yutang
01-08-2012, 08:19 PM
Decklist:
//Manabase (22 Lands)
3 Volcanic Island
4 Mishra's Factory
4 Wasteland
4 Flooded Strand
4 Scalding Tarn
2 Island
1 Mountain
//Creatures
4 Delver of Secrets
3 Snapcaster Mage
3 Grim Lavamancer
2 Vendilion Clique
//Spells
4 Brainstorm
4 Lightning Bolt
3 Spell Snare
4 Force of Will
4 Standstill
3 Daze
2 Fire//Ice
//Planeswalkers
2 Jace, the Mind Sculptor
//Sideboard
1 Pyroblast
2 Red Elemental Blast
3 Surgical Extraction
1 Crucible of Worlds
3 Submerge
2 Umezawa's Jitte
3 Flusterstorm
Decklist:
//Manabase (22 Lands)
3 Volcanic Island
4 Mishra's Factory
4 Wasteland
4 Flooded Strand
4 Scalding Tarn
2 Island
1 Mountain
//Creatures
4 Delver of Secrets
3 Snapcaster Mage
3 Grim Lavamancer
2 Vendilion Clique
//Spells
4 Brainstorm
4 Lightning Bolt
3 Spell Snare
4 Force of Will
4 Standstill
3 Daze
2 Fire//Ice
//Planeswalkers
2 Jace, the Mind Sculptor
//Sideboard
1 Pyroblast
2 Red Elemental Blast
3 Surgical Extraction
1 Crucible of Worlds
3 Submerge
2 Umezawa's Jitte
3 Flusterstorm
Context behind brewing this deck and why should you play this deck:
I have built this deck as an evolution and merger of classic Landstill lists with recent UR Delver lists.
Historically, Landstill is a slow control deck which seeks to slow down the game and win through dropping its ‘bombs’ which have ranged from Jace, the Mind Sculptor to Humility to Fact or Fiction. Unfortunately, the rise of Merfolk and shifts in the metagame have largely relegated the former premier control deck of Legacy to Tier 1.5-2 status. We can attribute the downfall of Landfall to multiple factors:
1) Abuse of the Standstill draw engine can be easily negated by many decks. This may range from Aggro decks dropping early threats, Tribal/Aggro Control decks dropping early Vials and Combo generally sculpting a perfect hand to go off under a Standstill due to the glacial win conditions in Landstill. In short, it is harder to abuse the Standstill engine.
2) SLOW win conditions. The replacement of UWx Stoneblade lists as the popular control list to go to is partially due to the speed of Stoneforge/Batterskull as a wincon.
At the other end of the spectrum, RUG Threshold lists are aggressive lists which use the power of Daze, Stifle and Wasteland to keep opponents off-balance whilst knocking them out with threats such as Tarmogoyf and Nimble Mongoose. The recent addition of Snapcaster and Delver has allowed this deck to go back to Tier 1 status. It has even allowed for the evolution of UR Delver lists which forgo the disruption plan and blend a Burn deck with Thresh to form a Counterburn list.
This deck blends the card advantage engine of a classic Landstill list with the recent speed and power from the UR Delver lists. If such a term exists, this deck is Tempo-Control like old Merfolk style decks. My card choices should reflect this strategy. This deck is a result of working out how to use Delver, Standstill and Wasteland in one deck.
Card Choices
Mainboard
4 Delver of Secrets
3 Grim Lavamancer
3Snapcaster Mage
2 Vendilion Clique
Early Delver of Secrets allow T2 Standstills (allowing you to flip at will for 3 damage per turn).
Grim Lavamancers help burn opposing creatures, operate well under a Standstill.
Vendilion Clique and Snapcaster allow for flashing in at EOT before a next turn Standstill. This efficient suite of creatures allow for a fairly aggressive core.
4 Brainstorm
4 Force of Will
3Spell Snare
3Daze
Should not need to be explained. Daze allows for Turn 2 Standstills. 3 are sufficient for making your opponent play around them for the rest of the game. It also allows you to resolve first turn Delvers etc and protect them.
