FoolofaTook
02-14-2009, 12:45 PM
I've been toying with this in a Dreadstill and Threshold heavy environment. It has very positive matchups against both archetypes and does fairly well against a lot of other decks as well. The big weakness at the moment is Team America, based largely just on Tombstalker. It's also weak against Elves, but I don't see enough of the deck to know how weak.
The list is derived from Ugr Canadian Threshold and is not as good as that list at the moment but I see possibilities in it.
Creatures
4x Tarmogoyf
4x Nimble Mongoose
Disruption
4x Stifle
3x Ice Storm
3x Stone Rain
4x Wasteland
4x Force of Will
4x Daze
4x Lightning Bolt
Cantrips
4x Brainstorm
4x Ponder
Alternate Kill
1x Land's Edge
Mana Lands
3x Flooded Strand
3x Polluted Delta
4x Tropical Island
4x Volcanic Island
3x Island
Sideboard
4x Tormod's Crypt
3x Pyroclasm
3x Red Elemental Blast
3x Blue Elemental Blast
2x Krosan Grip
The basic premise of the deck is that many Legacy decks are currently running very tight on mana and that denying them a couple of lands early is often enough to beat them assuming you can find your own threats in time. When I was putting the deck together I was working on the assumption that old school landkill would not work due to the prevalence of Force of Will and Daze in the meta, however I wanted to give it a try based on the assumption above.
What I've dicovered is that in truth there are way too many decks trying to get by a land or two short of their actual needs. This is because there are way too few decks working aggressively to deny mana to the opponent in the crucial first few turns. The decks that are opportunistically working to deny mana, like Canadian Threshold, Team America and Dreadstill are producing better results than you'd think they were capable of glancing at the lists on paper.
This list is not as strong as those lists, but it shows promise with further development. One of the things that surprised me as I started working on the list is how little Daze and Force of Will actually effect the course of play. Daze turns into: Ice Storm or Stone Rain for a spell (Daze) plus tempo (the returned Island) - this is a favorable trade-off for Landshark. Force of Will turns into two spells (Force of Will plus the pitch spell) for the landkill spell - this is also a moderately favorable trade-off.
The other thing that I'm considering adding, but have not yet been able to pull off effectively, is Trinisphere. The problem is that the lock piece, while it does not effect the cast landkill or Wasteland, interferes with Stifle and the cantrips enough to make it of questionable value to the deck.
The list is derived from Ugr Canadian Threshold and is not as good as that list at the moment but I see possibilities in it.
Creatures
4x Tarmogoyf
4x Nimble Mongoose
Disruption
4x Stifle
3x Ice Storm
3x Stone Rain
4x Wasteland
4x Force of Will
4x Daze
4x Lightning Bolt
Cantrips
4x Brainstorm
4x Ponder
Alternate Kill
1x Land's Edge
Mana Lands
3x Flooded Strand
3x Polluted Delta
4x Tropical Island
4x Volcanic Island
3x Island
Sideboard
4x Tormod's Crypt
3x Pyroclasm
3x Red Elemental Blast
3x Blue Elemental Blast
2x Krosan Grip
The basic premise of the deck is that many Legacy decks are currently running very tight on mana and that denying them a couple of lands early is often enough to beat them assuming you can find your own threats in time. When I was putting the deck together I was working on the assumption that old school landkill would not work due to the prevalence of Force of Will and Daze in the meta, however I wanted to give it a try based on the assumption above.
What I've dicovered is that in truth there are way too many decks trying to get by a land or two short of their actual needs. This is because there are way too few decks working aggressively to deny mana to the opponent in the crucial first few turns. The decks that are opportunistically working to deny mana, like Canadian Threshold, Team America and Dreadstill are producing better results than you'd think they were capable of glancing at the lists on paper.
This list is not as strong as those lists, but it shows promise with further development. One of the things that surprised me as I started working on the list is how little Daze and Force of Will actually effect the course of play. Daze turns into: Ice Storm or Stone Rain for a spell (Daze) plus tempo (the returned Island) - this is a favorable trade-off for Landshark. Force of Will turns into two spells (Force of Will plus the pitch spell) for the landkill spell - this is also a moderately favorable trade-off.
The other thing that I'm considering adding, but have not yet been able to pull off effectively, is Trinisphere. The problem is that the lock piece, while it does not effect the cast landkill or Wasteland, interferes with Stifle and the cantrips enough to make it of questionable value to the deck.