Tuesday, February 11, 2014

I cast Channel for a 20-Point Fireball - A brief history of the Combo-Kill - Part 2

The Age of Insanity - Tempest/Urza's Block

(Author's Note: Several corrections have been made.)

Arguably one of the craziest and most powerful eras for Magic has to be the introduction of Tempest & Urza's block. Blue control hit its peak with the powerful 'Draw, Go.' archetype. Combo-Aggro had power thanks to Recurring Nightmare-Great Whale combo, and Oath of Druids. Straight Mono-Red & Mono-Black Aggro were sensational too thanks to new options like Cursed Scroll, and the 5th Edition reprints including the dreaded Necropotence.

Despite the drastic increase in power level, this was a fun and diverse time for magic. Lots of different strategy's prevailed with close to a dozen tournament viable decks (a pretty big variation to the modern 2-3 top tier decks that exist in Standard now), but there was a dark shadow underlying the whole thing - which led to largest banning of cards in Standard from before or since.

Prior to Tempest, magic's power level in standard had remained fairly stable. 4th Edition & Chronicles along with the Ice Age & Mirage blocks, had created a remarkably balanced card pool with lots of options and a relatively slow game pace. Much of this was due to the fact that 4th Edition had removed most of the overpowered cards from the earlier sets, but retained enough strong cards to be a solid base. Ice Age & Mirage were good extensions of that base, offering solid supporting options with a minimum of broken cards. After a series of much needed bans, the environment was an interesting and all-around fun one.

Then came 5th edition...

5th edition was the first major shake up the game would have and certainly would not be the last. Many staples of the game up to that point were removed. Some like Swords to Plowshares, Hypnotic Specter, Ivory Tower, Land Tax, and Lightning Bolt (just to name a few) were due to power concerns (a point of interesting contention - that will be discussed in a later post), while several others that had been banned in 4th (Balance, Strip Mine, and Mind Twist for example) were removed because they would simply never be unbanned should they be reprinted - and who wanted to open up a card they could not play?

This would not have been a problem, except that 5th Edition was huge (and is still the largest base set to date at 449 cards.) and not terribly balanced. While 4th edition had been generally strong all around, 5th edition was both bizarrely strong and terrifyingly weak. Many strong cards (Necropotence, Armageddon) were reprinted that probably should not have been, while many added to the set (Flare, Feroz's ban to name two) were simply useless. The large size of the set also made it very hard to collect many needed cards, creating a lot of frustration for players. Many just picking up older product that was still pretty cheap instead, since base at that time consisted of nothing but reprints.

The dust had barely settled when Ice Age rotated out and Tempest came in. The new set was good.. REALLY good. Where Ice Age had been slow and moderately strong, Tempest was fast and very strong. New fast mana like Lotus Petal let decks speed up drastically and gave existing combo decks like ProsBloom a powerful boost. Living Death became a potent creature combo, letting players intentionally throw creatures into their graveyard only to bring them all back for a cheap 5-mana, while at the same time blowing up all creatures in play. It was an insane time of high power, and it was a warning of what was to come.

For Urza's block came out to replace Mirage. And it was bad... really really bad.

I will not mince words: Urza's block is and shall remain the most broken and overpowered block in the history of Magic. Alpha/Beta/Unlimited and Arabian Nights may have been overpowered and unbalanced, but that was due to the original conception of how the game was intended to be played versus how it actually turned out it would be played. Urza's block had no excuse - the modern Tournament scene had emerged some 3 years earlier and had stabilized by then. Wizard's by all accounts knew what NOT to do but, pretty much as they continue to do to his day, it failed to stop them from doing something incredibly stupid. It would not really be until Affinity in Mirrodin that Wizard's would again repeat such a mistake.

The following deck utterly dominated the Standard scene. The entire format became this deck and decks designed to try and stop this deck.

