorm
4 Force of Will
3 Daze

// Sideboard
SB: 2 Eternal Witness
SB: 3 Misdirection
SB: 2 Krosan Grip
SB: 2 Tormod's Crypt
SB: 3 Propaganda
SB: 3 Chill

Deck Analysis:

[Mana sources]: 22 lands has proven to be the perfect number in a deck running 4 bop + 2 quirion + garruk AND gaea's cradle.
-Gaea's cradle is a questionable slot, but this deck has the tendency to drop a lot of critters, so cradle has been proved very useful at enabling big spells early and/or chaincasting eternal witnesses, plut it has great sinergy with Garruk so I finally decided to include it.
-the single breeding pool is there for being fetched in a turn in which I don't need that mana, just to have 1 more island/forest (important because of quirion/daze).

[Counterspell suite]: 4 foW +3 daze+ venser (and misdirection in the sideboard) is what you need to protect yourself from major threats and survive until you can lock the board.
-Force of Will / Daze- they are the best of "free" counterspells that blue has to offer, they work very well under a stasis soft lock. Daze can bounce an island to buy an extra stasis turn in some circumstances.
-Venser: another questionable slot. Questionable because of his high casting cost; he is in because of his flexibility: can act as an actual counterspell, bounce stasis, witnesses/oracle for card advantage, or anything your opponent has in play, dumps to FoW and feeds tradewind.
-Misdirection: another free counter from the sideboard. Sided in for burn / black discard matchups.

[Creatures] Base creature count is 20. It is very high considering you are going to see some garruk tokens also. It has to be high because Cradle, Garruk and Tradewind love to see lots of critters on the board
-Tradewind Rider : is the core of the deck. Main control element, lock piece with stasis, also can attend to minor tasks as foW fodder, flying blocker and occasional beater. No less than 4-of.
-Eternal witness: second most important creature in the deck. It becomes an engine with the help of tradewind/vedalken/venser. Should be a 4-of but 3 is pretty solid if you want to see at least one and are happy seeing more.
-Quirion ranger: this is a staple in any stasis deck. Can pay for stasis bouncing a trop.island each turn (better if also untaps a bop in doing so!), untaps tradewind for ridiculous plays, and so on.
-Coiling oracle: this ups both blue count for FoW AND creature count for Tradewind, is card advantage and/or acceleration and can be turned into an engine (see eternal witness).
-Wall of Roots / BoP: mana critters are mandatory here. Walls are great at chump blocking and work well under a stasis; BoP has sinergy with everything in the deck and provides the colored mana this deck is so hungry for.
-Vedalken Mastermind: less flexible but in most cases is undercosted tradewind n°5 when you desperately need a reusable bounce for your stasis/witness/oracle.
-Tarmogoyf: 4 in the sideboard. Yes, it is your backup plan, for those MU where you need an early beater without lowering your creature count (since you hope to eventually feed a Tradewind)!

[Spells]:
-Brainstorm: staple in any blue deck. Here it has a major synergy with coiling oracle.
-Time warp: alternate win condition. When you have a Tradewind online and enough mana, just cast this every turn (bouncing eternal witness) for the win. Here Gaea's Cradle helps.
-Stasis: why only 3? Well I would like to squeeze a 4th in, removing time warp, but testing with 3 is just fine and looks solid. The deck has at least 10 ways to setup an infinite stasis, so you only really need 1 of them.
-Garruk Wildspeaker: MVP and main kill condition. Has synergy with everything in the deck, is acceleration, critters producer, stasis enabler, game ending with an overrun on your small critters. Provided time (and this deck is all about buying time with stasis) Garruk can perform every task you need.

[Other sideboard choices]: The deck plays control and is very flexible usually, so I put here some card to do what I can't do without: krosan grips and crypts. Propaganda is necessary for the aggro matchup, since you lack the speed to consistently set up full board control before they kill you. Propaganda buys you turns and is great under a stasis.

