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Gameplan: Get an untapper (Derevi or one of the rangers is best) on the battlefield and then drop Stasis. Win. Five ways to fetch Stasis. Static Orb + Tangle Wire is pretty much also a lock, add Venser, Sojourner to keep resetting the Wire. Or bounce/wrath the board when they are tapped out and drop Winter Orb/Rising Waters/Hokori to lock their lands. Your attackers should have vigilance either naturally (Sun Titan) or through Heliod/Serra's Blessing to keep getting derevi triggers even under Stasis lock. Birthing Pod package via repeatedly sacing Derevi for four drops to build or stiffen the lock (loxodon gatekeeper, hokori). Usually gets there with general damage (SoFaF) or tokens via landfall. Playing extra lands is a staple of legacy GU Stasis lists and enables Emeria Angel and Avenger here. Best land is Tropical Island because it enables Rangers and pays for Stasis. Multiple fetchers for Trop Island. Despite low curve (avg. 2.9 including derevi) still have 37 lands to help ensure multiple lands drops via Azusa/Oracle/Exploration/Burgeoning. Overburden also helps create tokens with Emeria, get blue into hand to pay for Stasis, and disrupt opponents' mana bases. Multiple land drops tends to lead to vomiting hand onto the field, so big card draw spells for more gas (C-Sphinx, Time Spiral, Recurring Insight). Not a lot of targeted or mass removal but Meekstone and Windborn muse help out against creatures. Opponents usually struggle to get a whole lot done. Biggest concern is whether opponents will combo out before establishing position, but it does usually get out pretty quickly.

Card-by-card analysis:

Mox Diamond, Sol Ring, Birds of Paradise, Noble Hierarch, Blood Tender: early accelerators that can be untapped with Derevi. Running Crucible and 37 lands despite low curve makes Mox D viable. Bloom Tender is a house (with BT in play, flash Derevi into play, tap BT for WGU in response, use Dervi trigger to untap BT, tap for WGU more...)

Weathered Wayfarer, crop rotation, Farseek, Nature's Lore: All can find the most important land in this deck, tropical island (interacts with Rangers and taps for U to keep Stasis intact). Wayfarer is dumb with Derevi triggers and some white mana. Also can control how many lands I have in play (overburden, bounce lands) so Wayfarer is more likely to activate.

Green Sun's Zenith: One-drop accelerator with Dryad Arbor, can also fetch green utility creatures.

Exploration, Burgeoning, Azusa, Lost but Seeking, Oracle of Mul Daya, Crucible of Worlds: The heart of the card advantage engine when Emeria Angel/Overburden are online, also allows for insane plays early (esp Burgeoning).

Quirion Ranger, Scryb Ranger: Untap a BoP, return tropical island to hand, play and extra land with Exploration, keep stasis...

Overburden: Have not had a great opportunity to test this card but it seems amazing. If it doesn't work will probably swap in Armageddon.

Card Draw Suite

Sylvan Library: Duh
Looter il-Kor: triggers Derevi nicely, also have some redundancy that can be pitched at times (ie rising waters and hokori in hand). Can also recur pitched land easily via Sun Titan and Crucible.
Rhystic Study: Taxes for draws.
Time Spiral, Recurring Insight, Consecrated Sphinx: The deck needs hand refill a lot.
Jace, the Mind Sculptor: Versatile card drawing engine that can be a win con under stasis and bounce threats.

Enlightened Tutor, Wargate, Idyllic Tutor, Academy Rector, Birthing Pod, Fabricate, Sterling Grove: All can get Stasis or Birthing Pod (which can pod Derivi for Rector to pod rector for Stasis and Meloku)

The Prison: The deck is designed to be able to untap under Stasis. This makes untapping under the other prison effects a relative breeze.

Stasis
Tangle Wire
Static Orb
Winter Orb
Rising Waters
Hokori, Dust Drinker
Loxodon Gatekeeper

Untap Effects

Sword of Feast and Famine: Makes the cut over Bear Umbra because it sticks around, forcing a discard is also something a prison deck doesn't mind doing.

Nature's Will: GG with stasis

Garruk Wildspeaker: Untap, tokens, and overrun all in one package, great card for this strategy

Prophet of Kruphix: Replacing Seedborn Muse everywhere

Hidden Strings: Low cc makes it preferable to Bear Umbra, can also tap down opposing creatures. A great common.

Venser, the Sojourner: First ability can untap a blue source every turn to keep Stasis active. A few ETB creatures to access, too. Making stuff unblockable to ensure derevi triggers is useful, too. Can get to ultimate under stasis easily and then GG.

Removal: Don't need a ton of because the prison tends to keep things in check. Still gotta have a few.

Bant Charm: Auto include in these colors in this format?
Scavenging Ooze: GY hate
Acidic Slime
Cyclonic Rift
Austere Command: my favorite removal card ever.

Creature lockdown:

Meekstone: most of the deck is 2 power or less anyway, lots of untap effects for the exceptions.
Windborn Muse: taxes for attacks

Counters:
Muddle the Mixture: also a tutor for Stasis/Winter Orb/Overburden
Mana Leak: Didn't want to tax the mana base any more, should work in this archetype but I haven't tested it yet. Also considering counterspell, negate, and arcane denial, maybe reman, in this slot.
Cryptic Command: pretty tough cc, but too perfect to pass up. Glen Elendra Archmage could be an option if Cryptic is too difficult to cast.

vigilance: The team is better off with vigilance because derevi's triggers can then be spent to untap land, which is the whole point of this little exercise.

Serra's Blessing: Tried and true.
Heliod, God of the Sun: Can also kick out a token or two. Rarely achieves devotion (which is fine).

Recursion:
Sun Titan: just too good
Eternal Witness: Ditto

Token Generators/Win cons:

Luminarch Ascension: Can't pass it up when turns go by with opponents unable to do much of anything, let alone attack.

Emeria Angel: Best win con. Generates ton of value off the Exploration/Overburden style synergies.

Avenger of Zendikar: landfall goodness and a much-needed win con

Notable lands: Ravnica bounce lands are the bomb. Treva's Ruins is also good with Exploration/landfall. Forsaken City is getting tested; works in legacy. Tropical Island is best land in the deck. This deck is very hungry for colored mana, so not a lot of space for colorless utility lands.

Notable exclusions: Armageddon. Seems like a nonbo when I can access my lands and keep my opponents off of theirs. I think I like Overburden better, but this is still under consideration.

bear Umbra: too many four drops!

Gaea's Cradle: Proved to be win more and useless in the early game. can't afford to have a land that is likely not to tap for mana on the first or second turn. Once tokens are out to fuel it the game is over anyway.

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