Academy

Lands:
12x Island

Artifacts & Enchantments: 

Instants & Sorceries


This thing was insane. It could generate infinite mana, draw infinite cards, and deck you all in the span of about 5 turns. Every. Single. Time. Where as ProsBloom's mana sources could be disrupted, you could do next to nothing about Tolarian Academy, unless you lucked out drawing a Wasteland. Even then, the deck could tap the Academy in response and float a bazillion mana. It didn't really need Academy to win either, since Mind Over Matter let it untap anything it wanted and you just could not stop every single acceleration card it could throw at you.

It dominated the field for nearly 3 months. Then Tolarian Academy and Windfall were banned to stop it.

It didn't work.

This thing rose up in its ashes:

Spiral Blue

Lands: 
24x Island

Artifacts & Enchantments:

Instants & Sorceries
3x Forbid


This deck illustrated two of the insane ideas Wizards tried out with Urza's block: Free spells, and old powerful effects with an increased cost.

Time Spiral was the devastating masterful result of this fusion....


Essentially all Time Spiral was a free Timetwister that thinned itself out of the deck. Without Force of Will available, this card simply swamped the competition. It could draw its entire deck in a single turn when it went off.

It was no surprise then that another series of bans followed consisting of: Dream Halls, Earthcraft, Fluctuator, Lotus Petal, Recurring Night, and Time Spiral itself. All of these were cards that were enabled degenerate combos, and it was expected that a LAST Urza's block would be brought under control.

Oh one has to love naivety...

Because lets take a look at the only deck EVER to get a card emergency banned because the potential for refinement and abuse was just too good.

Broken Jar by Erik Lauer & Randy Buehler

Land:

Artifacts & Enchantments
1x Megrim

Instants & Sorceries
4x Tinker

Unlike the other decks I have talked about, this one was an Extended deck. It was only ever played in a single major tournament, and it came in 3rd and 4th respectively.

So you may be wondering: Why did this thing end up causing the only emergency ban in the history of Magic?

Well it was all due to the card which ended up banned. This one:


Basicially you accelerate this card out, easy thanks to Tinker. Then use it to cycle through your deck over and over and over and over.... You can replay everything thanks to Yawgmoth's Will..

Then all you do is drop Megrim and end the turn... and your opponent has to discard EVERY CARD he just drew, 7 cards at a time for 2 damage each.

It was fast and terrifically strong, and with refinements and tuning it would have had a devastating impact in every format. And so, barely two weeks after the last banned announcements, this card was retroactively added to the those bannings.

To say this has been an exhaustive list of the crazy combo decks that came out of Urza's block would be a lie. These are merely some of the powerful combo decks that the block generated.

Others such as: Tinker, Trix, Rector, Oath, and Rec-Sur (just to name a bare handful) were incredibly powerful decks in their own right and led to countless victories for players of the combo deck.

The legacy of Urza's block continues to remain that is was the greatest combo enabled in the history of Magic, with many of its cards now either banned/restricted or still making an impact in tournaments today.

That is all for now on the history of the combo-kill, next time I will be shifting to strategy with 'the Art of Tutoring'.

Sunday, February 2, 2014

I cast Channel for a 20-Point Fireball - A brief history of the Combo-Kill - Part 1

(Editor's Note: I made some minor corrections for grammar and spelling. Also I will be updating this and all future posts with links to the cards in question.)

I love COMBO. Set a few cards in motion, and watch the interactions leave your opponent in the dust. Playing a combo deck is a thrilling experience, as you watch yourself spiral towards victory or burn out before victory can occur. Hands down, Its probably one of the most fun aspects of Magic and one of the reasons I still stay in the game

However, It does have its dark-side. It's a side so menacing that it threatened to destroy the game outright on multiple occasions and has led to player frustration and even in one case an emergency ban. That is the dreaded quick kill with no defence.  Sometimes its turn 1, other times its turn 2 to 4. It doesn't matter, the deck WILL go off, it WILL win. Short of a really really bad hand (less likely with the modern Paris Mulligan rules), the deck transforms the metagame into: People playing the broken deck vs. People playing the anti-broken deck. Not exactly a fun environment to play in is it?