Cards not included:

-Elephant grass: is not enough, propaganda is the way to go.
-Root maze / Frozen Aether: not needed. Under a stasis lock you usually gain enough advantage to bounce/counter/ignore their untapped permanents. The deck is tight, you can't afford to waste slots for these.
-Remand/Counterspell: I would like to find room for some more counterspells, but I didn't. Remand is particularly powerful under a stasis, since they will probably never cast the bounced spell again.
-Chronatog: NO. This deck is not chronatog-stasis; we have Garruk and time warp for the kill. If you are under a stasis lock... why donating infinitely (mostly useless) many turns to your opponent when you can take infinitely many turns yourself or simply beat face and end the game in few turns?
-Winter Orb/Static Orb: I would simply put more stasis.
-Tangle wire: this has been considered... probably would be in the deck if only was a creature!
-Mystic Snake: since bounce is so good in this deck, Venser is a superior choice.
-Forsaken City: not tested yet, but the card disadvantage seems too much for doing something that this deck can do pretty well already with creatures.


How to play the deck
Your main goal is to achieve a stasis soft lock i.e. to put a stasis in play and keep it there as long as possible (infinitely). How to accomplish this?

1) Use Tradewind rider / vedalken to bounce stasis in opponent's turn, so they are unable to untap while you can untap, and play stasis again in your turn;
2) use quirion ranger to bounce a trop.island and/or untap a birds of paradise to pay for stasis infinitely (or since you can play a Tradewind or more);
3) use Garruk to untap lands and pay for stasis infinitely (and/or drop tokens for a Tradewind); you can do this each other turn, so also drop some beast token in the process, until you have enough of them and 4 loyalty for an overrun.

Under a stasis soft or hard (tradewind) lock you can usually win with Garruk: you will have plenty critters and loyalty by the time so just overrun them. Or, there is the time warp alternate win: bounce an eternal witness and play infinite turns. With no Tradewind but a stasis soft lock, simply wait until you have enough critters/loyalty for a single swing for lethal damage. If you have no Garruk but a stasis hard lock, just swing each turn with your small spare critters and/or bounce multiple permanents with tradewind/quirion.

So the deck is control more than anything else (more than lock). Early game you should keep major threats at a distance with your free counterspells/bounce. You don't need to worry about permanents on the board if they are tapped and you are paying for a stasis, so focus on major threats and protecting your lock.


Matchup Analysis

-Threshold (UGR /w counterbalance): in my testing this is an even or slightly favorable but very long matchup. Counterbalance is not a big problem, since you can easily bounce it before casting your key spells (stasis) and your creature/counter suite seems enough to stand they creatures. Viceversa, too bad their counter/creature suite is enough to pressure and keep you from winning for a very long time. If they run fire/ice the matchup is unfavorable. Fire/ice is a real pain, since it usually kills two of your critters; the same is true for pyroclasm, but post-board you will have goyfs.
Sideboarding: remove timewarp, venser and maybe 1 garruk plus everything you feel inadequate (small critters such as oracles) and board in the goyfs plus some misdirection (all 3 if the run heavy burn). Crypt and grip may or may not be useful, depending on how much they rely upon graveyard and counterbalance respectively.

-Vial Goblins (green splash for grip/hooligan): this is unfavorable pre-board. Their speed is superior, they will kill you before you can setup any board control sitaution. Winning is possible, but very hard, although you have 18 answers to a turn-1 lackey on the play (only 10 on the draw). Post-board propaganda is your only hope, so focus on protecting it and your lock. If they run krosan grip in place of naturalize that can be a big problem, since you can't counter/bounce in responce; but in my testing he was never able to cast it because of lack of mana. Correct sideboarding should also include tarmogoyf because they greatly help to stop their early offensive. Board out the same as threshold plus some eternal witness minus some oracle.

-Landstill (UGB version /w deed): this is favorable. They love to stall the game, and so you have plenty time to setup your locks and tricks. Their sweepers are less efficient because you bounce important things back, and Garruk is not affected by it. Mostly the game is decided at counter wars. Save your counters and try to bait theirs; once the lock is established, there is little they can do. Sometimes I can win this matchup just by baiting all counterspell and removal with the threat of a stasis lock, then swinging with creatures ftw. Sideboarding: side in those misdirections, you will hardcast some, side out whatever they seem most prepared to fight. Siding out is hard here, because everything is just so good. Only side in crypt if they have an heavy crucible/loam engine (which, in my testing, was not the case).

