Always checking it! Good finishes!
Potentially some more help to this deck for threat purposes?
Secure The Wastes- Instant - XW
Put X 1/1 white warrior creature tokens onto the battlefield.
I didn't really find the deck lacking closing speed once I gained control. Just my 0.02
I've been playing a UWr landstill deck for a while now with some sucess. I want to take the deck to a bigger tournament and see how it performs. I think my list is pretty stock, but i'm still having a "flex slot" between some cards.
Here's what i'm playing:
creatures:
3x snapcaster mage
instants/sorceries:
4x force of will
4x brainstorm
4x swords to plowshares
4x lightning bolt
3x dig through time
3x counterspell
2x spell pierce
1x supreme verdict
other spells:
4x standstill
3x engineered explosives
3x jace, the mind sculptor
lands:
4x tundra
4x flooded strands
4x scalding tarn
3x volcanic island
3x mishra's factory
1x arid mesa
1x karakas
1x academy ruins
1x island
sideboard:
4x phyrexian furnace
3x cursed totem
2x red elemental blast
2x pyroclasm
1x council's judgment
1x blue elemental blast
1x hallowed moonlight
1x moat
I'm still unsure about the supreme verdict slot. Do you goys think it should be something else like council's judgment, myth realized or does it stay like that ?
There is no knowledge that it not power.
I have also been using UWr Landstill deck and have been testing for almost 2 months in weekly legacy sessions and played it in a bigger tournament just this Sunday 08/23. I am very satisfied and have been happy with this build. Usually I am in the top 3 of 10-man pods in our weekly legacy night and just Top 8'd this Sunday. Here is my list:
4 Force of Will
4 Brainstorm
4 Swords to Plowshares
3 Standstill
3 Lightning Helix
2 Ponder
2 Counterspell
2 Spell Snare
2 Spell Pierce
2 Jace, the Mindsculptor
2 Snapcaster Mage
2 Dig Through Time
1 Engineered Explosives
1 Crucible of Worlds
1 Council's Judgment
1 Supreme Verdict
4 Mishra's Factory
3 Wasteland
4 Scalding Tarn
3 Flooded Strand
3 Tundra
2 Volcanic Island
1 Underground Sea
1 Fairie Conclave
1 Island
1 Plains
1 Mountain
SB:
2 Red Elemental Blast
2 Humility
2 Wear // Tear
2 Slaughter Games
1 Engineered Explosives
1 Supreme Verdict
1 Elspeth, Knight-Errant
1 Decree of Justice (This used to be Vendilion Clique)
1 Karakas
1 Vedalken Shackles
1 Wing shards
My games during the tournament was:
1st round - DnT - draw
2nd round - UWR Stoneblade - Win
3rd round - Mentor Miracles - Win
4th round - Miracles - Win
5th round - Reanimator - Win
6th round - OmniTell - Draw to top 8
Top 8 - another OmniTell deck - Lost
I use Lightning Helix over Bolt because I like the life gain that you get from it. Vs aggro matches, this card has saved me countless times. It has saved me from aggro decks (Burn and RUG to name some) as it helped me stall until I find a solution or a win condition. I loved on how it performed on Sunday vs Mentor Miracles as my opponent is not able to counter with Counterbalance because he does not have a lot of 2cc spells (I only saw Counterbalance as his 2cc spell).
After the Sunday tournament, I am a little bit off with Council's Judgment. Unless I was very unlucky during the tournament but I cringed whenever I draw it early in the game and its not relevant yet. I'm not sure if I will take it out as I know it will come in handy on those random situations.
As for the Supreme Verdict slot, I suggest to always have it. It is one serious board sweeper.
I can't justify the lack of lightning bolt for only 3 life gained. I mean, lightning bolt is probably the most played non-blue card in legacy and modern. You want to have a clear board on turn 2 to cast standstill. Having 4 bolts and 4 plowshares help a lot in doing this.
Also, i would put karakas in the maindeck instead of the basic plains. Those destroy lands will almost always target your man-lands anyway, so having basic lands is not as useful as it seems in this deck.
There is no knowledge that it not power.
Nice work dawgie! I like the list.