Now, we are going to have to make a distinction here about what constitutes a Combo deck and what kinds of Combo decks we are talking about here. First off, its easy to say that any deck in which two or more cards DO something together can be viewed as a combo. (ie. Casting Giant Growth on a Scryb Sprites). While technically correct the true hallmark of a combo deck is when the deck is when these interactions either: A) allow you to win immediately upon their resolution, or B) Grant you a massive advantage that is continuous throughout the rest of the game. Traditionally,'A' is known as 'Fast-Combo' while 'B' is 'Slow-Combo' but for most players its the former that they regard as the true Combo deck.

And its the 'Fast-Combo' that we will be talking about today, in all its horror and glory. Lets not waste time, and dive right in!

The Early Combo: Man were they crazy

Combo has existed since the games earliest days. Back in those now mythic times it was possible to pull any of the Power 9 in a pack for about $3. Also the banned & restricted list, and even deck building rules, had yet to come into being. As you can imagine, this made the game very very skewed and lead to monstrosities like this:

Twisted (40 card-version)

Instants & Sorceries:
4x Ancestral Recall
4x Timetwister
4x Time Walk
4x Wheel of Fortune
4x Psionic Blast
4x Lightning Bolt

Lands:
4x Volcanic Island

Artifacts:
4x Black Lotus
4x Mox Sapphire
4x Mox Ruby


Proxy it and play it. It will go off almost always on the first turn. Likewise it requires minimal skill to play.

Basic strategy is like this:
     - Play land, Moxen or Lotus as able.
     - Cast hand, ending with Timetwister.
     - Repeat.

You can also wait a turn thanks to Timewalk, and Wheel of Fortune is there if you don't draw Timetwister.

Making the jump to 60 cards was easy too. Just add 4 Demonic Tutor, 4 Underground Sea, 4 Mox Jet, 4 Black Vise, 4 Fork. You still win.

As you can see, this early combo monster and others like it let to the creation of the first Banned & Restricted list.

And here it is:

Banned:
All ante cards.
Shahrazad

Restricted:
Ali from Cairo
Ancestral Recall
Berserk
Black Lotus
Braingeyser
Dingus Egg
Gauntlet of Might
Icy Manipulator
Mox Emerald
Mox Jet
Mox Pearl
Mox Ruby
Mox Sapphire
Orcish Oriflamme
Rukh Egg
Sol Ring
Timetwister
Time Vault
Time Walk

As you can see, this list was idiotic. Sure it eliminated some of the most broken cards from the game, but it ignored others and restricted cards that had no business being on the list in the first place (Dingus egg!? Orcish Oriflamme?!!). And so much of the list was changed some four months later.. but that was not before this card lead us to our second combo deck:


Essentially you could on the first turn (or at latest turn 3-4) cast Channel plus Fireball for an ungodly amount of damage. It was fast, lethal, and efficient. You could also run Channel in any Green deck for obscenely fast creature play. Even when it was restricted, it could lead to incredible quick game kills.

Tragically in modern play, Channel is effectively dead. Its too good as a 4-of to be reprinted or unbanned in most formats, and as a 1-of in Vintage its unplayable due to its double-green casting cost. Its an amazing card though, and if you play with it you will be amazed as to its sheer power.

The classic Channel-Fireball style post-restriction was best shown in this deck from Bertrand Lestree in the first Magic World Championship (He came in 2nd). Its not really a combo deck - but its a fun one to see none-the-less.

"Proto-Zoo" - Bertrand Lestree (Decklist from www.classicdojo.org)

Land:
4x Mishra's Factory
2x City of Brass
2x Bayou
4x Tropical Island
4x Taiga
4x Volcanic Island

Creatures:
4x Kird Ape
3x Birds of Paradise
3x Argothian Pixies
2x Whirling Dervish

Instants & Sorceries
4x Lightning Bolt
4x Chain Lightning
4x Fireball
2x Psionic Blast
1x Control Magic
1x Time Walk
1x Ancestral Recall
1x Channel
1x Sylvan Library
1x Regrowth
1x Demoic Tutor
1x Mind Twist

Artifacts:
1x Icy Manipulator
1x Chaos Orb
1x Black Lotus
1x Mox Sapphire
1x Mox Jet
1x Mox Ruby
1x Mox Emerald

It still has the chance to go off turn 1 thanks to Channel-Fireball, but even so it's really just a powerful aggro deck.

