2 Cypien Augmentation
3 Energy Prison
3 Energy Surge
1 Ghox, Metamind Paragon
1 Kas, Arcweaver
3 Lightning Spark
3 Master of Elements
3 Stasis Warden
3 Static Shock
3 Uranti Bolt
I first started playing around Stasis Warden shortly after SolForge entered open beta. I was playing a version of Raidrinn’s Alloyin/Tempys deck based around Flameshaper Savant and using Stasis Wardens to keep my Flameshapers from attacking. However, after a short while I stopped playing the deck because I began to focus on playing Mono Alloyin, and eventually the first stages of Lifebomb. After the tournament patch hit, I saw Stasis Warden deck in a community tournament and decided to revisit it. The results, needless to say, have been entertaining!
With that out of the way, let’s get on to discussing the cards!
First off, we’re starting with the centerpiece of the deck: Stasis Warden. Stasis Warden is a very unassuming creature that has the potential to completely determine the pace of a game. The fact that you can use his ability on either your opponent’s creatures or your own means that you can pretty much dictate what creatures attack and when, as long as you can keep a steady stream of spells flowing. He allows you to slow the pace of the game down to a crawl, giving you the time to burn your opponent to death, just a little bit at a time.
Speaking of burn, this deck plays plenty of it! We have the full complement of Static Shock, Lightning Spark, and Uranti Bolt. Static Shock and Lightning Spark can damage your opponent directly, while Uranti Bolt can help you keep the board locked down and eventually take out any troublesome creatures your opponent might have. Static Shock is particularly good as it provides extra opportunities for you to take advantage of your Stasis Wardens and it can help your Lightning Sparks and Uranti Bolts finish off larger creatures with a couple extra points of damage.
Now, to go with all of these burn spells, we have a single copy of Kas, Arcweaver to allow us to deal massive amounts of damage in one go. Since the games you play will usually go long, you’ll be able to set up a kill with Kas with relative ease. You can put him into the center lane, use Cypien Augmentation to make him grow, and then use your burn spells like Uranti Bolt to remove any blockers that might be in the way. He can very easily deal upwards of fifty damage in one turn! Don’t fear if you don’t own Kas, Arcweaver, you can play a single Flame Speaker in his place for a similar, though slower effect.
We’re also playing a single copy of Ghox, Metamind Adept to accompany our three copies of Energy Surge. Now, you might be asking, why only one? The main reason behind this particular decision is that Ghox isn’t a necessary part of our game plan – instead he’s acting like an extra, delayed Energy Surge. Energy Surge is the really important card here because we need to draw cards without spending plays – we’re entirely dependent on finding our Stasis Wardens, playing them, and being able to trigger them. Cards like Energy Prison help us keep our Wardens alive by locking them down and sometimes even locking down your opponent’s creatures.
Lastly we have a few role players in the form of Metasight, Master of Elements, and Metasculpt. Metasight in combination with Static Shock and Stasis Warden allows you to get your free spells like Energy Surge and Cypien Augmentation leveled while keeping your opponent’s creatures locked down. Metasculpt allows you to turn creatures like Synapsis Oracle, Thundersaur and Grimgaunt Devourer into non-issues, while Master of Elements is in the running for being a better Technosmith than Technosmith, simply because you can play an underleveled Metasight for free.
Playing Stasis Warden can be quite difficult at time, but it also can be very entertaining. The most important card in your deck is Stasis Warden, and without it you’ll have a very hard time functioning. You need to protect them as much as you can, even if that means you take a little damage early. Keep in mind that you can use Stasis Warden’s ability or Energy Prison on one of your own Wardens to keep them out of combat!
Early on you’ll want to try and kill your opponent’s creatures so that you don’t have to worry about locking them down with your Wardens, which should give you enough time to build up your team of jailers. The biggest problem you’ll often have is letting your Wardens die, or not drawing them, so it’s vital that you protect the ones you have and use your Energy Surges to find the next ones. Once you get a couple Wardens out, it becomes an almost trivial matter to just say no to your opponent with each spell you play.
Another thing to keep in mind is you need to find, and sometimes even make opportunities to attack. If you have a creature that’s unblocked, feel free to let that creature attack and then lock it down after you battle. If you spend your entire game locking down your opponent without actually dealing them damage, how will you actually win? If you bring your opponent low enough, eventually a couple hits from Kas, Arcweaver will be enough to finish them off.
I hope you have fun burning (or boring) your opponents to death with this deck! If you have any questions, feel free to ask in the comments, stop by my Twitch channel here (www.twitch.tv/foxhull), or message me. I’ll be happy to help! Until then, may you have the best of luck keeping your opponent locked down, and remember – just say no to attacking!