List:
2 Geist of St. Traft
3 Snapcaster Mage
4 Myth Realized
4 Standstill
4 Force of Will
4 Brainstorm
4 Swords to Plowshares
2 Dig Through Time
2 Spell Snare
1 Mana Leak
1 Counterspell
1 Dispel
1 Supreme Verdict
1 Ponder
1 Councils Judgment
1 Spell Pierce
2 Island
1 Plains
3 Tundra
1 Volcanic Island
4 Flooded Strand
1 Arid Mesa
1 Scalding Tarn
1 Polluted Delta
1 Mystic Gate
4 Wasteland
4 Mishra's Factory
1 Karakas
SB
1 Pyroclasm
1 Rest in Peace
1 Engineered Explosives
1 Disenchant
1 Pithining Needle
1 Keranos, God of Storms
1 Supreme Verdict
2 Surgical Extraction
2 Meddling Mage
1 Pyroblast
1 Red Elemental Blast
1 Llawan, Cephalid Empress
It was only 3 rounds cut to top 4 as we had 12 folks show up. I blame the fucking allure of Wind Drakes and 300$ foil lands.
Hello all. Seems like there's not a whole lot of chatter on this thread; nonetheless I'd like to hear the reactions of more experienced Landstill players and thoughts on why it may or may not be a viable deck anymore.
So--just put together a version of this deck on Modo. Mostly I play Lands, but it's fun to have another deck or two to pilot every now and again. I'm working with this list:
Main
4 Wasteland
4 Flooded Strand
3 Polluted Delta
4 Tundra
3 Volcanic Island
4 Mishra's Factory
2 Faerie Conclave
4 Brainstorm
4 Stifle
4 Swords to Plowshares
4 Lightning Bolt
3 Spell Pierce
2 Red Elemental Blast
2 Counterspell
4 Standstill
3 Meddling Mage
2 Jace, the Mind Sculptor
4 Force of Will
Tentative Board Ideas
1 Flusterstorm
2 Red Elemental Blast
3 Pyroclasm
3 Rest in Peace
2 Surgical Extraction
2 Engineered Explosives
1 Wear/Tear
Some number of other counterspells, such as Spell Snare, Divert, Envelop, etc.
I ran a straight UR build for a little bit, but found without Swords to Plowshares that I had very little chance against tempo decks with Goyfs or Anglers, so with the addition of white I've been trying out Meddling Mage instead of Snapcaster Mage. Probably not the correct choice, but wanted to use white for more than just Swords. Also, since the meta is 90% blue, Blast effects seem like an excellent choice main, with a couple extra in the sideboard for Miracles and whatnot. Lands also seems like an awful matchup, yet Meddling Mage and RIP could be silver bullets against it. Certainly I'm trying out some unusual choices and would love to hear any feedback on this list that an experienced player would be willing to give.
I wouldnt run maindeck Meddling Mages because all your opponents removal suddenly has a good target. I'd run some Snapcaster Mages to gain some value or maybe Humility and some supreme verdicts to take advantage of your lack of creatures. Crucible would also be sweet with manlands and wastelands.
I'm just not sure the White splash gets you enough. Stealing the Modern tech of Harvest Pyre basically gives UR Murderous Cut for 1R, so I've actually found myself covered against Anglers/Goyfs the handful of times I've played Landstill since Dig was banned. You absolutely need a sweeper; Verdict is probably best. I agree with dsck that Snapcaster Mage is almost surely better than MD Meddling Mage. Going straight two color gives you the ability to board in Blood Moon (you need a way to win without manlands if you do, so I'm always on 3-4 Snapcaster + 2 Clique in the 75) which is great against Lands (and most of the format to be honest), but I think that Landstill is hamstrung by just how poor its Shardless matchup is. Grixis is the best at fixing that one since you get Kolaghan's Command (which is both maindeckable and an absolute beating against them), Innocent Blood, and Perish or Toxic Deluge out of the board, but you lose the stability of the basics-heavy manabase the same way you do with the White splash and still have an uphill slog against most midrange decks. I also can't escape the conclusion that UWr Landstill is just worse Miracles.
I've been kicking around a UWBG list that plays a more stack based game (counter magic) with white for StP, Stoneforge / Batterskull for pressure and SB combo hate like Meddling Mage and Cannonist. I could give the deck list if interested. Standstill has trouble closing out games and having enough cards to interact with combo. I feel this is well positioned not to mention just having StP instead of messing around with disfigure or innocent blood.
We have a new toy to toy with:
I've been working on finding the right shell for this fella over here:
http://www.mtgthesource.com/forums/s...n-The-Ice-quot
..and LS might just be the perfect fit!
I've been a LS maniac almost from the beginning, developing Speedstill and rocking it to some success, until switching to Miracles for good.
I can say what always sucked about Standstill was getting it stranded in your hand, because your opponent had critters online. I say let's live the dream and frequently go: EOT flip TITI + clear the board --> play SS --> GG.
