Stasis

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Legality

Format Legality
1v1 Commander Legal
Canadian Highlander Legal
Commander / EDH Legal
Commander: Rule 0 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
Casual Legal
Custom Legal
Quest Magic Legal

Stasis

Enchantment

Players skip their untap steps.

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

bushido_man96 on Go-Shintai of Life's Staxx

2 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

2 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)

3 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"

6 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.

Focus_Jim on OLORO COMBO/CONTROL

9 months ago

I’m at a control player at heart (I knew I’m an awful person) so when I came across the decklist I was happy! First I’ll do some suggestions (I’m assuming you know about cards such as Demonic Tutor so I’m not going to mention cards like those). The first thing I noticed was that Professor Onyx was in the list, so why not make her an infinite combo with Chain of Smog. Another suggestion would be Toxic Deluge as it works especially well in this deck because of the commander’s ability. Finally, perhaps adding Stasis to really slow things down (once again I acknowledge I am a bad person).

Now for some cuts. The first cards that stood out to me were Ghostly Prison and Propaganda. I feel that these cards are weak for the power level you’re aiming for as the higher power level, the less combat damage matters. Another card would be Hero's Downfall. I’m not a huge fan of this card as it feels clunky. Maybe replace it with Deadly Rollick.

Those are a few suggestion! Take them or leave them.

rshistorysmuf on What Conversations do you not …

9 months ago

Stasis that ought to wind people up.

Banding, great way of winding more people up.

khunkao on Muldrotha, The Value-Tide

10 months ago

I think the percentage of cards that you have in your deck that start loading up the graveyard may not be enough, but I need to play a couple of more test hands because I may have simply gotten bad draws. Stasis is a very interesting choice! I wish I had a Skullclamp in my collection to add to my deck. It fits in so well!

Guerric on Hatebears and the social contract

1 year ago

Generally the only things that universally violate the social contract are large quantities of mass land destruction and playing a cEDH deck in a non-cEDH pod. People will hate you for that. Most people aren't fan of "stax" effects either, such as Stasis and Winter Orb , since locking your lands down has a similar affect to MLD, albeit in the short term. People also generally hate mass discard strategies like Tinybones, Trinket Thief decks, because they want to at least have cards in their hands to play. People generally don't mind if you wipe their board, destroy their stuff, or play a strategic card that interferes with their gameplan (ex. playing Solemnity against a counters deck or Containment Priest against a Meren deck. That's just good play. People aren't also generally opposed to taxes or pillowfort strategies either- that's just a playstyle. Basically, if you reset an already long game by blowing up lands or keep people from doing anything at all on their turns as the main strategy of your deck, many players won't like it and will kill you early. People want to be able to play the game on their turns, and if they can't do much at all they'll be upset. If you just slow them down a little bit by taxing their attacks or shutting down particularly degenerate strategies, that's just fair play. As for things that depend on your table, that would be the gray category where infinite combos and Cyclonic Rift go.

In general, I think hatebears is fine in general if it doesn't devolve into stax, and the main things to avoid are mass land destruction and mass discard as major strategies for your deck.

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