Classic Era - Mirage

Combo slowed down drastically when the format's split into Type 1 (Vintage) and Type 2 (Standard). The removal of the older powerful cards left 'Fast-Combo' with limited options. The increased number of restrictions in Vintage also helped pare down the possibility of truly broken possibilities.

Ice Age saw the rise of the Necro deck thanks to Necropotence - but that was less a combo and more an extremely powerful card warping the format. (And will be the subject of a later post). Fallen Empires gave us the amazing High Tide, but that card would not emerge as a powerhouse till the Tempest & Urza's blocks became legal a few years later.

Then into the combo field came Mirage block, an excellent and varied set unfortunately mired by the mess of bizarre rules calls and other problems that came out of the, at the time, new 'Phasing' ability. However, one of the strongest classic combo decks emerged thanks to several new cards but largely thanks to this:


Squandered Resources effectively doubled your mana supply for the low low price of sacrificing a land. Combining this with land fetch cards like Land Tax gave you a massive game edge, but it was not until it was paired with this one that it became a powerful mana accelerating engine:


By itself its not a particularly good card: Its effect is symmetrical and evens's out land advantage, but its cost is so high that it becomes pointless. In the straight game with green acceleration you are simply giving your opponent too much of an advantage, since they will get a full turn with their new land while you will have to wait to use your own. Without acceleration, its one land. Only ONE. As land control, its too slow and irrelevant for most decks.

Yet, combined with Squandered Resources its free mana and instant acceleration. Not to mention deck thinning, so with draw effects you are less likely to draw unneeded land.

All that was left was to figure out how to abuse the massive mana engine.

And here it is:

ProsBloom - by Mike Long (Deck list from www.classicdojo.org)

Land:
4x Undiscovered Paradise
6x Island
8x Forest
8x Swamp

Enchantments:
4x Cadaverous Bloom
4x Squandered Resources

Instants & Sorceries
4x Impulse
4x Prosperity
4x Natural Balance
2x Elven Cache
3x Memory Lapse
1x Power Sink
4x Vampiric Tutor
3x Infernal Contract
2x Drain Life

As a combo deck, this one is probably one of the best examples of pure combo insanity - and this was legal in STANDARD till the rotation of Mirage.

Essentially all you do is ignore your opponent for 4 or 5 turns and go off and win with a large drain life. Thanks to the additional mana accelerating beast of Cadaverous Bloom and the amazing tutoring power of Vampiric Tutor, this deck was fantastic in performance and consistency.

The strategy is simple: Drop Squandered Resources, get a draw effect and bloom in hand.. preferably with a natural balance as backup for more mana - and draw your deck into your hand. Then throw it away to Bloom and win with a giant Drain Life.

There are some caveats about this version of the deck however - First off, its insanely life cost heavy. At the time the deck was built, you did not lose if you had a negative life total until the end of the phase. It was not uncommon for players to have their life total go negative to around -6 or -7 and then use drain life to push themselves back to positive life to win the game. As this is no longer possible, you have to play a lot more carefully then you would have.

Also, several cards that would have helped this deck win were not legal at the time.

Here is the version I played for a while, pretty much for fun. Its crazy fun.

ProsBloom by Mythrian (Modified from Mike Long's Original)

Lands:
4x Gemstone Mine
2x City of Brass
10x Island
3x Forest
3x Swamp

Enchantments:
4x Cadaverous Bloom
4x Squandered Resources
2x City of Solitude

Instants & Sorceries
4x Impulse
4x Natural Balance
4x Meditate
3x Infernal Contract
2x Prosperity
1x Stroke of Genius
4x Duress
2x Demonic Tutor
2x Drain Life
2x Regrowth

This version is much improved and wins constantly. With Duress to defend the combo and City of Solitude to prevent an opponents interference, counter magic becomes dead in hand or the graveyard. Meditate is an amazing draw spell and Stroke of Genius acts as both personal acceleration and an alternate win condition.

