Stasis Snare

Stasis Snare

Enchantment

Flash (You may cast this spell at any time you could cast an instant.)

When Stasis Snare enters the battlefield, exile target creature an opponent controls until Stasis Snare leaves the battlefield. (That creature returns under its owner's control.)

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Printings View all

Set Rarity
Battle for Zendikar (BFZ) Uncommon
Promo Set (000) Uncommon

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Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Highlander Legal
2019-10-04 Legal
Block Constructed Legal
Pioneer Legal
Leviathan Legal
Legacy Legal
Frontier Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Stasis Snare occurrence in decks from the last year

Commander / EDH:

All decks: 0.01%

Stasis Snare Discussion

hecubus333 on A Board Wipe???? Cmon....

3 months ago

Have you considered testing Swords to Plowshares in place of Cast Out?

1w rather than 4cmc to exile immediately and give the opponent some life. Better than Path to Exile, since a land is more dangerous than life.. and your creatures are so smashy, you'll take that life right back anyway. I'm thinking the 4 Mana cost isn't worth the flexibility of being able to cycle it. Cast Out is good as an additional Oblivion Ring in mono-White or maybe a 2 color deck that's heavy on white removal, but I think Swords allows you to remove a threat for good, and still drop a threat of your own on the same turn. I also fear using cards like Oblivion Ring or Stasis Snare being removed and the threat returning.

If you don't mind that risk, I'd still prefer Prison Realm. Mid game removal of a threat plus Scry 1 for 1 mana less. Just a thought.

Your offense is so fun. I forgot to mention that I love that you included Realm-Cloaked Giant in this deck. I don't know how I missed it.

Esbilon on The Guardians of Thune (Selesnya Version)

3 months ago

You're welcome! This back and forth is the thing I really enjoy about TappedOut (Gods know it looks like something from 10 years ago otherwise ;) )

I mostly play my UW spirits deck in Pioneer these days, it's just so much stronger. The Rienne deck is there to make sure I keep representing the Angel tribe. I had Mayael the Anima as a commander earlier, and honestly she's probably better, but a tribal angels deck should have an angel as a commander.

Elemental Bond is better than Colossal Majesty if an only if you can reliably produce tokens, which doesn't look to be what you're really trying to do most turns. However, I think playing 3 copies of what is strictly a "do nothing enchantment" is probably too much, I'd cut that down to 2 and play an Archangel of Tithes.

I get you with Bishop of Wings. I really like it with Resplendent Angel, but as said you're not trying to make your deck puke angel tokens all over the place, so maybe it isn't for you.

Don't get me wrong about Shalai. She's great, I'm just saying that 3 may be on the heavy side. But if you have the spots for it, go ahead and keep it! The mana sink shouldn't come up too often, though. If you get to 6 mana and are neither in a position to win or to play something better from your hand, it's a weird game.

I'm much higher on Banishing Light than Stasis Snare. Being able to take out anything is crucial and the WW cost is a liability in a 2 color deck. If you felt like cutting the green as well and going full devotion, it might be better, but the instant speed thing does very little for you as you'll basically tap out every turn anyway, so you don't get the flexibility instants usually gives you.

Regarding investing in Heliod... I dunno, I'd wait at least until after the PT's this weekend, if he dominates, he's in line for a ban and then you've thrown 45€ down the drain.

Hexaflexagon on The Guardians of Thune (Selesnya Version)

3 months ago

Hey Esbilon,

Thanks for another comment on this deck. I will try and remember to post on your Pioneer Angels deck, just as a token of my appreciation for how much you've helped me with this deck. I also see that you have a Rienne deck (although mine has more multicoloured synergies), great minds think alike ;).

For your card draw suggestions, I think that Keeper of Fables or Colossal Majesty are my best options because Keeper of Fables can draw me lots of cards when I'm in a good situation, and Colossal Majesty can help me when I'm in a worse position, perhaps leaving my guys back to block.

I didn't like Bishop of Wings in my old deck because I felt that he was either a win-more card or did nothing. I am going to try out Gisela, the Broken Blade, but my only concern is Wizard's Lightning, as most of the aggro decks at my LGS have a lot of Wizards, so I'll have to try and figure out how to deal with that. Bruna is definitely in the conversation, but my curve is probably a little bit too high already, so I'll have to figure that out.

I really like Heroic Intervention and Unbreakable Formation, so I'll have to test both. I'm not a big fan of Selfless Spirit because people can just kill it and I'd rather be playing big Angels anyway.

I like Shalai, Voice of Plenty due to her hexproof giving ability (as it stops burn spells and kills spells) and mana sink ability (in case I have nothing to do). You're probably right about Thalia, Heretic Cathar, so I'll take out a Thalia and some other things for some Gisela.

I think that the Heliod, Sun-Crowned investment is worth it, he'll probably add so much to the deck, so I'll cut Nylea for him.