I mean we're virtually talking a 1 mana wrath effect here that happens to be spliced onto Brainstorm...
So without further ado, let me present to you.. TITI TWISTER!
"DMG"
4 TITI (happens to be a nice little wall (T2), to allow for T3 SS, despite an opposing critter), solves LS's slow clock issue, even if it dies it's a SS enabler
4 SCM (bonus: great when TITI-bounced)
2 Clique(bonus: great when TITI-bounced)
"DIE!"
4 STP
4 Bolt (+DMG, CMC1 removal increases the chance of T2 SS considerably + unlike dedicated creature removal Bolt can trigger TITI anytime, bonus: golden with SCM)
"NO"
4 FoW
2 CS
2 Snare
1 Pyroblast
1 Disenchant
"C/A, C/Q"
4 SS
4 BS
4 Ponder
(-40-)
"MANA"
4 Factory (DMG)
8 Fetches
4 Tundra
3 Volc
1 Island
1 Plains
(-21-)
"SB"
2 Pyroblast
1 BEB
2 Surgical Extraction
2 Jace
2 Wear/Tear
3 Flusterstorm
3 Supreme Verdict
---
Discuss!
Last edited by klaus; 03-16-2016 at 06:07 AM.
Here's what i'm playing:
creatures:
2x snapcaster mage
2x thing in the ice
instants/sorceries:
4x force of will
4x brainstorm
3x swords to plowshares
4x lightning bolt
2x sudden shock
2x counterspell
2x spell pierce
1x spell snare
4x stifle
other spells:
3x standstill
4x myth realized
1x jace, the mind sculptor
lands:
3x tundra
4x flooded strands
3x scalding tarn
3x volcanic island
4x mishra's factory
4x wasteland
1x karakas
sideboard:
2x pyroclasm
2x wear // tear
1x red elemental blast
1x pyroblast
1x flusterstorm
1x surgical extraction
2x rest in peace
3x meddling mage
1x pithing needle
1x echoing truth
I typically like the UR landstill with an aggressive approach and the stifle wasteland plan. I was playing a deck before that had a creature base of 3 snaps, 2 cliques, 2 TNN which I really liked. I did have a lot of trouble beating merfolk as a resolved TNN is hard to beat. I decided to give Thing in the Ice a try as it is a good answer to mucked up boards.
The very first synergy that came to me was myth realized as it will not be bounced when it is an enchantment. It was hard going down to just two snaps but with myth realized and thing in the ice you need to be very dense with instant and sorceries. Since there are 4 myth realized I did not see the need for more man lands like the fairie conclave or wandering fumarole.
I am going to try the white splash but I can imagine going back to the UR list and have a creature base like 3 snaps, 2 cliques, 2 TITI the replace the three swords with 2 dismember (eldrazi is a thing) and a fire//ice.
I am going to test this tonight and see how it goes.
This is what I am thinking for a UR list:
creatures:
3x snapcaster mage
2x thing in the ice
2x vendilion clique
instants/sorceries:
4x force of will
4x brainstorm
2x dismember
4x lightning bolt
2x sudden shock
2x counterspell
2x spell pierce
1x spell snare
1x fire // ice
4x stifle
other spells:
3x standstill
1x jace, the mind sculptor
lands:
2x fairie conclave
4x flooded strands
3x scalding tarn
4x volcanic island
4x mishra's factory
4x wasteland
2x island
sideboard:
2x pyroclasm
2x smash to smithereens
1x red elemental blast
1x pyroblast
1x flusterstorm
1x surgical extraction
2x relic of progenitus
2x sower of temptation
1x pithing needle
1x echoing truth
1x teferi's response
Anybody still playing this style of deck?
I've been tinkering around with this recently, it's seemed quite promising!
4 Spellstutter Sprite
2 Snapcaster Mage
2 Vendilion Clique
1 Venser, Shaper Savant
4 Swords to Plowshares
4 Brainstorm
4 Force of Will
2 Counterspell
2 Spell Snare
1 Ponder
1 Supreme Verdict
1 Moat
4 Standstill
2 Jace, the Mind Sculptor
2 Crucible of Worlds
3 Wasteland
1 Ghost Quarter
3 Mutavault
1 Riptide Laboratory
4 Flooded Strand
3 Polluted Delta
3 Island
2 Plains
2 Tundra
1 Cavern of Souls
1 Karakas
SB:
4 Meddling Mage
1 Moat
2 Ethersworn Canonist
2 Rest in Peace
2 Disenchant
1 Supreme Verdict
2 Flusterstorm
1 Null Rod
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