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btm10
04-12-2015, 09:02 PM
wow, not even 1 copy of dig through time?!
This must have been a typing mistake :D

Unfortunately it's not. The 4th creature and either a Sudden Shock or Jace should probably be cut to make room.

sawatarix
04-12-2015, 11:57 PM
Unfortunately it's not. The 4th creature and either a Sudden Shock or Jace should probably be cut to make room.

Honestly, i don't think this deck needs more than 3 snapcaster mages. With 6+ manlands there is no need for them but having more card draw engines would be appreciated in a control deck like this.

Sometimes i still have the feeling that people play this deck as a tempo deck :D

FoolofaTook
04-13-2015, 11:26 AM
How you play the deck is going to depend on what you are facing. There are some matchups where you're the beat down and if you don't do that you'll most likely lose. Storm combo being the most obvious example.

Zllig
04-13-2015, 07:13 PM
Top 8'd my shops last monthly legacy tournament with UR Landstill. Played the following list, it's just Lam Phan's list from Jersey minus the Sudden Shocks plus Crucible of Worlds, Fire//Ice, and Dack Fayden.

1 Jace, the Mind Sculptor
3 Snapcaster Mage
2 Dig Through Time
4 Stifle
3 Spell Pierce
3 Spell Snare
2 Counterspell
4 Force of Will
4 Brainstorm
4 Lightning Bolt
1 Dack Fayden
1 Crucible of Worlds
1 Fire//Ice
3 Stand Still
4 Wasteland’
4 Mishra’s Factory
2 Volcanic Island
2 Steam Vents (Couldn't find 2 more Volcanics to borrow, didn't matter the 2 life never cost me anything.)
4 Scalding Tarn
1 Bloodstained Mire
2 Flooded Stand
2 Faerie Conclave
2 Island
1 Mountain

Sideboard

1 Engineered Explosives
3 Relic of Progenitus
2 Surgical Extraction
1 Flusterstorm
1 Red Elemental Blast
2 Pyroblast
2 Pyroclasm
1 Izzet Staticaster
1 Shattering Spree
1 Null Rod

Little Report, no notes so it's gonna be sparse and I barely remember sideboard notes.

Rd 1: Shardless BUG (1-2)
Game 1 we go back forth a bit, but he gets 2 Deathrites and 2 Shardless agents in play. A lack of sweeper in the main means I'm pretty much dead so I scoop it up early to try and win game 2 and 3.

Game 2 he fetches swamp to play around Wasteland and plays Deathrite, but I bolt and it turns out he's mana screwed. Eventually I Jace him out of the game.

Game 3 we play a real back and forth game that has us end up going to time, he kills me on turn 3 or 4 and I really regret conceding so early in the first game but that happens.

Rd 2: Deadguy Ale (Modern Special) (2-0)
Game 1: Kill a few of his weaker threats, then Fire//Ice plus Snap cleans up some Lingering Souls and leaves room for Jace to close the game out.

Game 2: Pretty much the same as the first game, he eventually resolves a Phyrexian Obliterator which I have no answers for. Lucky I have Jace, bounce it and waste his 4th black source and it stays stranded in his hand thanks to a Plains he fetched or drew. Then Jace closes out again.

Rd 3: Grixis Thieves (2-1)
Game 1: We play a ridiculously grindy game that goes quite long, but I answer all of his Young Pyros and Crucible + Mishra's Factory does a good job stopping his single Tasigur. Eventually I Jace ult him out.

Game 2: He gets a quick Tasigur and I have no answers for it since he stops my double Bolt.

Game 3: My opponent plays sloppy and plays for a draw, I believe he forgot (or didn't know) that we had a time extension from his bathroom break. I beat down with Factories and Snaps and manage to bolt him on turn 4 of turns.

Best part of this match was after game 2 when I was thinking I wish I was just playing with Swords to Plowshares, but then how fucking happy I was able to close out the third game with the bolts.

Rd 4: TES (2-1)
Game 1: Keep a 1 lander with 6 other sweet blue counterspells, he also has a one lander. He prays I don't draw a Wasteland and we play draw go for awhile while he plays out 4 LEDs and I finally get a second land and then a Wasteland. He can't beat all of the counters in my hand.

Game 2: He YOLO turn 1s me for lethal with Tendrils. Made the right play not playing around FoW, since if I got a land in play he never wins.

Game 3: Keep mediocre hand, but luckily he has a weird one as well. Plays out grindy and eventually he goes for PiF -> tutor to win, but I have a counter for his PiF. I draw Null Rod off the top and put it play and shrug. He top decks a LED that would have won him the game, I am the luckiest.