Also, now that I think about it, what are your thoughts on Stasis Snare versus Banishing Light? I think I agree with you now about taking out Cast Out I've rarely flashed it in and only cycled it a few times.

Finally, what are your thoughts on the changes that I've listed below?

Thanks again, your suggestions have really helped both of my Pioneer decks,

Hexaflexagon

Azeworai on Enchantment is the oldest medicine

3 months ago

Ah, yes. Enchantress decks are a consistent favourite of mine, much in part due to their potency and resilience.

I've tested well with Ajani Unyielding. It oft draws quite a few cards.

Mesa Enchantress, Setessan Champion, Argothian Enchantress, Commune with the Gods, and Satyr Enchanter are all wonderful.

The newly printed Destiny Spinner is horrendously strong by her own accord.

As for removal: Cast Out, Journey to Nowhere, Kenrith's Transformation, and Stasis Snare are fantastic.

I reckon this to be all from me.

Here is my decklist if you so wish to peruse: Karametra, Enchanting Goddess

May fortune be with you.

Darth_Savage on Rider Life Gains

5 months ago

Pioneer is a fun format and the meta just received a shake up, but even so, the power level of decks can swing closer to Modern than Standard. Which I guess brings me to your deck, conventional wisdom is that life-gain for the sake of life-gain is not a good strategy. Normally a deck aiming to gain life will run Approach of the Second Sun or Felidar Sovereign a win condition based on what your deck wants to do. You're not running these though, instead you have a deck primarily made up of 2 CMC creature spells. That casting cost is relevant because, that's the cost that Fatal Push alongside others like Legion's End kill.

Don't get me wrong, Lone Rider is a cool card, but it needs better support. Healer's Hawk, is a cheap efficient enough creature, but Sacred Cat represents an easy 2-for-1. I'd swap Adanto Vanguard to Wall of Essence spending removal on a wall is a bad deal, but if your opponent doesn't it can gain you significant life. I'd run straight removal Declaration in Stone or Stasis Snare rather than Dromoka's Command. I'd also suggest you look at Blind Obedience this stalls your opponent and lets you spend extra mana. In green there is also Feed the Clan which might come in useful...

I hope this helps, good luck brewing your deck.

Sorin_Markov_1947 on 4 Color Midrange (non blue)

5 months ago

Although Dreadbore is the best removal in Pioneer, the mana requirements will be hard to meet in a four-color deck, especially on turn two. Same with Abrupt Decay . I'd recommend the enchantment-based removal like Stasis Snare or Conclave Tribunal , and/or Declaration in Stone , Fatal Push , Cast Down . Any of those are fine removal spells, and easier to meet mana-wise.

Next, some mass removal is in order. In a midrange deck, you need something to counteract the faster decks that spot removal can't deal with. Settle the Wreckage is amazing, and if you need more Flame Sweep can do the job too. Don't put all of these cards in; find what works best and what ratio of spot removal/mass removal works best for your deck.

And then the last thing I have that's more obvious is your sideboard. It seems more like a maybeboard to me. I'll be honest, sideboards really aren't my strength. Look at some other decks that share colors with yours, and find cards that are good against decks that you aren't, or that are good against popular archetypes.

Argy on Azorius humans in Pioneer

6 months ago

People often seem to skimp on lands.

For this build I wouldn't go lower than 23.

We've been using Ixalan's Binding in StuBi's deck, rather then Stasis Snare , and it's proven very effective.

I actually think that Search for Azcanta  Flip would be better in this deck than Smuggler's Copter - just don't flip it.

Finally, I have no idea where you'd put these, but Always Watching makes a deck like this sing.

Azeworai on G/W/x enchantress modern PRIMER

7 months ago

If I may, I'd recommend Circle of Protection: Red for the sideboard. 'Tis horrendously effective against burn strategies in a way with both creatures and spells, as well as being cheaper than Story Circle .

The deck seems to be focused against creature-based decks, being fraught with specific cards against them. In note of this, Overwhelming Splendor may be a bit high on the mana curve.

Deafening Silence also seems to juxtapose the current build. With plenty of one-of silver bullet cards, perhaps Idyllic Tutor could hold that plan together? This would also allow for a very diverse sideboard plan. A couple of Commune with the Gods couldn't hurt, either.

A singular Plains could be of aid if you run into someone playing Blood Moon . Journey to Nowhere is quite effective removal that is also on-theme. On Thin Ice could help if you had snow basics, too.

Heroic Intervention in the sideboard could help against Fracturing Gust or spells of the sort.

Dosan the Falling Leaf could help against control decks. This enchantment build seems to have absolutely no instant speed interaction, so Stasis Snare could be great, or Cast Out for planeswalkers.

Courser of Kruphix could be solid life-gain and card filtering, as well as a blocker.

Seal of Primordium could be okay, but maybe not. Worship would be fun.

'Tis all, my friend. Happy enchanting.

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