-Zoo midrange aggro (GRW /w equipment): this is very favorable. See "goblins" matchup plus they lack some speed and gain some midrange power, which will be useless since they will be locked under stasis and/or bounce controlled.

-Burn: this is slightly unfavorable, precisely because you are a control deck and they are, well, burn! Good news are you have not too much dead cards pre-board, and misdirection post-board. If they aim to the dome (usually they do so game 1) and you survive, creatures/lock will win you the game; if you suspect they are boarding in pyroclasm/flamebreak, side out witnesses and some more creatures and bring in tarmogoyfs.

-Deadguy / Pikula / homebrew (BX disrupt deck): this is uncertain. In my testing most games were decided by mulligans and bad draws for both players. Misdirection is the key post-board, and here is a matchup in which it really shines; versatility of lock type is another thing that shines here: i.e. if they duress your stasis away, you have other things. I am really still uncertain about this matchup, it could be even but it seems really heavily dependant on bad/good draws more than bad/good plays.

Conclusions.
The deck is a lot of fun to play. I have enjoyed a lot my testing sessions with mws/proxies. There are not too much stellar matchups and only 1 really bad one, the rest is fair enough; the deck can stand most competitive deck and I suspect there is still some work to do into optimization.
One thing I love with it is: when I lose, it is usually in a quick way, versus an aggro rush; when I win it is a satisfactory game, in which I am able to perform all sorts of bounce/untap/lock tricks and have a lot of fun. Usually something of really ridiculous also happens (as keeping the game stalled for 10 turns, then win with a topdecked garruk; bouncing ALL their permanents back; taking infinite turns while they have an horde of 10 creatures ready and untapped on the board). After all, well this is a Tradewind deck, so it is all about having fun and being happy for that!

galeng
01-06-2008, 10:27 AM
Great idea for the deck, although stasis has been done before. Unique, never thought of card choices that would work. Great job.

The only big problem is that your sideboard is very bad (ex: tarmogoyfs?). I understand your explanations but, there are way better cards available.

I can imagine your thresh matchup decent (maybe 60% win), your landstill matchup not too good (maybe 40% win) and your goblin matchup horrible (maybe 5% win).

Propaganda is horrible hate against goblins and not even an option against other decks. They can grip it or just play around it easily. Chill is even better is you want long term hate but I prefer Blue Elemental Blasts and Hydroblasts.

Your deck lacks draw. Do you find yourself consistently finding the combo pieces? I doubt it.

You should see yourself boarding in goyf on almost every matchup, and therefore you should just slap 4 in the main deck. I have to say that was the strangest sideboard card I am yet to see in any build.

Maveric78f
01-06-2008, 11:17 AM
I know a lot of people are going to complain but where the fuck is tarmogoyf in your maindeck list? Tarmo should never be in SB or Sbed out. That's a firm rule.

Kundalini
01-06-2008, 03:29 PM
Well, the plan is stall THEN win. So I maindeck creatures that help the combo over tarmogoyf. Maindecking goyfs could be a great idea; of course that was my first thought. But, what to side out? oracles and witnesses? They are my card engine (with or without recursion, so to answer the other question) quirion or tradewind? They are important combo pieces. If it's for chump blocking, wall of roots is usually better for that, and also provides mana.
Anyway, I could possibly go -1 tradewind -1 timewarp -1 oracle +3 tarmogoyf with little effort.

For sideboarding, well actually the landstill matchup is better than threshold. Goblins is terrible, I agree. Propaganda is not enough, but among the two other pieces of hate suggested (chill and BeB) only chill seems useful because slows them down. Removing permanents is not the way to go, in my opinion.

So my present open problems are:

1) provided that sideboard should focus on goblins/fast aggro matchups, what is better?
2) in order to put tarmogoyf main, what to side out?

Cavius The Great
01-06-2008, 03:49 PM
I think that Wall of Blossoms can be a decent draw engine with Tradewind Rider.

