Players skip their untap steps.
At the beginning of your upkeep, sacrifice Stasis unless you pay .
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|Commander / EDH||Legal|
Stasis occurrence in decks from the last year
Latest Decks as Commander
on Power nap
1 month ago
I most certainly can! Archelos is super cool and can really warp a landbase, as now you can include so many tap lands that normally aren't too powerful, not only giving you that sort of ability but also making the land base WAY cheaper! You also have to think about the lands BEFORE you put our Archelos though, and so I'd say a balance between better lands and tap lands are what you probably want to head towards. What you have so far looks wonderful, and certainly efficient, though again, you may want to include one cycle of a certain land, maybe Breeding Pool, Overgrown Tomb, and Watery Grave? These guys can help get Archelos out, but after he's out you won't necessarily have to take the shock damage from them which I'd say deserves them a good spot in the deck. Other ones that aren't necessary but could be worth considering are Hinterland Harbor, Woodland Cemetery, and Drowned Catacomb, since again they can come in untapped with Archelos and still be relatively good without him, and of course the bounce lands Simic Growth Chamber, Golgari Rot Farm, and Dimir Aqueduct, since they can get pretty powerful when they come in untapped. Since you have Fabled Passage, Evolving Wilds, and Terramorphic Expanse I'd say it's worth it to slot in a Ramunap Excavator or Crucible of Worlds, since you'd then get two landfall triggers per turn guaranteed, since you can continuously play the sac lands again and again. If this trick proves to be very helpful, you may want to consider slotting in more fetch lands like Prismatic Vista, Misty Rainforest, Verdant Catacombs, Polluted Delta, etc. Speaking of landfall triggers, I think Myriad Landscape would work AMAZING with Archelos, as not only would the Myriad come in untapped, but so would what it searches for, giving you three landfall triggers just off of that one card if you have two mana to spare. So honestly, I don't have too much to say about the lands, I think it's pretty solid at the moment though you may need to playtest a lot to know for sure, however, I did find a bunch of great cards that could work well with Archelos!
- Amulet of Vigor: If Archelos isn't out yet and you have a ton of tap lands, this guy could be of great use, especially for just a single mana.
- Root Maze: SUPER amazing card, this guy can tax everyone but you! On your upkeep untap archelos, have everything come in untapped, then tap him before your next turn and boom now everyone's artiafcts and lands come into played tapped for one mana besides yours.
- Coldsteel Heart: Basically a 2 mana, untapped mana rock with Archelos
- Cryptolith Fragment Flip: This guy can perform your goal of whittling away peoples health, as well as coming in untapped with Archelos. The flip side can also perform that whittling quite efficiently.
- Manascape Refractor: Comes in untapped- could be pretty fun to see how that works out!
- Arcane Signet: You should run this no matter what
- Orb of Dreams: Similar power and ability to root maze mentioned above, this can tax everyone else except you with Archelos
- Renegade Map: Basically 1 mana get a basic land if you have Archelos out
- Sphere of the Suns: Great with Archelos out and coming in untapped
- Terrarion: Seems pretty solid if it doesn't come in untapped
- Worn Powerstone: Like the rest, pretty sweet if it doesn't come in tapped and can be immediately used.
- Moss Diamond/Charcoal Diamond/Sky Diamond: Untapped ability again
- Honor-Worn Shaku: Allows you to tap archelos and get something out of it
- Urborg, Tomb of Yawgmoth: It's amazing why not run it
- Retreat to Hagra: Can be a great way of slowly ruining your opponent's health, especially with the extra land triggers I mentioned before
- Stasis: If you already have the things you need to slowly remove your opponents health, this can pretty much ensure victory.
- Verity Circle: SUPER amazing if I'm understanding it correctly, basically whenever your opponents play a creature since it comes in tapped with Archelos you draw a card, and has the second ability if you are ever in need of it
- A great way to slowly get rid of your opponents health is with recurring triggers that happen every turn, such as curses. Here are some that I found: Trespasser's Curse, Torment of Scarabs, Cruel Reality, Curse of Thirst, and Curse of Fool's Wisdom
- ANY COMBO WITH RETREAT TO CORALHELM. Edhrec names 1000+ combos with this card, so I'd recommend looking through it and seeing if you find anything that would work if you haven't already!
