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