4 Lightning Bolt
2Fire//Ice
Removal in red. Takes out most creatures apart from Goyf and Kotr.
4 Standstill
2Jace, the Mind Sculptor
The reason to play this deck over RUG thresh – the card advantage from these cards will pull you ahead and give you gas to kill them.
Manabase of 22 lands
4 Wastelands and 4 Mishra’s are required to use Standstill. The rest is filling in the gaps with fetches, basics and Volcanic Islands.
Sideboard
3 Flusterstorm – Combo
3Red Elemental Blast – Control
2Umezawa’s Jitte – against Aggressive/Tribal decks
1Crucible of Worlds – recurring Wastes and Mishras against Control
3Submerge – necessary card against KOTR and Goyf decks
Strategy
The strategy is flexible – it may involve beating down with early Delvers whilst burning the opponent out like a UR delver list. Alternatively, it may become control where enemy creatures are removed with Bolts before landing a Standstill before ramping into a Jace 2.0 to win. These approaches are not mutually exclusive as the deck may easily switch gears from Aggro to Control and back to Aggro.
Why UR over UW?
White offers Swords to Plowshares and Stoneforge Mystic. These cards move towards a more controllish kind of deck which is not where we want to be. At that point, I would rather be playing UWx Stoneblade.
Red offers Lightning Bolt as spot removal, maindeck Grim Lavamancer for operating under Standstill, Fire//Ice as 2-for-1s and postboard REBs against blue decks.
Why play this over Tempo Thresh?
A better late-game plan due to Standstills generating CA and Jace 2.0 being in the deck. Can be played as a more ‘control’ version of Tempo Thresh.
Why play this over Landstill and other Standstill decks?
A faster win condition in a similar card advantage engine
Why play this over other aggro-control decks?
Jace 2.0, creatures which are individually efficient and good spells to back up your creatures.
Weaknesses
Like all URx variants, the weaknesses are:
1) Sword of Fire and Ice
2) Knight of the Reliquary
3) Tarmogoyf
The sideboard goes towards addressing this.
//Manabase (22 Lands)
3 Volcanic Island
4 Mishra's Factory
4 Wasteland
4 Flooded Strand
4 Scalding Tarn
2 Island
1 Mountain
//Creatures
4 Delver of Secrets
3 Snapcaster Mage
3 Grim Lavamancer
2 Vendilion Clique
//Spells
4 Brainstorm
4 Lightning Bolt
3 Spell Snare
4 Force of Will
4 Standstill
3 Daze
2 Fire//Ice
//Planeswalkers
2 Jace, the Mind Sculptor
//Sideboard
1 Pyroblast
2 Red Elemental Blast
3 Surgical Extraction
1 Crucible of Worlds
3 Submerge
2 Umezawa's Jitte
3 Flusterstorm
Decklist:
//Manabase (22 Lands)
3 Volcanic Island
4 Mishra's Factory
4 Wasteland
4 Flooded Strand
4 Scalding Tarn
2 Island
1 Mountain
//Creatures
4 Delver of Secrets
3 Snapcaster Mage
3 Grim Lavamancer
2 Vendilion Clique
//Spells
4 Brainstorm
4 Lightning Bolt
3 Spell Snare
4 Force of Will
4 Standstill
3 Daze
2 Fire//Ice
//Planeswalkers
2 Jace, the Mind Sculptor
//Sideboard
1 Pyroblast
2 Red Elemental Blast
3 Surgical Extraction
1 Crucible of Worlds
3 Submerge
2 Umezawa's Jitte
3 Flusterstorm
Context behind brewing this deck and why should you play this deck:
I have built this deck as an evolution and merger of classic Landstill lists with recent UR Delver lists.