Rd 5: ANT (0-0-1)
ANT man is my friend so I don't dream crush him with my deck of mono counterspells and mana denial and we draw into top 8.

Top 8: ANT (0-2) (Different dude on ANT)
Game 1: I mull a hand that was probably fine (5 lands, Stifle, Spell Pierce or Snare) to a worse hand (4 lands, Stifle, Jace). He kills me after a bit of set up by him.

Game 2: I keep a fine hand and horribly punt by casting an unnecessary Surgical Extraction (He casts Infernal (no hellbent) that I let resolve with a Spell Snare in my hand, he gets a second Dark Ritual. I Surgical in response to the first Drit, revealing that I gave him the extra 2 storm (1 spell cast and 2 life to pay) to kill me with a natural Tendrils in hand) The play was retarded because if I thought he had another Infernal in hand then the Spell Snare I had would have been good enough, I got tunnel visioned by why I even brought in the Surgical and was punished by not thinking about it for more than a few seconds.

So I lose what is basically close to an unloseable game in spectacular fashion, which was shitty because I would have played against RUG Delver next and then Omnitell in the finals if I made it.

Deck is great though, I only played it since I play unpowered UR Standstill in Vintage (hence the Dack Fayden, which was great). My issues stem from how hard it is to cast Counterspell, I'd rather play Mana Leak and will do in the future. I'll also probably cut some Spell Pierces because that card is the stains. Lastly I am definitely cutting the Faerie Conclaves, I only ever activated them when I was 100% to win the game and every other time they were just bad Islands. I am also 100% going to jam some Roasts in the deck, it is exactly the answer I need to Tasigur/Gofy/Other big stupid idiots. Also I'm not sure whether or not I want more Jaces, I won every game he resolved but maybe having 1 is the perfect amount.

btm10
04-17-2015, 12:32 AM
Deck is great though, I only played it since I play unpowered UR Standstill in Vintage (hence the Dack Fayden, which was great). My issues stem from how hard it is to cast Counterspell, I'd rather play Mana Leak and will do in the future. I'll also probably cut some Spell Pierces because that card is the stains. Lastly I am definitely cutting the Faerie Conclaves, I only ever activated them when I was 100% to win the game and every other time they were just bad Islands. I am also 100% going to jam some Roasts in the deck, it is exactly the answer I need to Tasigur/Gofy/Other big stupid idiots. Also I'm not sure whether or not I want more Jaces, I won every game he resolved but maybe having 1 is the perfect amount.

Roast is great. I've tested Dack and Crucuble (and a green splash for Loam), and was never really impressed with them, especially Dack. Dack's great in Vintage, but I just haven't been thrilled with him lately in Legacy, especially with no graveyard synergies other thsn Snappy and Dig. I haven't had the issues with the other cards that you seem to have had, and I definitely wouldn't run Leak over Counterspell. That being said, I really like Fire/Ice.


Honestly, i don't think this deck needs more than 3 snapcaster mages. With 6+ manlands there is no need for them but having more card draw engines would be appreciated in a control deck like this.

Sometimes i still have the feeling that people play this deck as a tempo deck :D

I still don't know how anyone thinks this is a pure control deck. You're still on the aggro-control spectrum, just nearer to something like Shardless BUG or Deathblade than to Thresh. But there are plenty of matchups that you'll just get wrecked by if you try to establish inevitability. Just because we can play the control role doesn't mean that it's our comfort zone.

MTGMudd
07-12-2015, 10:14 AM
I read through this thread and was wondering if someone was still planning to do a more expansive primer? I've been playing lam Phan's list minus cruise plus crucible main withn great results on cockatrice. I'm interested in strategy about how to attack matchups that should be favorable but sometimes I misplay or take the wrong line of play for with decks like miracles and 12 post (again, I've won most of the time but I'm interested in what is the best approach here). Enchantress has seen a resurgence on cockatrice and I was also curious of people's views of that matchup. My line has been to counter almost everything and then beat down as quick as possible.

I'm also I interested in people's opinion of one divert main or SB. Sometimes it's ok to bad, but if they hym you turn 2 with bug, it's a blowout if you resolve divert. I've had similar success with Thoughtseize and abrupt decay. I had a similar thing happen against rug when they bolted and I popped their delver (but this was lucky as mongoose or Goyf it would be useless). However, there are times when shardless plays say a lilly, or I want to counter a visions, and I'm stuck with just this bad card and want Pierce. Same thing happened against omni.