All in all, this thing was powerful and nasty - and as the deck was almost entirely Mirage Block, it lead to the banning of Squandered Resources in Mirage Block constructed events.

--

Alright, that will be all for now.. tune in next week for Part 2, when we talk about the infamous Tempest/Urza Block combo cycle.

Friday, January 24, 2014

How to Lose Friends and Alienate People - the Magic Way

STASIS.

That word often sends shivers down magic players spines.....

Okay not really. Mostly, it elicits groans and eye-rolls that the game you are about to play is going to take a billion years.

It also indicates in many cases a non-threat - There is no guarantee the person playing Stasis has any idea how to win with it. This transforms the game into an endless series of turns in which nothing happens till stasis blows up and you get to wreck the poor Stasis player since you've had plenty of time to craft your hand and play lands.

Lets take a look at Stasis shall we? Here it is:


Yeah, its pretty self explanatory - Players skip their Untap phases, and the controlling player has to pay one blue during their upkeep or it goes away. Simple, elegant and definitely undercosted for its effect.

But there are some interesting factors to consider in its play:
  • Just playing it is automatic mana disadvantage as you don't untap the lands used to play it and have to pay an additional blue before your next main phase.
  • Its tempo disadvantage (ie. your ability to play cards is completely hampered by its effect.), but your opponent gets a long-term mana advantage.
  • If you let it blow up on your turn, you effectively skip your current turn while your opponent gets a turn at full strength.
  • Both players get card advantage since many turns will usually be 'Draw. Go.' It is very possible you will both be sitting there with a full grip.
It would seem at first glance that there is little point to playing Stasis, since its con's rapidly outweigh its strengths. And watching some stasis decks in action you rapidly see that their strategy is to 'Stall the game to lose it'. Not a glowing endorsement right?

Except of course that it breaks the game. Completely.

How you ask? Well first off, the Untap phase is the most essential phase of the game. Without it, we get no land back, or creatures, or anything that you had to tap. The most important part is land though, as no land leaves you with no mana to cast spells.

This means that unless you built your deck around the idea it doesn't need mana to play - you are pretty much unable to do anything. Since 99 percent of decks rely on continuous mana production, this shuts down pretty much any deck you are likely to play against.

Pretty cool huh? Cool enough that Wizards decided to stop reprinting the card after 5th edition and to kinda admit that it probably should not have been printed in the first place.

(Author's Note: I do know that there are decks that can play without mana, or who don't care about being locked down long-term since all they need is a turn to go off and win the game. These decks are not likely to be played against by most people and are breaking the game in their own way.)

Now before you run out and buy that playset of Stasis keep in mind this: While Stasis's effect is game-breaking, Stasis itself is not. It's symmetrical effect and upkeep cost give your opponent the advantage long-term, and its easy enough to play around and vulnerable to the usual removal, so that when its effect ends your opponent will be in perfect striking condition while you will be struggling to recover.

But this is Magic - and you are not going to be so completely vulnerable right? You are going to plan around Stasis's weaknesses and turn them into strengths.

Strategy time!

Classical Stasis Strategies
First, lets look at the most Classic Stasis combination that goes all the way back to Alpha:




















Now the synergy between these two cards is quite obvious.You can untap your Birds of Paradise with Instill Energy and pay for Stasis's cost indefinitely!

Instant Perma-lock!

But if this is so easy, why are people not doing this already?

Part of the problem is that you are effectively slowing yourself way down. You need at LEAST two green mana to pull this off on top of the two mana for Stasis, one of which must be blue. Also, since this is a combo you need all of them in play for this to work and as 3-card combo's go, this is very fragile. Creatures as a whole are the most vulnerable to removal and non-black ones are especially easy to hit. Given that Bird's toughness is a measly one, the number of low cost spells that can blow it up amongst all colours is very high.

