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.)

Latest Decks as Commander

Stasis Snare Discussion

Simerix on Just Don't Get Hit

2 months ago

Some cards to cut: Akroan Jailer , Accorder Paladin , Healer's Hawk , Mesa Unicorn , Stone Haven Pilgrim , Story Seeker , Banishing Light , Blind Obedience , Journey to Nowhere , Stasis Snare

If you want an explanation why, lmk. There are a lot more cards I would take out. In general, gaining life and doing nothing else isn't worth your time. There's too much gaining life and not enough synergy

MowMyLawn on Outlast Deck

4 months ago

Hmm, I'm pretty sure Path to Exile isn't legal in Pioneer at the moment, and unfortunately I don't think there are many good replacements, since most of the good removal is in black/green with Fatal Push , Abrupt Decay , Assassin's Trophy , etc. You could try Stasis Snare , Cast Out , or Conclave Tribunal but i don't think there's any great alternative in Green or White.

Destroyerbirb on Controlling the BUDGET

11 months ago

If you're going to run removal in a control deck, run hard removal. Cast Out, Stasis Snare, Declaration in Stone and Blessed Alliance are all good options.

Oloro_Magic on Walking the Eternities

1 year ago

It's coming a long nicely, there is still some work to be done though, I'd cut both Kasmina, Enigmatic Mentor and The Wanderer for wrath effects, ideally Supreme Verdict but there are other options such as Settle the Wreckage. Both the aforementioned walkers are very low impact and not particularly relevant ability wise, in other words, they are never going to be cards you are happy about drawing really.

I'm also not sold on a full playset of Quench that feels like it will just come back to hurt you as the game goes into the deeper turns you are more or less designed to dominate in. Instead, while I could see playing a single copy of quench I'd like some form of spot removal: Glass Casket, Declaration in Stone, Seal Away, Stasis Snare, Baffling End, and Detention Sphere all strike me as viable options here.

Finally, the mana needs to be re-worked, yes you are a jeskai deck primarily, but the most important thing you can do turn one in this deck is play Oath of Nissa, as such you want to be able to have access to green mana turn one. Ideally that will take the form of Breeding Pool and Temple Garden but that isn't very budget friendly. Instead, simply adding some basic forests to the deck will go a long way to better equipping the deck to succeed in the long game. With that in mind you may also want to find room for Fabled Passage if you have access to it as some form of mana fixing. Finally I'd cut a plains for a Raugrin Triome, just some additional cover as the game goes on, plus it cycles if you don't need it.

slayingmatt1234 on Karametra, God of Lands and Tokens

1 year ago

Hey, big Karametra fan myself, here's a bunch of great cards for her: Any creature that bounces itself on entry, like Whitemane Lion and Stonecloaker work great. Gives you free lands and triggers when Karametra is out. To go with that, God-Eternal Oketra a great on-creature-cast card out there and is worth getting.

Besides that, just generally having enchantments over other cards that don't give devotion is always good for turning on your theros gods. Having white gives you O-ring effects in Stasis Snare, Cast Out, etc you can use as removal. Green gives you enrampments like Omen of the Hunt and mana doublers. Once you have enough you can even splash some enchantresses like Eidolon of Blossoms to improve consistency. Hope this helps!

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

1 year 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)

1 year 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.

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