Subject: T2 Deck--NeoStasis Date: Tue, 16 Dec 1997 19:02:09 EST From: Jiffey To: fkusumot@Ix.netcom.com Alright--stasis is finally gonna make some sorta re-entrance into signifigant tournament play sooner or later, so... With the addition of Tradewind Riders and Capsize there are numerable ways to recursion the Stasis from handt-to-play without signifigant cost in card advantage or sacrifice for 1 use cards such as Boomerang. In this deck, I chose a Steel Curtain/Propa-Orb (w/o the orbs) mixed with a Stasis mentality. This provides the deck with an already proven-solid gameplay plan with an element of surprise (Stasis). Stasis is also more effective against more decks than the orb, which is almost useless against 4cB and 5cG and some sorts of the few remaining red sligh. Also--I chose to play with Dream Cache instead of Impules because, despite of its being a scorcery & 1 more casting cost, it gives the abilities of: •put cards on top OR bottom of library •no need to choose from top 4 cards--just draw 3 and put 2 on top or bottom Next--Although Pendrall Mists also affect your creatures--the recursion of Stasis will prevent your not being able to pay the cost. One last note--suggested play of Stasis is to wait until you have a Tradwind out or Capsize in hand + a counterspell. And I think the rest of the deck is self explanatory--i.e.--most people know how what Wall Of Air is for and that Propaganda helps the Stasis. Here ye go: ENCHANT'S: 2x Stasis 2x Pendrall Mists 2x Propaganda SPELLS: 4x Counterspell 1x Dissipate 1x Disrupt 2x Dismiss 2x Powersink 3x Dream Cache 2x Capsize CREATURES: 3x Tradewind Riders 4x Ophidian 4x Man o' War 2x Wall of Air 2x Air Elemental ART's: 2x Saphire Medallion LAND: 4x Quicksand 18x Island