Sideboard


The strategy here is, as you might have understood already, to lock the opponent.

For that, I am using Static Orb, Winter Orb and Stasis. Orbs are more for tempo until I set up a more permanent lock with Stasis.

In order to maintain Stasis, I had to find a way to untap my lands or get untaped lands every turn.In order to do that, I included Quirion Ranger and Scryb Ranger. Those 2 guys can bounce back to my hand Breeding Pool and Tropical Island back to my hand, I then just have to replay them to maintain Stasis up.

Special mention to Rishadan Port which has the good use to tap opponents lands with Orbs/Stasis.

Now I can maintain Stasis, I still need a way to continue my development and win the game.

1 - Maintaining the development

In order to do that, I need to be able to generate more than one mana every turn, thus, I added some mana creatures: Arbor Elf, Birds of Paradise, Bloom Tender, Noble Hierarch, Voyaging Satyr. I can untap those using the 2 rangers above. Also, they are not affected by Winter orb, thus, not breaking my tempo.

The other way around it is Azusa and Exploration, they allow me to play more than one land every turn, so, I can keep growing my manabase. Although, I am considering changing Azusa for something else, she's fairly expensive (3 mana) and Rangers only allow me to bounce one land, thus, I will rarely be able to put more than 2 into play. I will see with more testing.

In order to maintain Stasis up and disrupt Orbs effects, I also have Urban Burgeoning and Instill Energy which allows me to untap one mana source every turn.

2 - Finishing the game

Well, I got the opponent locked, now what? Well, there comes the general, the reason I chose her is in part for her evasion ability, I should be able to hit with her every turn (untap with Rangers), I should also be able to generate enough mana to maintain Stasis and boost he a bit.

Since I play a lot of lands, I also introduced Hedron Crab which, on top of being a good finisher, might be a good disrupter against combo decks by milling important pieces.

The rest of the cards are mostly tutors or way to dig through my library.Living Wish would help me adapt against any deck by fetching in my Sideboard what I need:

  • Kataki, War's Wage against combo deck using a lot of artifacts

  • Meddling Mage against other combo decks (Brain Freeze)

  • Qasali Pridemage to remove annoying stuff

  • Scavenging Ooze vs graveyard decks

  • Spirit of the Labyrinth against control deck and deck generating infinite mana to make you draw your library or based on Doomsday/Laboratory Maniac

  • Emeria, the Sky Ruin against deck with a lot of removal (works great with Prismatic Omen)

  • Maze of Ith against Shu Yun -like decks

  • The Tabernacle at Pendrell Vale against agro decks

  • Thespian's Stage, thought it'd be funny to duplicate Dark Depths myself.

Suggestions

Updates Add

'- Urban Burgeoning: the card actually doesn't wok with Stasis

'+ Burgeoning: allows me to ramp at the beginning and to replay lands I bounce back to my hand in mid-end game once the game starts being slowed down with Orbs and Stasis. It also is really good then with Hedron Crab.

Comments

Date added 9 years
Last updated 9 years
Legality

This deck is Tiny Leaders legal.

Rarity (main - side)

1 - 0 Mythic Rares

30 - 9 Rares

8 - 0 Uncommons

6 - 1 Commons

Cards 50
Avg. CMC 1.66
Folders Tiny Leaders
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