Stasis

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Legality

Format Legality
1v1 Commander Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Oldschool 93/94 Legal
Premodern Legal
Tiny Leaders Legal
Vintage Legal

Stasis

Enchantment

Players skip their untap steps.

At the beginning of your upkeep, sacrifice Stasis unless you pay .

DreadKhan on Zur Necropotence Combo

2 months ago

It's a bit new and I've never tried it, but in theory Black Market Connections + Stasis are both fetchable and will soft-lock the board for you, with Black Market Connections paying for Stasis for 1 life per turn. This is a pretty salty move IMHO, so I wouldn't do this outside of cEDH or groups where people are playing very powerful decks (which I'm guessing you tend to play against). You can't sustain it forever unless you can find a way to gain life, but Zur can technically find Heliod, Sun-Crowned or another Lifelink source, as well as buff his power, so it's not like this is a tough lock to set up/use. In fact, I worry this might be the thing that finally gets Zur banned, it's too easy to set up for friendly play, and it's really annoying to break out of Stasis if you didn't see it coming and are tapped out. Puzzle Lock is stronger (and with Chains of Mephistopheles over Spirit of the Labyrinth it can actually win by itself), but it's harder to set up by far, and it's the same for all the other Zur combos that I know of. This one is dumb and easy enough that even if you eventually lose, you probably gained a huge advantage from the Stasis Lock you had going that you've killed off one or more opponents, and have a big edge over the other, if an opponent isn't doing a lot for even a couple turns, Zur can very easily go from nuisance to critical danger. Oh, and Zur can find fun stuff like Greater Auramancy to protect all of that combo/pile of Auras on Zur, and you can just copy that so people need a wipe.

For more (mostly) Zur oriented combos, you could look at Salt Miner (Rule of Law cEDH), which is my Zur Combo deck. It uses Zur as it's main way to win, for better or worse.

trippy_mcfly on Cumly Cube

3 months ago

Introducing Cumly Cube 1.1! 6 months ago, Cumly Cube was launched to resounding approval. However, in response to feedback from fans, several cards in the pool were deemed unplayable, uninteresting, or overpowered. For Cumly Cube's six month anniversary, I have chosen to update the card pool. Here are the changes, provided with brief justifications:

REMOVED:

  • Abomination: too weak in power level
  • Anger of the Gods: while board wipes are an essential part of the game, this card is too simple in effect in comparison to other red board wipes in the card pool
  • Birthing Pod: synergizes poorly with the rest of the card pool
  • Black Dragon: too weak in power level
  • Black Lotus: this card and other "power 9" cards have been removed from the pool to allow players to play with less well known cards
  • Bloodcurdling Scream: too weak in power level
  • Cavalier of Night: too on-theme for a black card
  • Cinderclasm: while board wipes are an essential part of the game, this card is too simple in effect in comparison to other red board wipes in the card pool
  • Dack Fayden: too powerful
  • District Guide: synergizes poorly with the rest of the card pool
  • Dockside Extortionist: too strong in multiplayer games considering the dominance of the "treasure matters" archetype in this card pool
  • Dread Reaper: too weak in power level
  • Edric, Spymaster of Trest: too powerful
  • Eviscerator: too weak in power level
  • Grim Strider: too weak in power level
  • Hypnox: too weak in power level
  • Jungle Creeper: too weak in power level
  • Mind Bomb: too weak in power level
  • Mox Emerald: this card and other "power 9" cards have been removed from the pool to allow players to play with less well known cards
  • Mox Jet: this card and other "power 9" cards have been removed from the pool to allow players to play with less well known cards
  • Mox Pearl: this card and other "power 9" cards have been removed from the pool to allow players to play with less well known cards
  • Mox Ruby: this card and other "power 9" cards have been removed from the pool to allow players to play with less well known cards
  • Mox Sapphire: this card and other "power 9" cards have been removed from the pool to allow players to play with less well known cards
  • Nicol Bolas, the Deceiver: too weak in power level
  • Nix: too weak in power level
  • Obelisk of Alara: too weak in power level
  • Patagia Golem: too weak in power level
  • Phantasmagorian: too weak in power level
  • Prismite: too weak in power level
  • Rootcoil Creeper: synergizes poorly with the rest of the card pool
  • Shattering Blow: too strong of an answer to the artifact archetype
  • Shatterskull Smashing  Flip: MDFCs are interesting cards, but it does not make sense to have only one in the card pool
  • Smelt: too strong of an answer to the artifact archetype
  • Smog Elemental: too weak in power level
  • Spirit of the Night: too weak in power level
  • Storm Spirit: too weak in power level
  • Tibalt's Trickery: introduces too much variance for an enjoyable experience
  • Unholy Strength: too weak in power level
  • Vampiric Link: too on-theme for a black card
  • Wooded Bastion: this was included on error instead of its Golgari counterpart

ADDED:

