Mufasa is a high-cost card in terms of getting him onto the field, but his willpower of nine and his gaining you four lore anytime he quests would make a compelling case all on their own
Spells 1Powder Keg 4Counterspell 3Disenchant 2Fact or Fiction 4Impulse 4Mana Leak 2Prohibit 4Swords to Plowshares 3Decree of Justice 2Wrath of God 1Humility 4Standstill Lands 4Adarkar Wastes 1Coastal Tower 2Dust Bowl 1Faerie Conclave 4Flooded Strand 5Island 1Kor Haven 4Mishra's Factory 4Plains Sideboard 4Annul 2Black Vise 4Blue Elemental Blast 1Circle of Protection: Red 2Teferi's Response 2Thawing Glaciers Lock Control Decks I already talked about Stasis in a previous article, but in short, Stasis is a very tricky control deck that tries to lock the opponent out of the game
Controlling four or more legendary creatures is quite hard to do, even in a set with as many legends as Final Fantasy
Your opponent just got stuck with it and took a bunch of extra damage, or you got beat up by your own 3/1
Terras mechanics reference the World of Ruin section of Final Fantasy 6, as she can Mill cards, and when she damages players, her owner can pay two to summon a 3 cost or less creature from the graveyard, emulating the party reforming in its second act