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Lands:
3 Island
4 Hallowed Fountain
4 Breeding Pool
4 Tropical Island
4 Coastal Tower
4 Arctic Flats

Creatures:
4 Bay Falcon
4 Zephyr Falcon
4 Courier Hawk
4 Birds of Paradise

Other Spells:
3 Coastal Piracy
3 Nature's Will
3 Stasis
4 Enlightened Tutor
4 Force Spike
4 Counterspell

Sideboard:
4 Gigadrowse
4 Sigil of Sleep
4 Unsummon
3 Mana Leak

Coastal Nature.

Description of deck by its author (quoted):
This deck is a lockdown deck using Stasis. It takes advantage of Nature's Will as both an untap engine for your lands and a tap-down engine for your opponent's lands. Since creature damage direct to your opponent is the trigger for Nature's Will, you need some form of evasion. Here flying has been chosen. However, due to the skipped untap step from Stasis, you'll also need Vigilance on your key creatures. Bay Falcon, Zephyr Falcon and Courier Hawk were chosen primarily for their low casting cost which allows you to get the engine going more quickly than with something like Serra Sphinx. Birds of Paradise are in there for acceleration, which can allow you to get Nature's Will on the table as early as turn 3. If this acceleration is not required, then you could replace the mana birds with something else, I have used additional counter magic  (Mana Leak).

Ideally, it works something like this:

Turn 1: Birds of Paradise
Turn 2: Falcon or Hawk. Save one mana for Force Spike if you have one in hand, or cast Sigil of Sleep if playing creature deck, or Enlightened Tutor if you're missing one piece of the puzzle.
Turn 3: Nature's Will. Attack, tap opponent's lands, untap yours. Stasis = Lockdown.

Now you make sure that you have one blue mana available at the beginning of each turn to tap for Stasis. From here, you want to build up the bird rush to speed up the victory and counter any 1-mana spells that your opponent may cast. Force Spike works well in the early game and after lockdown. Coastal Piracy is key here, giving you accelerated draw to find the cards you need, discarding those you don't. Just be careful not to deck yourself - you don't have to draw for each creature that causes damage to your opponent, so just make sure you have a counterspell of some sort each turn and maybe a bird to play.

The "comes into play tapped" lands were chosen to reduce the overall cost of the mana base (ideally you'd replace them with Tundra and Savannah). Once Nature's Will is on the table, you can play a CIPT land, attack, then untap it and use it in the same turn. Sideboard is to handle additional threats or to clear the path. Depending on your metagame, you may want to use enchantment removal from the sideboard, or maindeck creature removal, etc. If you face fliers, you'll need to clear a path, either by unsummoning, tapping, or removing them, or simply use something like Cloak of Mists to get around them. The birds must get through!

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by Amadeus @ www.magicdeckvortex.com (deck submission)

LOCKDOWN: Stasis - Nature's Will / Vigilant Creatures

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