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Stasis II, Son of Stasis http://862838.jrbdt8wd.asia/viewtopic.php?f=17&t=28631 |
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Author: | UselessCommon [ Thu Sep 12, 2024 11:41 am ] |
Post subject: | Stasis II, Son of Stasis |
Stasis II, Son of Stasis Enchantment (R) This enchantment enters the battlefield with 30 charge counters on it. Whenever one or more permanents would untap, instead remove that many counters from this enchantment. Then, if it has no counters on it, exile it. Not sure what the right numbers are. |
Author: | Dudibus [ Thu Sep 12, 2024 1:23 pm ] |
Post subject: | Re: Stasis II, Son of Stasis |
Oh man I remember what a miserable experience Stasis decks were back in the day. Stasis, Icy + Orb, mana drains, with like, 1 Serra Angel to finish you off when all your stuff is locked down and you can't cast anything to stop her. |
Author: | purple shrimp [ Thu Sep 12, 2024 7:49 pm ] |
Post subject: | Re: Stasis II, Son of Stasis |
Stasisn't |
Author: | Tevish Szat [ Thu Sep 12, 2024 8:20 pm ] |
Post subject: | Re: Stasis II, Son of Stasis |
This will, presumably, have 7 mana-sources of yours tapped down, meaning it will bleed no less than 7 points every turn cycle. More likely, this holds your opponent back for a turn (blocking 7+ lands and a pack of creatures you wanted to hold off, 13+ permanents doesn't seem unreasonable), holds you back for a turn, and then breaks on your opponent's second turn. If I'm reading right, it will still block all untapping even if it only has 1 counter left, so what you've basically done is cast a 7 mana "Time walk, but your opponent draws 2"... at least until turn-by0turn value drips come into play, like Planeswalkers. Seems good if you can math it to get that result. |
Author: | UselessCommon [ Fri Sep 13, 2024 2:53 am ] |
Post subject: | Re: Stasis II, Son of Stasis |
Tevish Szat wrote: This will, presumably, have 7 mana-sources of yours tapped down, meaning it will bleed no less than 7 points every turn cycle. More likely, this holds your opponent back for a turn (blocking 7+ lands and a pack of creatures you wanted to hold off, 13+ permanents doesn't seem unreasonable), holds you back for a turn, and then breaks on your opponent's second turn. If I'm reading right, it will still block all untapping even if it only has 1 counter left, so what you've basically done is cast a 7 mana "Time walk, but your opponent draws 2"... at least until turn-by0turn value drips come into play, like Planeswalkers. Seems good if you can math it to get that result. Yes, it will, and yes, this is one of the central considered play patterns, although of course you have to plan for, for example, the stasis player sacrificing all their lands and beating down with vigilance which should work for about 3-4 turns |
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