Subject: Blue/Green Stasis deck - Would it work? Date: Sat, 18 Oct 1997 16:53:49 GMT From: jonesev@cadvision.com (Evan Jones) Newsgroups: rec.games.trading-cards.magic.strategy I have been turning some ideas around in my head for a blue/green stasis deck, ever since I saw the green tempest card "Root Maze". Here is a first edition of this deck idea. It is based around the classic stasis - bird of paradise - querion ranger combo. The lock: 4 Stasis 4 Root Maze 4 Birds of Paradise Support: 4 Querion Rangers 4 Impulse 4 Boomerangs 4 Memory Lapse 4 Tradewind Riders Damage: 4 Bay Falcons 4 Zepher Falcons Land: 11 Islands 9 Forests I havn't play tested this deck at all, but the biggest problem that I can forsee is not getting the stasis in your hand off the deal. The impulses would help, but I could still get screwed. There are not many sources of damage, with the only real ones being the bay falcons and zepher falcons, and perhaps a querion ranger. However if the lock is solid, that should be enough. The tradewind riders and boomerangs are in there to return the stasis to my hand to get an untap phase, but perhaps that is not really needed. The boomerangs would be useful anyways. Memory lapses are to protect the combo. Once they tap their lands to cast a spell and get it put back on top of their library they are not going to be casting anything for the rest of the game. I was hoping to be able to fit power sinks in as well, since with the tradewind riders I would be untapping my lands everyturn, and it would prevent my opponent from casting anything. The fastest I could get the lock down would be turn 3. Turn 1: Forest, Bird Turn 2: Island, Root Maze, Bay Falcon Turn 3: Island, Stasis, Ranger That leaves me with 2 mana free to protect my combo, and a 1 point per turn damage source. So my question is, would this deck work? And if not, how might I improve it? ----- Evan Jones jonesev@cadvision.com The Future of Gaming: http://www.geocities.com/TimesSquare/4941/