Kundalini
01-06-2008, 03:57 PM
I think that Wall of Blossoms can be a decent draw engine with Tradewind Rider.

I run coiling oracle in that spot!

pros: oracle is blue (foW count!) can be acceleration if hits a land (and he does after a brainstorm) can take part to a Garruk overrun

cons: wall of blossoms is a better blocker.

Since I already run x/4 and x/5 chump blockers, oracle is the superior choice.

Kundalini
01-07-2008, 07:40 AM
Updated decklist (I have seized most of your suggestion, thanks a lot)
New features: tarmogoyf moved main, 2 witnesses in the sideboard (for control matchups: landstill MU is good yet, with them is better); Chill in the sideboard for improved goblin (the hardest) match-up.

I cannot really remove too many blue spells; blue count is supporting misdirection and force of will. 22 blue spells and 21 creatures are pretty solid in my opinion.

Enjoy!

Tog
01-07-2008, 01:32 PM
Haha. I was actually thinking of ways to abuse Garruk with his untapping land ability as well. I'd thought about running Garruk with Stasis but never actually got around to implementing it.

I attempted to play Stasis maybe two years ago and I found Chain of Vapor to be a house. It really helped get rid of problematic permanents as well as bouncing the Stasis at the end of turn in order to have an untap phase. However, my deck did lack many permanents which may be the case here. Anyway, it seems a lot less jankier than the Vedalken.

Playing Stasis was gone damn boring so I gave up on it but here was an idea I never got around to testing. Claws of Gix is a 0 cc artifact you can use to sacrifice a permanent (namely Stasis). You could achieve your untap phase and play the redundant copy from your hand. It can be searched out by Trinket Mage. You conceivably have an artifact toolbox (i.e. EE, Needle). I don't know if this ideas tickles you but I thought I'd throw it out there.

I don't quite understand the purpose the Wall of Roots serves. You don't have any instants which require G to truly abuse him. Is it just to accelerate out to Tradewind Rider and Garruk? In that case, what are you trying to race? You will still run in to Thoughtseize, Force of Will, or Daze. I thought the position would be better served by upping the count on other permanents as you seems to have a lot of 1-ofs, 2-ofs, and 3-ofs.

~Tog

zeus-online
01-07-2008, 03:07 PM
Have you considered running a few survival of the fittest? and ofcourse 1 squee(and 1 genesis if you feel like it), that'll allow you to tutor up a horde of creatures over a few turns to better go aggro, get more mana or draw cards/recur cards with witness and oracle.

/Zeus

Kundalini
01-07-2008, 04:56 PM
Have you considered running a few survival of the fittest? and ofcourse 1 squee(and 1 genesis if you feel like it), that'll allow you to tutor up a horde of creatures over a few turns to better go aggro, get more mana or draw cards/recur cards with witness and oracle.

/Zeus

Yes, since I am a survival player since exodus was printed!
The problem here is, unless you plan to go ATS and use survival as your main engine (which requires rofellos and anger to best fit it, and hence you are running ATS which is a good but not new deck) adding only 4-5 spells (3-4 survivals plus 1-2 graveyard creatures) is probably not worth it. What to replace? The only way this can be done is turning the deck into a 2008-version of ATS (that can be a VERY good deck).
In my opinion putting together tradewind-goyf, garruk-stasis and blue-splash-survival is too much for a single deck. Very good idea for a DIFFERENT deck, anyway!

from Cairo
01-08-2008, 01:17 AM
Is Wall of Roots really all that good? I would think 4 Coiling Oracle and 4 Birds of Paradise would be stronger than 3/3 with 2 Wall of Roots. Tarmogoyf does the wall's blocking job alot better since it can swing and has 4 power to go along with the 5 toughness, and the Oracle and BoP's seem stronger in regards to mana.

I would also wonder if maybe fitting in some Ponders into the spell spots in place of some of the redundancy might yield better results, for instance dropping a Stasis, Garruk, land and Mastermind in favor of 4 Ponder, you would gain more digging to find the bombs (Stasis, Tradewind and Garruk) and would also be more in control of your mana development so losing a land would probably be very minor in the scheme of things.