Also you still have the problem that all your lands are a one shot deal. You are still trapped by your own Stasis with no escape.

Now, back when Stasis was legal in Standard (what was then called Type 2) many players were puzzling out how to make this card a real winner. Till then, Stasis had been using the Bird's/Instill Energy combo, backed by a Time Elemental to bounce it. The kill was a couple of creatures that could attack without tapping, It was altogether, too slow, too cumbersome, and too easy to disrupt. The card pool was also MUCH, MUCH smaller with fewer options available for support.

Then a few players came up with the idea, that instead of stalling you should in fact speed it up.. This led to Turbo-Stasis!

Turbo Stasis - '96 (Deck list from classicdojo.org - The Magic Dojo Archive)

Lands:
4x City of Brass
4x Underground River
4x Adarkar Wastes
13x Island

Enchantments & Artifacts:
4x Stasis
2x Kismit
1x Land Tax
4x Howling Mine
3x Despotic Scepter
1x Zuran Orb
1x Ivory Tower
1x Feldon's Cane

Instants & Sorceries:
4x Boomerang
4x Arcane Denial
4x Force of Will
2x Recall
4x Lim-Dul's Vault


Basically the strategy was put down a Howling Mine, then find a Stasis with Lim-Dul's Vault, and since you are running well over 20 lands  you will always be drawing a land. Then drop Kismet to lock the opponent down and use Feldon's Cane to reshuffle your graveyard into your library and they will eventually deck.

Simple, elegant, and dangerously effective. With the introduction of Mirage Block and Enlightened Tutor, the need for black was removed completely and made it even more dependable.

It does however have some dangerous flaws, most importantly the premise: The idea of over-acceleration.

The concept basically involves speeding up draws so much that your opponent's hand is flooded with cards he can't cast and therefore has to discard instead of playing. It's great in theory, lousy in actual practice.

It's true that, in certain circumstances, this strategy will work. But in most cases you are handing your opponent free cards. A fast weenie deck is going to run with this all the way to the bank and you will go down in a blaze of lightning bolts.

A good modern example is Owling Mine, a fun deck that peaked for about 5 minutes during the Kamigawa/Ravnica standard season, showed how bad this strategy of letting your opponent draw every utility spell in his library actually is. Stasis at least had the benefit of slowing them down, without it all you were doing was helping them win.

The other problem is of course the absolute dependence on that over-acceleration via Howling Mine. Blow it up, the game is over.

Another variation on this theme was "Squandered-Stasis", that was basically the same deck, with Squandered Resources to help keep the lock going. Same idea, slightly different tools, and played almost the same.


Post-Classic Stasis Strategies

Stasis dropped to being little more then a casual deck for a while. Too many other nasty decks were coming out, and it was just too slow to be practical. It rotated out of Standard with 5th Edition, and honestly no one was really sorry to see it go. Then came the legendary Extended season of the early 2000's and Stasis was back with a vengeance - courtesy of Mercadian Masks.

Stasis - by Gary Wise (Deck list from StarCityGames.com)

Land:
23x Island

Enchantments & Artifacts:
4x Stasis
4x Powder Keg
2x Claws of Gix
1x Spellbook
1x Feldon's Cane

Instants & Sorceries
4x Gush
4x Impulse
4x Thwart
4x Force of Will
2x Boomerang
2x Daze
2x Foil
2x Counterspell

Creatures
1x Morphling


This style of Stasis deck was a departure from the old Turbo-Stasis days. Gone was the idea of mutual acceleration. In was the idea of heavy control and denial.

All of this was thanks to the 2nd greatest draw spell ever made:


This spell has gone down in history as one of the best combo and engine cards ever. Combine it with Fastbond, and its free mana. Use it with true dual lands, and you can splash any color in for draw and avoid land destruction.

