Hyper1on and Neil (not sure if he is on here?) recently got me to play standstill.
I've played 5 leagues so far, going 4-1, 4-1, 3-2, 3-2 and 2-3.
This is the list I've been enjoying so far:
The Nev Disk has been absurdly outstanding. I've liked the stifles somewhat, as people are pretty bad at playing against that card as a whole (Do your things in inopportune times for me so I can't just draw and go.)
I feel like the deck is good; It utterly demolishes True-Name and delver of secrets decks, but in the grindy midrange not-all-in-on-true-name it seems slightly harder.
I played (and have been for a while) utterly awful, so there's that. I did go 15-5 in four leagues with it, so that's something at least.
Went 3-2 top 8 and lose with Rallier Still. Deck certainly has its issues that I could fix, but not bad for the first matches I've ever played with the deck considering I did 0 testing. Also had very weird match ups that were probably bad for me. Got a bye. Lost to DnT, beat goblins, beat pox, lost to elves, lost to DnT in top 8.
Purely theory crafting at the moment, but also trying to apply some lesions I learned from miracles. Namely, four Ponder are good and add a lot of consistency. CJ is an excellent catch all answer, especially in a TNN / Leovold format. Would love some constructive criticism before I start smacking games with it.
Creatures:3
3 Snapcaster Mage
Spells:33
4 Brainstorm
4 Ponder
4 Stifle
4 Swords to Plowshares
3 Counterspell
4 Standstill
2 Council's Judgment
2 Jace, the Mind Sculptor
2 Supreme Verdict
4 Force of Will
Lands:24
4 Flooded Strand
4 Island
4 Mishra's Factory
2 Plains
4 Polluted Delta
2 Tundra
4 Wasteland
The other direction I've considered taking it was removing the Stifles and adding more Monastary Mentor...
I'll share my current list of Still Miracles. I have 302 matches post ban, with 62% win rate. Also, i have 99 matches with this version (with wastelands and MD Mentors), with 68% win rate. Indeed, i still feel that delver matchup is hard, maybe i have to work this.
Last sunday i played a 47 pp tournament, getting 3rd, only losing to Bug Delver.
Check this:
// 60 Still Miracles
3 Jace, the Mind Sculptor
3 Snapcaster Mage
3 Monastery Mentor
1 Vendilion Clique
4 Standstill
1 Engineered Explosives
4 Swords to Plowshares
4 Force of Will
4 Brainstorm
2 Counterspell
4 Ponder
4 Terminus
// 23 Land
3 Mishra's Factory
2 Tundra
3 Volcanic Island
4 Flooded Strand
3 Island
1 Plains
1 Arid Mesa
3 Polluted Delta
3 Wasteland
// 15 Sideboard
SB: 1 Relic of Progenitus
SB: 1 Crucible of Worlds
SB: 1 Containment Priest
SB: 1 Vendilion Clique
SB: 1 Ethersworn Canonist
SB: 1 Humility
SB: 2 Pyroblast
SB: 1 Red Elemental Blast
SB: 2 Surgical Extraction
SB: 3 Flusterstorm
SB: 1 Wear // Tear
Last edited by Stefanogs; 06-22-2017 at 10:58 AM.
I've been playing with this at our weekly legacy events. I mainly play Tezzerator and dabble in other decks, and prior to the top ban I was only a handful pieces away from Miracles. I don't like the "new" Miracles deck, it just doesn't feel as fun (and I enjoy decks that have some sort of hard lock). This UWr Landstill deck is tickling my control itch in exactly the right way.
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I didn't see you start brewing, but Rallier + Still does seem sweet. Something that Standstill wants though is loadsa counterspells; since you can force your opponent to not only give you stuff, but fill your hand with counters to the card they used. I've been brewing (as you may have seen) with Spell Queller and Spellstutter Sprite; which may work with the standstill theme since it drops dudes, stops your opp for a second, then you can untap, cast rallier, and get Still back on the field once you've unloaded enough.
Stutter is quite good with Mutavault, so you don't need to go the Blossom route like I have (though I would consider it, since Blossom is not only a brutal card, but it would produce threats under Standstill. It has a 7/8 turn clock exactly like Delver.)
I would also think that with all the CA, having Chrome Mox x2 (and maybe a singleton Gemstone Caverns) to speed things up. If you go Blossom, you'll be in part black, and DRS is always more speed-up/combo protection.
If my current brew starts doing shitty, I'll swap the Wastelands for Mutavaults, and stifles for Standstills I think.