Just a couple thoughts.

alebronwebb
01-08-2008, 01:31 AM
I really like this deck a lot. Yeah Stasis has been done but this new, fresh, and very done. I like the Coiling Oracles a lot, of course I've always liked, i kinda like them better than Wall of Blossoms. The only gripe I could have is to add more cantrips, Ponder, or Sensei's Divining Top to filter for wins.

I personally would add another win-con, have you checked out Chameleon Colossus from Morningtide. It seems like it could fit nicely here, but keep in mind I haven't proxied the deck so I don't know how often you get :g: :g: so this might be a stupid statement.

You have sparked my interest in Stasis again.

Tosh
01-08-2008, 01:36 AM
I don't know how often you get :g: :g: so this might be a stupid statement.
Considering Garruk costs :2::g::g:, I think he can get :g::g: easily.


Chameleon Colossus from Morningtide
Why? Tarmogoyf is cheaper and bigger without having to spend :2::g::g: every turn to attack.

Kundalini
01-08-2008, 04:47 AM
Why? Tarmogoyf is cheaper and bigger without having to spend :2::g::g: every turn to attack.
Quoted for truth.
The extra win condition was time warp (bounce a witness each turn and play infinite turns) but I removed it for lack of space. The deck is tight! And really needs no more kill condition than tarmogoyf and garruk: Garruk can win the game by himself, but he does so almost instantly when you have 3-4 creatures in play under a stasis lock.

Stasis decks have always been boring since you lock the game for countless turns just doing nothing while you opponent stays tapped. Garruk is what makes this different: not only he helps the lock, but he is a fast clock!

Kundalini
01-08-2008, 08:22 PM
Is Wall of Roots really all that good? I would think 4 Coiling Oracle and 4 Birds of Paradise would be stronger than 3/3 with 2 Wall of Roots. Tarmogoyf does the wall's blocking job alot better since it can swing and has 4 power to go along with the 5 toughness, and the Oracle and BoP's seem stronger in regards to mana.

Aggro matchup is the worst, so more chump blockers are a priority. Secondly, wall of roots can give mana AND tap to tradewind the same turn, which happens frequently. Third (very important), wall is less fragile. I have found pyroclasms and fire/ice(s) to be really lethal versus my mana-creatures X/1.



I would also wonder if maybe fitting in some Ponders into the spell spots in place of some of the redundancy might yield better results, for instance dropping a Stasis, Garruk, land and Mastermind in favor of 4 Ponder, you would gain more digging to find the bombs (Stasis, Tradewind and Garruk) and would also be more in control of your mana development so losing a land would probably be very minor in the scheme of things.

I have considered Impulse for that purpose; but it never did amazing things for me. Ponder is actually a very good idea! Dropping a land can be compensated by library manipulation -> into land advantage via oracle... but I'm really reluctant to drop a land, so maybe I will do some testing with just 2 or 3 ponders.

Thank you very much for your advice!

SnakeEater
01-09-2008, 08:00 AM
Hey,

I like the idea of Garruk combined with Stasis. I thought about that too some weeks ago. The only problem was that I had no idea what to do with the Mana which can be generated with the untapped lands.

Tradewind Rider solved that problem. Every turn Stasis for free is very nice.

Another idea in my mind was Rishadan Port. So you can tap every land your opponent plays. That keeps him from more than one mana.

Has anybody thought about Dryad Arbor in this environment? Its a land, forest and creature in one card. It has good synergie with a lot of used cards, e. g:

You can return it to your hand with Quirion Ranger to untap another creature.
Coiling Oracle gives you a creature and land in the one card.
It can be tapped to use Tradewind Riders ability.
It can be untapped with Garruk.
It can attack after Garruk pumped all creatures.

Some cons are:

It cannot produce mana the turn it comes into play.
It can be wasted.

Edit: Why has this Deck no Forsaken City? Is it not necessary?

Kundalini
01-09-2008, 11:12 AM
Another idea in my mind was Rishadan Port. So you can tap every land your opponent plays. That keeps him from more than one mana.