Use it with stasis, and you ALWAYS have a land to play to keep the stasis going. Its incredibly powerful and is banned in Legacy for that very reason. It's just never, ever bad.

Sorry to Gush about Gush, but it remains a favourite draw spell of mine.. anyway.. How to play this version? Pretty simple.

1. Drop Stasis.
2. Keep Stasis going.
3. Kill with Morphling.
4. If Morphling fails deck them after 50 billion turns.
5. Drink fine Champagne celebrating a game that went on for 8 hours.


Modern Stasis

Now you may be wondering what the hell is this all about? Why are we talking about decks from yesteryear and what do they have to do with Magic today?. Stasis is a card now relegated to the scrubs corner - a dinky spell that you can't win with... right?

To be fair, nobody WANTS Stasis to be a game winner. Its painfully slow and tedious. Many players are likely just to quit in frustration then play a best of three against it. It's a card and strategy that is completely unfun and boring.

But Stasis can win games. In fact, it has the potential to win lots of them.

I have a story about this, from my days as a Vintage player. It goes like this:

I was testing out a Gro-Atog deck (post Gush Restriction alas) and a guy who I knew said he wanted to try out his Vintage deck. It was Stasis. and he lost completely.

BUT, I could nothing about it. Stasis was too fast, and while he kept me locked down with no land and no way to win I realized that there was nothing I could actually do about it.

I honestly and truly could not win.

Fortunately, neither could he. He had no way to completely lock me, and I was able to blow up his Stasis and untap and smash him with Psychatog... Ahh fun memories.

The point of this is that we are just not prepared for Stasis. Its cheap, its good, and it works.

So to prove the point, I came up with a concept deck under Legacy rules. Drawing upon the lessons of those past decks, I was able to illustrate how good Stasis actually is. Its Mono-blue and it has been tested against a variety of casual decks, some quite strong by casual standards. Its win ratio has been quite high.

It has NOT been tested or tuned against the current Top-Tier Legacy decks. Most likely it would do poorly - but its a concept deck with no sideboard and no metagame tuning. Its built to do exactly what it does and nothing else.

Here is the list as it currently stands...

Legacy Stasis (By Mythrian)

Lands:
20x Island
3x Forsaken City

Artifacts & Enchantments
4x Stasis
3x Frozen Aether
1x Spellbook
1x Elixir of Immortality

Instants & Sorceries:
4x Brainstorm
4x Meditate
3x Perilous Research
3x Reset
4x Force of Will
3x Daze
3x Thwart
3x Boomerang

Creatures
1x Serra Sphinx


Playing this thing is somewhat tricky - mostly its about trying to figure out whats the best to hold onto and what to discard. Or what to pitch to Forsaken City and what to keep.

The other problem is: Its far too fragile early on. It needs 4-5 lands on the field to work effectively and requires you to be able to keep at least 2 lands available every turn. Once the soft part of the lock is working, you just sit back and draw cards and play land for a while. Then to play cards you either: A) Bounce Stasis back to your hand with Boomerang, or B) Blow Stasis up Perilous Research and draw 2 cards.

Reset is a great setup card, allowing you to play Meditate or another spell to continue to gain advantage. Once the Frozen Aether comes down, thats it. The game is over for them unless they can pull some last minute trick out, but you'll have so much counter magic that it won't matter.

The kill is the lonely Serra Sphinx - which will bury them pretty quickly. Also with Elixir of Immortality you can reshuffle and let them deck after a looooong time.

So take a look and give it try.

Does Stasis have s hot to come back? Or is it still lumbering in its grave?

What do you think?

Thursday, January 23, 2014

An Introduction

Full disclosure: I have been playing magic for 15 years now and was a Vintage/Type 1 player...

WHEW! That was a big load off my chest.

Why blogging? Sometimes its fun to talk magic, and more fun to share deck ideas and thoughts. Other times its just a way to rant irrationally about crap that no one cares about.

BLOGGING! The way of the future.

Stay tuned for more, or less, things as they develope.