Control/Land untap

by benpewter6 on 01 March 2011

Main Deck (68 cards)


Enchantments (8)


Land (22)

Sideboard (0 cards)

No sideboard found.

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Deck Description

This deck is based on basin U control cards but is centered around using the cards with 'untap lands' ability after they have been cast.
Keep them from untapping stuff with stasis (thought about maybe Winter's Orb also?) and then use your icy manipulators/turnabout to untap creatures.
Use your creatures with the untap ability and high tide to untap lands.
Any suggestions and or criticism is welcomed, this deck still needs some work. Think caged sun would be better than G.o.Power?
Anyways any help is appreciated.

Deck Tags

  • Control

Deck at a Glance

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Mana Curve

Mana Symbol Occurrence

057000

Card Legality

  • Not Legal in Standard
  • Not Legal in Modern
  • Not Legal in Vintage
  • Legal in Legacy

Deck discussion for Control/Land untap

Pairing Stasis with an Isochron/Boomerang combo will be MUCH more manageable for you here. Stasis only really shines when you can avoid it's upkeep cost. Even if you have an High Tide on a Stick, you won't be untapping it the next turn to continue paying the cost. Snap, Rewind and the like definitely help, but with what you're looking to do here, bouncing (or Forsaken City) will be a much better option for you. It will allow you to focus on the kill while maintaining a soft lock, incredibly frustrating to any opponent. Vedalken Mastermind can help you accomplish the same idea as a Boomerang-ed Stick if you like the idea.

This way, you're untapping lands to further your cause instead of untapping to pay for Stasis, which can end up being a losing game in 'some' scenarios.

Here's how I spun Stasis. http://www.mtgvault.com/ViewDeck.aspx?DeckID=161172

0
Posted 18 May 2011 at 02:07

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