Rishadan port has a big no-no because this deck is too colored mana hungry to afford a colorless land. The lock can be completed by bouncing more than tapping that extra land.



Has anybody thought about Dryad Arbor in this environment? Its a land, forest and creature in one card. It has good synergie with a lot of used cards, e. g:

yes, it has lots of synergy, and has been considered but it's too fragile. It is nothing more than a bird/elf that costs 0 and a land drop, and can be killed by anything (see the above argument for wall of roots in case of pyroclasms and fire/ices) included land destruction.


Edit: Why has this Deck no Forsaken City? Is it not necessary?
see above (post #1): there is no need for one more non-island, non-forest card in a deck that has tons of ways to pay for a stasis yet. Forsaken city is card disadvantage and does nothing more than what the deck is already good at doing without card disadvantage or with card advantage.

JDunkin00
01-09-2008, 07:15 PM
Absolutely love this idea. One idea I had was scryb ranger over quirion ranger. Pro blue Flying and Flash all for 1 extra mana could be quite good. Forsaken city is unneeded tradewind rangers and drawing blue sources should be sufficient. Good luck in the contest.

Kundalini
01-09-2008, 09:23 PM
Absolutely love this idea. One idea I had was scryb ranger over quirion ranger. Pro blue Flying and Flash all for 1 extra mana could be quite good.
This has to be considered very carefully. 1 extra mana is not a small drawback; quirion is a precious 1-drop and stabilizes both stasis and mana screw situations; sure flying and flash are cute, but not so indispensable to the deck strategy; pro-blue also reads "protection from tradewinds"; sometimes it is useful to bounce my own ranger to chump block or other tricks.
Of course I would like to have scryb ranger in the Faerie Stompy matchup, but for everything else, I still prefer quirion.

Thank you very much for the advice!

JDunkin00
01-12-2008, 10:27 AM
This has to be considered very carefully. 1 extra mana is not a small drawback; quirion is a precious 1-drop and stabilizes both stasis and mana screw situations; sure flying and flash are cute, but not so indispensable to the deck strategy; pro-blue also reads "protection from tradewinds"; sometimes it is useful to bounce my own ranger to chump block or other tricks.
Of course I would like to have scryb ranger in the Faerie Stompy matchup, but for everything else, I still prefer quirion.

Thank you very much for the advice!

Why would you bounce a chump block instead of bounce the attacker? Just sayin. Exclude piledriver I suppose cause you know pro blue but generally I would rather them tie up mana recasting to lock them under stasis.

Kundalini
01-13-2008, 07:19 PM
Why would you bounce a chump block instead of bounce the attacker? Just sayin. Exclude piledriver I suppose cause you know pro blue but generally I would rather them tie up mana recasting to lock them under stasis.
Of course the only case in which bouncing the blocker is better than bouncing the attacker is... when the attacker dies!
Block any X/1 attacker with ranger, put damage on stack, bounce ranger in response. It's more profitable if your blocker is bigger, naturally.

So, the debate quirion vs. scryb is not closed yet. I am testing scryb and is not so bad. Still undecided which is my favourite, I will update the "optimal" decklist soon...

from Cairo
01-14-2008, 06:20 PM
Having Tradewind Rider protection for your Ranger effect is also noteworthy in cases where there is a board sweeper being played, or targeted removal.

For instance if your opponent Wrath of Gods and you have the ability to tap some extra mana guys and witnesses to bounce your Ranger and with the bounce effect on the stack, use Quirion Ranger to untap the Tradewind so that it can bounce itself back.

It's not going to come up a ton, but it and the fact that Quirion is cheaper to cast may be equally relevant as the Scryb Ranger's flying and flash.

Kuma
01-14-2008, 07:25 PM
Why not run Jace Beleren? You'd make far better use of the card drawing than your opponent. Forsaken City is also a great card for Stasis decks that also works great with both Jace and Garruk, as well as being able to maintain Stasis on its own.

I also like Scryb Ranger more than Quirion Ranger in Stasis, because he can fly over blockers and untap himself, making him a kill condition and a Stasis maintainer. The protection from blue also helps in the random Faerie Stompy matchup. Not sure if all that's worth the extra mana though.