Masterful on Necronomicon | Teysa Karlov | Primer

3 months ago

Brightwrath Great question about removal sources. 9 Sources might be considered low, but we also play Demonic Tutor, Vampiric Tutor, and Enlightened Tutor which can get Grave Pact or The Meathook Massacre to deal with creatures. So technically, if we need to deal with a game-ending permanent, we have 12 sources to do so. However, tailoring your removal to your meta is pretty important. My meta ranges from mid to high powered casual in which combo kills are somewhat uncommon, but fast ramp, high powered threats, and control are rampant. This means I've tailored this list to favor recovering from boardwipes and outspeed my opponents rather than rely on a more controlling plan. That being said, if you find yourself dying to specific permanent threats like Ashnod's Altar, Hermit Druid, or Stasis, playing more single target removal could help. Despark, Rite of Oblivion, Path to Exile, Generous Gift, and Disenchant are all strong options depending on what you need. Personally, I haven't felt lacking in that department since I have tutors, can grab Grave Pact if I need to continuously control creatures, and my meta plays artifact/enchantment decks uncommonly.

You can definitely go without running the off-color fetches. While it will make your mana less consistent, I'd run more basics than sometimes-tapped duals. A land entering tapped can be game-losing, but you'll still probably have enough multicolored mana to not get color screwed. Additionally, if you cut those fetches, you should consider not playing Brought Back since it gets a lot of its value from them. It might be a good cut for another removal spell.

Thanks for your kind words and I'm glad you like the list!

Ojallday on Getting into cEDH

3 months ago

The_War_Mammoth Simic or blue/green have a lot of low cost synergies and combos that go for easy wins like taking turns or Birthing Pod strategies. But if you enjoy stax and control then I highly recommend Urza, Lord High Artificer he has strong synergy with cards like Winter Orb, Static Orb, Trinisphere and Back to Basics. To win with him you assemble infinate mana through a couple different options Dramatic Reversal + Isochron Scepter , Basalt Monolith + Rings of Brighthearth , Grim Monolith + Power Artifact or Basalt Monolith this let's you draw your deck with his ability and traditionally you use Thassa's Oracle or Laboratory Maniac to end it. Being in blue also gives you access to counterspells which is where most of you control will come from. Some of the artifacts and combo pieces may be expensive for him though, but another option though in 3 colors is Zur the Enchanter he let's you play a spell for free when he hits letting you grab Stasis, Rule of Law or Spirit of the Labyrinth to punish opponents winning involves swinging zur until you kill each opponent with coleander damage. Also you can run Necropotence to draw your deck out and win via Thassa's Oracle, obviously he is in blue so counter spells will go a long way to control your opponents.

bushido_man96 on Go-Shintai of Life's Staxx

6 months ago

It doesn't look like you have much ramp. Since you are going the enchantress rout, I'd recommend land enchantment ramp like Wild Growth, Utopia Sprawl, Fertile Ground, Overgrowth, Wolfwillow Haven, or any of the other myriad choices of similar ramp cards.

Spirit of the Labyrinth seems like it hurts your enchantress theme. Sensei's Divining Top is a generally good card, but it really doesn't need to go in every deck, and you could probably do without it here to add some ramp. I would think with the amount of draw you have in the deck, setting up the top three of your library probably isn't that necessary. Gilded Drake is another generally good card, but I don't see it as a fit here, unless you're able to reliably blink it and I'm missing that. Although not an enchantment, Seedborn Muse would pair well with Stasis. Vernal Equinox can be fun to let you play a chunk of your deck at instant speed, but it allows everyone to do so.

Epicurus on Go-Shintai of Life's Staxx

6 months ago

Nice list. I was going to suggest Stasis but was pleased to see that it was already there.

I saw that you've omitted some of the Sanctums. The red Sanctum is garbage, but the others are definitely worth including. Sanctum of Calm Waters in my opinion is better than Honden of Seeing Winds, because it costs 1 less, and is a "may" rather than "must" effect, which sometimes matters. I do recognize that that's a matter of personal preference. However, Sanctum of Fruitful Harvest can replace any rock or dork (and eventually supplies all the mana you'll ever need, which is important if you choose not to go infinite), and Sanctum of Tranquil Light is way more brutal than it may seem (especially for a Stax build).

Finally, Zur the Enchanter fetches a lot of the Shrines, as well as a lot of your other enchantments, and should be considered as well.

That's all I got. If I think of anything else, I'll report back later.

Guerric on Jenara Infinite Combos (Looking to upgrade to EDH)

7 months ago

dqcoulter That would be a great idea! It would also be great with land auras. The unfortunate thing about Derevi is that so many people play her as stax, using Stasis, Winter Orb, etc. to make everyone's lives miserable while they use Derevi to untap their own stuff. She doesn't have to be played that way though! There's a ton of value in just the tap/untap disruption theme, and she synergizes pretty well with blink effects.

Ojallday on OPTIMIZING precon deck "ADAPTIVE ENCHANTMENT"

9 months ago

I had a friend who put a deck together that had all the creatures that let you draw when you cast an enchantment, all the one drop enchantments and then stax pieces that kept opponents from untaping like Winters Orb and Stasis. So his game plan was to early game cast enchantment on his permanents. Then mid game cast his commander and a stax piece and use his commandr to untap each turn. He usually won the game with approach of the second sun with everyone else permanently tapped down.

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