Type: Deck Idea
Format (legal 👍)
vinVintage
Approx. Value:
$407.23
Buy

0 Likes 0 Comments
Avg. CMC 1.86
Card Color Breakdown
Card Type Breakdown

Edge of Eternities
releases on August 1, 2025!

Preorder now on CardKingdom Preorder now on TcgPlayer

Edge of Eternities
releases on August 1, 2025!

Preorder now on CardKingdom Preorder now on TcgPlayer
Main Deck - 60 cards, 18 distinct
Sort by:
:
Name  Ed. Price Type Cost P Modified
Rarity Color
Instant (16)
4 Arcane Denial
$1.97 Instant 13-Jun-2019 08:31
4 Boomerang
$0.43 Instant 13-Jun-2019 08:32
4 Force of Will
$62.71 Instant 13-Jun-2019 08:32
4 Lim-Dûl's Vault
$1.89 Instant 13-Jun-2019 08:33
Sorcery (3)
1 Balance
$0.73 Sorcery 13-Jun-2019 08:32
2 Recall
$0.64 Sorcery 13-Jun-2019 08:32
Artifact (10)
1 Black Vise
$0.49 Artifact 13-Jun-2019 08:31
2 Despotic Scepter
$5.37 Artifact 13-Jun-2019 08:31
1 Feldon's Cane
$0.33 Artifact 13-Jun-2019 08:31
4 Howling Mine
$3.84 Artifact 13-Jun-2019 08:31
1 Ivory Tower
$0.12 Artifact 13-Jun-2019 08:31
1 Zuran Orb
$1.59 Artifact 13-Jun-2019 08:31
Enchantment (6)
2 Kismet
$0.77 Enchantment 13-Jun-2019 08:32
4 Stasis
$6.00 Enchantment 13-Jun-2019 08:32
Land (25)
4 Adarkar Wastes
$0.28 Land 13-Jun-2019 08:33
4 City of Brass
$16.11 Land 13-Jun-2019 08:33
13 Island
$0.08 Basic Land - Island 13-Jun-2019 08:33
4 Underground River
$1.08 Land 13-Jun-2019 08:33
Sideboard - 15 cards, 7 distinct
Sort by:
:
Name  Ed. Price Type Cost P Modified
Rarity Color
Creature (3)
3 Wall of Air
$0.29 Creature - Wall 1 13-Jun-2019 08:34
Instant (11)
2 Blue Elemental Blast
$0.85 Instant 13-Jun-2019 08:33
2 Disenchant
$0.13 Instant 13-Jun-2019 08:33
2 Hydroblast
$2.20 Instant 13-Jun-2019 08:34
2 Mana Short
$0.49 Instant 13-Jun-2019 08:34
3 Swords to Plowshares
$1.05 Instant 13-Jun-2019 08:34
Enchantment (1)
1 Kismet
$0.77 Enchantment 13-Jun-2019 08:34

Notes
 
Source: Inquest #18 (Oct 1996), p.56; author: Jeff Hannes.

"Although knocking your opponent down to zero life is the most common way to win, it's not the only way.  If you can pull it off, running your opponent out of cards is just as effective.  After all, in tournament play it's not how you play the game - it's whether you win or lose.

The deck-removal standard used to be Millstones, but now it's Turbo-Stasis.  The theory behind Turbo-Stasis is simple but incredibly effective.  Play a Howling Mine on the sceond turn and a Stasis on the third turn, and then use cards like Boomerang, Recall and Despotic Scepter to keep the Stasis effect going for the rest of the game.  Kismet completes the lock, and if your opponent doesn't have any untapped lands at that point, they might as well give up.

Thanks to the Howling Mines, you should be able to play another land just about every turn.  And with Boomerang and the Scepter, you can negate the effects of your Stasis before your untap phase, allowing you to untap everything and set up another Stasis.

The Force of Wills are invaluable, as they allow you to thwart your opponent's plans without slowing down your Stasis payments.  Arcane Denials are easy to cast, give you an extra card, and the option they give your opponent to draw two more cards actually helps you more than them (since you're trying to run them out of cards).

Overall, the Turbo-Stasis deck may not seem that great at first glance, but when it works, it's absolutely devastating.

HOW TO PLAY IT
- Don't worry about your life total.
Once you get the Stasis / Kismet lock into play, the only damage you should be taking will be from your own pain-lands.  Don't worry if your opponent hits you early or if you have to spend five life on a Lim-Dul's Vault.  As long as you stay alive, you have a chance to win.

- Get those Mines out!
The Howling Mines are probably the most important card in the deck, so if you don't have one to play on the second turn, use a Lim-Dul's Vault to go fetch it.

- Don't counter anything you can neutralise with a Stasis.
Deadly Insects may seem like a horrid thing against this deck, but if you've got a Stasis in hand, it shouldn't really be a problem.  Just suck up six points of damage and then keep it locked down for the rest of the game.  Save your counters for more devastating effects like Armageddon or Disenchants that would bother your Stasis or Howling Mines.

HOW TO BEAT IT
- Get those Mines out!
Out of the game, that is.  The Turbo-Stasis deck needs the Mines to support its lock, so if you can eliminate them early on, you'll be going a long way towards thwarting the deck's plans.

- Save your mana.
Don't tap your lands unless you're casting something really key.  Once the Stasis comes out, you may never get another untap phase, so make all of your spells count.

- Use Feldon's Canes.
One way to beat the Stasis deck is to beat it at its own game.  Make sure you play the Canes as soon as you draw them (but don't use them until you need them) as a Kismet will neutralise them if it comes out first.

- Use Winter Orbs.
Even more devastating to the [Turbo]-Stasis deck than the Canes, one Winter Orb can ruin a Stasis player's day.  It neutralises the effects of Boomerangs and the Despotic Scepter, making it very difficult for your opponent to maintain the Stasis Lock.

- Yotian Soldiers?
They worked at Nationals, and they can work for you.  Creatures that don't tap are the bane of the [Turbo]-Stasis deck.  Serra Angels are also an effective tool, so if you've got room, put some of these critters in your sideboard."
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