The other thing I will comment on is so far for me, sudden shock has been a boss. The fact they can't respond has saved me many times, especially when I need those last 2 points of damage and they have a hand full of counter magic. Against delver decks it just crushes. They have daze etc to protect their one dude and I shock him and smile.

One more thing and I will shut up: Goyf I've learned to deal with the hard way after losing multiple times (thank you EE and relic) but TNN has me wanting to throw my deck. I've considered splashing black like many have mentioned, but lord I hate Going to a third color. Imo it just changes so many things and suddenly you have to be the one who worries about wasteland and stifle. I played at the super iq in Indy a few weeks ago and saw a decent amount of rug delver so it's def still around. Splashing a black land makes me think I could get toxic deluge from the board, or even better, the lone black source would let me put EE on three. I've got to x2 pyroblast and x2 reb in the board, but sometimes they just get TNN before I can do anything (or they top deck him later and it sucks).

Hopefully the primer will get some work soon and answer some of my questions. The thread has been really helpful so far from reading a good chunk of it. I've really enjoyed the deck so far. It's wierd how well it "just wins" many games and you keep drawing into answers despite only having 5 draw spells (4 bs and 1 dig...,on that note, I tested with x2 dig main and I think it's just bad). Cheers.

TooOld4Magic
08-14-2015, 12:57 PM
Hi, I'd like to try this deck out, and threw together this list:

U-r Standstill

4 force of will
2 spell pierce
4 brainstorm
4 lightning bolt
4 daze
3 dig through time

4 Ponder

3 standstill

4 young pyromancer
4 delver of secrets
2 true-name nemesis

4 scalding tarn
4 polluted delta
5 island
4 volcanic island
1 mountain
4 mishra’s factory

Sideboard:
1 pyroblast
2 counterspell
2 flusterstorm
2 vapor snag
2 null rod
2 sudden demise
2 price of progress
2 surgical extraction


I haven't actually played this version yet. I've played burn, and switched to U-R delver with a tempo strategy, but want something that can play a longer game, and isn't necessarily something expected.

I notice some lists above use wasteland. Right now, wasteland doesn't seem so hot with Miracles and Omni running lots of basics, and the idea of running 8 colorless lands when I want to be able to cast UU for counterspell doesn't seem right.

Is JTMS necessary? If so, should I switch them in for the TNN?

Thoughts on the sideboard? I play in a diverse and competitive meta (Seattle).

Thanks for any feedback/suggestions.

deadlock
08-16-2015, 12:11 PM
Before we throw lists together, we should analyze the reasons why to build / play this deck and its role in the metagame.
Imo we should aim for the role of an harder control deck than Miracles, because of how Standstill works. The deck has to be build around Standstill, which means we have to accommodate to most common game scenarios and maximize the probability to both cast and profit of Standstill.
The first point is pretty obvious I think, but concerning the the second one, people seem to misunderstand Landstill as a tempo deck, where it is the opposite. Standstill can only be played as a tempo card if we can present a huge threat early prior to casting it. This can be accomplished by decks like Dreadstill, but not by this one. It is the opposite, as its limited array of win conditions is one of the biggest weak spots of the deck. This should be discussed separately. Because of this we have to accept that our opponent can choose the most opportune time to break Standstill, which can very likely mean that he just waits and sculpt a strong hand. This makes tempo cards like Daze, Stifle and Spell Pierce weak in this deck, if played for a overall tempo strategy. Thus we have to be able to respond to this scenario, which leads to the deck construction principle that this deck wants to run as many instants and creatures with flash as possible.
Assuming you share my view of Landstill as a control deck, we have to justify, why to run this instead of Miracles. The key difference is the card Standstill in an instant speed control with lots of actual card advantage shell versus miracle spells and CB with SDT / library manipulation as its core. In my view Miracles has more raw power spells, which have more hit or miss character than our incremental strategy. Miracles can sit in your hand and do nothing or end the game. CB can lock someone out or just fail to stop a S&T or something. Standstill however puts us ahead and moves us closer to lock the game with overwhelming card advantage incrementally.