I've played a few local events now with this, and while I'm still getting the hang of things, I honestly feel like I can beat anything. Humility does so much work. Currently, I'm 11-5-1, and the draw should have been a win except for poor time management. There have been a few tweaks from the list above. I never allowed myself to play 2 Gideon or 3 Wasteland, so I have no testing with those numbers I had previously asked about. I'm pretty sure both were wrong though.
Current list:
-1 Humility
-1 Gideon
-1 Ponder
- 1 Counterspell
-1 Wasteland
+1 Elspeth
+1 Spell Snare
+2 Snapcaster
+1 Plains
SB:
1 Vendilion Clique
1 Containment Priest
1 Hallowed Moonlight
1 Enlightened Tutor
1 Rest in Peace
1 CoP: Red
1 Runed Halo
1 Crucible of Worlds
1 Dust Bowl
1 Flusterstorm
1 Surgical Extraction
1 Pulse of the Fields
2 Disenchant
1 Ethersworn Canonist
I'm over prepared for RDW, a matchup I've never faced. I think I still want the CoP:Red, but Runed Halo and Pulse have been useless to bad. I'd like some sort of answer, but I think those slots can be improved.
Gideon has been great, and I've yet to draw him against combo. I can't imagine wanting Ally of Zendikar over it.
I played UW Landstill in Prague regular tournament (cca 20 players) and went 3:1 with it. Here is the decklist:
2 Snapcaster Mage
2 True-Name Nemesis
4 Standstill
4 Brainstorm
2 Spell Snare
4 Swords to Plowshares
2 Counterspell
4 Force of Will
1 Teferi's Response
1 Arid Mesa
4 Flooded Strand
4 Island
4 Mishra's Factory
2 Plains
4 Scalding Tarn
3 Tundra
2 Faerie Conclave
2 Jace, the Mind Sculptor
4 Ponder
2 Terminus
2 Supreme Verdict
1 Council's Judgment
// SIDEBOARD
1 Pithing Needle
1 Vendilion Clique
1 Ethersworn Canonist
1 Containment Priest
3 Flusterstorm
2 Surgical Extraction
1 Disenchant
1 Path to Exile
1 Hydroblast
1 Karakas
1 Elspeth, Knight-Errant
I like this UW version, which does not have Pyroblasts to answer Jace, but I like its mana consistency. I would change few things (-1 Spell Snare +1 Spell Pierce; - 1 Faerie Conclave +1 Island, switch Supreme Verdict for the SB Path to Exile). I lost only to 4C Control piloted by its builder Tomas Mar, which is an excelent player, and then defeated two Show and Tells and one Maverick. The only real problem I feel in my local meta is lack of card advantage. In the field of Predicts, Baleful Strixes or Painful Truths it is very hard to keep up. Teferi's Real was a blast, always ruining my opponent :-) True-Name Nemesis and sweepers are together quite fine if you play it carefuly.
Hey! Really liked your list. But if you're going to play 2 colors and 23 lands (you may try just 22 lands!) you may play with 3-4 wastelands! Also, i would play with 4 terminus and 0 supreme verdicts (they are just too slow). Teferi's response is cute, but doesnt fit at all... I would go for another snapcaster mage.
With this list you may experience troubles against burn and other fast red decks. Because of that i changed TNNs for mentors. You may play with 1 maindeck vendilion clique and one karakas.
Gl hf!
For reference, my current list:
// 60 Still Miracles
3 Snapcaster Mage
3 Monastery Mentor
2 Jace, the Mind Sculptor
4 Standstill
1 Engineered Explosives
4 Swords to Plowshares
4 Force of Will
4 Brainstorm
2 Counterspell
3 Daze
4 Ponder
4 Terminus
// 22 Land
2 Wasteland
3 Mishra's Factory
2 Tundra
3 Volcanic Island
4 Flooded Strand
3 Island
1 Plains
1 Arid Mesa
3 Polluted Delta
// 15 Sideboard
SB: 1 Containment Priest
SB: 2 Vendilion Clique
SB: 1 Ethersworn Canonist
SB: 1 Rest in Peace
SB: 2 Pyroblast
SB: 1 Red Elemental Blast
SB: 2 Surgical Extraction
SB: 3 Flusterstorm
SB: 2 Wear // Tear
I really like to change 1 or 2 cards of sideboard to play with crucible of worlds and humility.
What do you think about nimble obstructionist in this deck?
I think that nimble doesn't make the cut, because we need the 3/1 body And one effect, not one Or another. Well, anyway, it's the first time we can "counter" standstill in magic, but i don't think this creature will see any play in legacy, so we don't need to care about it.
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