That's all I have, sorry it probably wasn't too much regarding the lands, but I hope I gave you some good stuff to think about! I honestly love the deck it has a super cool theme, and seems like it could work very well! That said though, hope this helps, and have a wonderful day!
1 month ago
Orvar - will more than likely be the definitive High Tide commander.
Bigri - fits very well into a few high teir commanders but probably won't be enough on it's own.
Aegar - I think this card has real potential. It's basically overkill (mechanic from hearthstone) edric spellslinger.
Valki - has some cool interactions with cascade but I see it as more of an in the 99 card in specifically kroxa and Yidris.
Tergrid - too strong for casual too weak for cedh. This card is an incredible value engine it may slot nicely into a reanimator strategy but it'd be fighting for the slot against some very heavy hitters.
I personally don't think anything outside of tibalts tricky and mystic reflection will see more than fringe play and the power level overall is about a 5-6 for most of the set.
1 month ago
So, if am reading this correctly, you like to play stax, or a more control based strategy, yes? I know of two ways of handling it:
The first treatment I know of is something my group calls "Pillowfort"; essentially, you use tax like effects to make your opponents pay mana for each time they want to attack you, making them have to spend mana on something other than the spells they can cast. See Ghostly Prison for example.
The another method We call "Winter" or "Stasis". Named partly due to the card of the same name: Stasis and Winter Orb. These already play heavily into a more Stax playstyle, although, this is fair warning: most players in your play group will defintely target you more. It is almost fact. When you as a player affect everyone, versus a single player, you earn everyone's ire.
The last method I know of is what we call "Nope Magic" or, lockout. You simply tell people what they can, or cannot cast. For example, by using Ethersworn Canonist.
Now, in regards to the whole "picking who to attack" part of your question, I always recommend, as a control player, to focus or keep an eye on the player that disrupts you most, or can evade your control. I typically look at a player whose deck or playstyle directly affects my means of winning the game. As with most things, certain decks tend to perform better than others. just find out who in your group tends to get the W, and why. Kit your deck around that a little, and hopefully that should help.
Hope this info helps, and let me know if there's anything else you'd like help with!
1 month ago
Cycle of Seasons
Legendary Enchantment - Saga
Permanents enter the battlefield untapped and spells cost less to cast. Whenever a permanent enters the battlefield, draw a card.
Whenever a permanent is tapped for mana, it produces twice that mana instead.
Whenever a triggered ability triggers from a permanent being put into the graveyard from the battlefield, it triggers an additional time.
IV Permanents don't untap until your next turn. At the beginning of your next upkeep, return this card from the graveyard to the battlefield.
Create a card for Monstrous tribal. This could mean actually referring to the supertype Monstrous, or it has something to do with +1/+1 counters, or something else.
1 month ago
2 months ago
You're thinking of Vorinclex, Voice of Hunger like Winter Orb. Vorinclex uses an activated ability and an effect like winter orb uses a static ability. Note the inclusion or exclusion of a trigger word. Polaris winter orb and Stasis are definitely more broken than vorinclex
3 months ago
What kind of wincon are you looking for? To me, it looks like you have a few: Cyclonic Rift, Villainous Wealth, Sunder, and Torment of Hailfire. You could also add Exsanguinate if you'd like. The idea being that you just control the board by finding all the answers you need, then cast a spell that makes it hard for opponents to come back (Rift or Sunder) or a spell that steals the wincon of another player (Wealth, Mind Control) or a spell that ends the game with all of your mana (Torment or Exsanguinate).
If you wanted more of a permanent lock you could add something like Stasis + Tezzeret the Seeker/Nissa, Vital Force or something? Again not the expert on combos that lock but don't automatically win so just throwin out ideas. Possible cuts: Drown in the Loch and Wild Growth.
3 months ago
Stasis! Love the art, love the effect and the kind of decks you can build with it :)