Besides Miracles the other tier 1.5 decks have to be accounted for as well. So please keep OmniTell, Grixis, D&T, Delver variants and maybe Storm, Loam or other big mana decks in mind, when discussing the build.
I think Lam Phans list very well reflect these principles, except of his choice of running Stifle and Spell Pierce. I wouldn't run it for the same reasons Miracles doesn't run it + Landstill is even less of a tempo deck. Just running 2-3 Daze like Miracles looks acceptable, because they stabilize the early game very well.
Other choices I want to discuss are the lack of Vendilion Cliques and his removal suite. Clique seems like one of strongest choices for what the deck tries to accomplish. While Bolt is a no-brainer, I am not sure about Sudden Shock. I consider Fire // Ice, Engineered Explosives (+ Academy Ruins?) or Pyroclasm strong choices as well.

btm10
08-16-2015, 06:07 PM
Hi, I'd like to try this deck out, and threw together this list:

U-r Standstill

4 force of will
2 spell pierce
4 brainstorm
4 lightning bolt
4 daze
3 dig through time

4 Ponder

3 standstill

4 young pyromancer
4 delver of secrets
2 true-name nemesis

4 scalding tarn
4 polluted delta
5 island
4 volcanic island
1 mountain
4 mishra’s factory

Sideboard:
1 pyroblast
2 counterspell
2 flusterstorm
2 vapor snag
2 null rod
2 sudden demise
2 price of progress
2 surgical extraction


I haven't actually played this version yet. I've played burn, and switched to U-R delver with a tempo strategy, but want something that can play a longer game, and isn't necessarily something expected.

I notice some lists above use wasteland. Right now, wasteland doesn't seem so hot with Miracles and Omni running lots of basics, and the idea of running 8 colorless lands when I want to be able to cast UU for counterspell doesn't seem right.

Is JTMS necessary? If so, should I switch them in for the TNN?

Thoughts on the sideboard? I play in a diverse and competitive meta (Seattle).

Thanks for any feedback/suggestions.

I think Jace is actively bad (i.e., not merely suboptimal) in most decks at this point and I'd rather have the creatures. I've tried Delver + Standstill and it works fine, you just have to build it the right way. It's especially potent against Miracles, though I think Dig is probably better in that sort of shell. Young Pyromancer + Standstill is sort of a non-bo. You really want as little Sorcery-speed interaction as possible with Standstill, and since both Peezy and Standstill essentially require a third mana or Force + Blue card as backup you'd be setting yourself up for more awkward sequences by running both. TNN is fine as it's really hard to remove for most decks and is a better Factory against many decks. Clique is a minimum of a 2-of somewhere in the 75. Also, I personally like having at least one Engineered Explosives somewhere in the deck and Relic is MUCH better than Surgical.


Before we throw lists together, we should analyze the reasons why to build / play this deck and its role in the metagame.
Imo we should aim for the role of an harder control deck than Miracles, because of how Standstill works. The deck has to be build around Standstill, which means we have to accommodate to most common game scenarios and maximize the probability to both cast and profit of Standstill.
The first point is pretty obvious I think, but concerning the the second one, people seem to misunderstand Landstill as a tempo deck, where it is the opposite. Standstill can only be played as a tempo card if we can present a huge threat early prior to casting it. This can be accomplished by decks like Dreadstill, but not by this one. It is the opposite, as its limited array of win conditions is one of the biggest weak spots of the deck. This should be discussed separately. Because of this we have to accept that our opponent can choose the most opportune time to break Standstill, which can very likely mean that he just waits and sculpt a strong hand. This makes tempo cards like Daze, Stifle and Spell Pierce weak in this deck, if played for a overall tempo strategy. Thus we have to be able to respond to this scenario, which leads to the deck construction principle that this deck wants to run as many instants and creatures with flash as possible.

Assuming you share my view of Landstill as a control deck, we have to justify, why to run this instead of Miracles. The key difference is the card Standstill in an instant speed control with lots of actual card advantage shell versus miracle spells and CB with SDT / library manipulation as its core. In my view Miracles has more raw power spells, which have more hit or miss character than our incremental strategy. Miracles can sit in your hand and do nothing or end the game. CB can lock someone out or just fail to stop a S&T or something. Standstill however puts us ahead and moves us closer to lock the game with overwhelming card advantage incrementally.


I think Lam Phans list very well reflect these principles, except of his choice of running Stifle and Spell Pierce. I wouldn't run it for the same reasons Miracles doesn't run it + Landstill is even less of a tempo deck. Just running 2-3 Daze like Miracles looks acceptable, because they stabilize the early game very well.
Other choices I want to discuss are the lack of Vendilion Cliques and his removal suite. Clique seems like one of strongest choices for what the deck tries to accomplish. While Bolt is a no-brainer, I am not sure about Sudden Shock. I consider Fire // Ice, Engineered Explosives (+ Academy Ruins?) or Pyroclasm strong choices as well.