Historically, Landstill is a slow control deck which seeks to slow down the game and win through dropping its ‘bombs’ which have ranged from Jace, the Mind Sculptor to Humility to Fact or Fiction. Unfortunately, the rise of Merfolk and shifts in the metagame have largely relegated the former premier control deck of Legacy to Tier 1.5-2 status. We can attribute the downfall of Landfall to multiple factors:
1) Abuse of the Standstill draw engine can be easily negated by many decks. This may range from Aggro decks dropping early threats, Tribal/Aggro Control decks dropping early Vials and Combo generally sculpting a perfect hand to go off under a Standstill due to the glacial win conditions in Landstill. In short, it is harder to abuse the Standstill engine.
2) SLOW win conditions. The replacement of UWx Stoneblade lists as the popular control list to go to is partially due to the speed of Stoneforge/Batterskull as a wincon.
At the other end of the spectrum, RUG Threshold lists are aggressive lists which use the power of Daze, Stifle and Wasteland to keep opponents off-balance whilst knocking them out with threats such as Tarmogoyf and Nimble Mongoose. The recent addition of Snapcaster and Delver has allowed this deck to go back to Tier 1 status. It has even allowed for the evolution of UR Delver lists which forgo the disruption plan and blend a Burn deck with Thresh to form a Counterburn list.
This deck blends the card advantage engine of a classic Landstill list with the recent speed and power from the UR Delver lists. If such a term exists, this deck is Tempo-Control like old Merfolk style decks. My card choices should reflect this strategy. This deck is a result of working out how to use Delver, Standstill and Wasteland in one deck.
Card Choices
Mainboard
4 Delver of Secrets
3 Grim Lavamancer
3Snapcaster Mage
2 Vendilion Clique
Early Delver of Secrets allow T2 Standstills (allowing you to flip at will for 3 damage per turn).
Grim Lavamancers help burn opposing creatures, operate well under a Standstill.
Vendilion Clique and Snapcaster allow for flashing in at EOT before a next turn Standstill. This efficient suite of creatures allow for a fairly aggressive core.
4 Brainstorm
4 Force of Will
3Spell Snare
3Daze
Should not need to be explained. Daze allows for Turn 2 Standstills. 3 are sufficient for making your opponent play around them for the rest of the game. It also allows you to resolve first turn Delvers etc and protect them.
4 Lightning Bolt
2Fire//Ice
Removal in red. Takes out most creatures apart from Goyf and Kotr.
4 Standstill
2Jace, the Mind Sculptor
The reason to play this deck over RUG thresh – the card advantage from these cards will pull you ahead and give you gas to kill them.
Manabase of 22 lands
4 Wastelands and 4 Mishra’s are required to use Standstill. The rest is filling in the gaps with fetches, basics and Volcanic Islands.
Sideboard
3 Flusterstorm – Combo
3Red Elemental Blast – Control
2Umezawa’s Jitte – against Aggressive/Tribal decks
1Crucible of Worlds – recurring Wastes and Mishras against Control
3Submerge – necessary card against KOTR and Goyf decks
Strategy
The strategy is flexible – it may involve beating down with early Delvers whilst burning the opponent out like a UR delver list. Alternatively, it may become control where enemy creatures are removed with Bolts before landing a Standstill before ramping into a Jace 2.0 to win. These approaches are not mutually exclusive as the deck may easily switch gears from Aggro to Control and back to Aggro.
Why UR over UW?
White offers Swords to Plowshares and Stoneforge Mystic. These cards move towards a more controllish kind of deck which is not where we want to be. At that point, I would rather be playing UWx Stoneblade.
Red offers Lightning Bolt as spot removal, maindeck Grim Lavamancer for operating under Standstill, Fire//Ice as 2-for-1s and postboard REBs against blue decks.
Why play this over Tempo Thresh?
A better late-game plan due to Standstills generating CA and Jace 2.0 being in the deck. Can be played as a more ‘control’ version of Tempo Thresh.
Why play this over Landstill and other Standstill decks?
A faster win condition in a similar card advantage engine
Why play this over other aggro-control decks?
Jace 2.0, creatures which are individually efficient and good spells to back up your creatures.
Weaknesses
Like all URx variants, the weaknesses are:
1) Sword of Fire and Ice
2) Knight of the Reliquary
3) Tarmogoyf
The sideboard goes towards addressing this.