The problem with your approach is that Landstill isn't a slow control deck. Threats like Tarmogoyf, TNN, and Gurmag Angler are hugely problematic for it as they're (at best) implicit two-for-ones for the opponent or (at worst) completely unanswerable. You play Landstill for strong Jeskai, Grixis, and Omni matchups with the ability to go 50/50 vs. Lands and Storm while smashing Miracles. RUG and BUG are difficult matchups because BUG fights the card advantage fight very well and has Goyfs, while RUG has Goyf and Goose which are both issues. You can play a control version of Landstill - BUG, Grixis, Jeskai, and Esper are all much more controlling than Ur, but you pay for the more controlling nature in weaker combo matchups and clunky draws that involve more sorcery-speed interaction and being slower overall to win. The tempo spells are in the deck to keep the first batch of threats in check so you can play Standstill and be prepared to counter whatever your opponent plays after untapping once.

Sentient6
09-29-2015, 04:38 AM
Can anyone guess what impact the DTT ban has on the UR Landstill deck? What do replace it with?

Zirath
09-29-2015, 08:37 AM
Can anyone guess what impact the DTT ban has on the UR Landstill deck? What do replace it with?

We go back to the build before the DTT was printed. Part of it depends on the meta heavily and if we can still rely on cards like Sudden Shock.

Jace, Vryn's Prodigy might be worth exploring in this deck however since he a low commitment, high utility card.

TooOld4Magic
10-13-2015, 03:28 PM
I played this list below last night to 0-3 drop. I had fun and learned quite a bit, given that it was my first time playing the deck at all in a competitive environment. I played against BUG Delver (0-2), Shardless BUG (1-2), and RUG Delver (0-2).

2 Jace, the Mind Sculptor

3 snapcaster mage
2 grim lavamancer
2 true-name nemesis

4 stand still

3 chain lightning

4 force of will
4 brainstorm
2 counter spell
2 spell pierce
4 stifle
4 lightning bolt

2 wasteland
2 faerie conclave
4 mishra’s factory
4 volcanic island
4 scalding tarn
2 polluted delta
1 flooded strand
1 bloodstained mire
2 island
1 mountain

Sideboard [card]
3 relic of progenitus
1 vendillion clique
1 flusterstorm
2 pyroblast
1 red elemental blast
1 hydroblast
2 smash to smithereens
1 surgical extraction
2 submerge
1 sulfur elemental
[/cards]
I definitely misplayed quite a bit, and these small errors add up. I re-read this thread this morning and now understand why you want to be able to cast everything at instant speed vs. sorcery-- why people were playing sudden shock or burst lightning instead of chain lightning. I also get why Lam Pham's list ran 3 spell snare main deck & engineered explosives in the side board-- Tarmogoyfs suck once they resolve, and make your standstill dead in your hand.

In the post-dig world, I was excited by this list:

http://mtgkmc.blog.fc2.com/blog-entry-305.html
6th Place
Player Name:Niwa Hotaka
Deck Name:Counter Burn
Deck Designer:

Main
2 Grim Lavamancer
2 Snapcaster Mage
2 True-Name Nemesis

4 Brainstorm
4 Stifle
4 Force of Will
4 Lightning Bolt
4 Standstill
2 Spell Pierce
2 Counterspell
2 Burst Lightning
2 Fire // Ice
2 Jace, the Mind Sculptor

4 Volcanic Island
4 Mishra's Factory
3 Island
2 Flooded Strand
2 Polluted Delta
2 Scalding Tarn
2 Misty Rainforest
2 Wasteland
2 Faerie Conclave
1 Steam Vents

Side
2 Pyroblast
2 Submerge
2 Smash to Smithereens
2 Relic of Progenitus
1 Red Elemental Blast
1 Sulfur Elemental
1 Vendilion Clique
1 Flusterstorm
1 Blue Elemental Blast
1 Pithing Needle
1 Surgical Extraction

I have two concerns about moving forward with this deck
Concern #1 is Tarmogoyf. Every deck I've been playing lately runs them. Submerge delays them, but doesn't solve them unless I manage to counter them the 2nd time through. Lam Pham ran spell snare and engineered explosives, both absent from this list. I thought about infinitely blocking Goyfs by running crucible of worlds to recycle my factory workers, but Deathrite shaman is everywhere too.

Concern #2 I'm still not sure about stifle in the deck. On the play it's great for tempo, possible mana-screwing an opponent who kept a greedy hand. On the draw, I used it more as a protection for man-lands from wasteland. This isn't really a tempo deck as far as I've read, so what's the primary role of stifle?

Sorry for the rambling post. Thanks for those who responded to my initial post to this thread.

btm10
10-23-2015, 03:17 PM
Sorry I haven't responded lately.

I probably wouldn't play straight Ur Landstill right now, to be honest. You don't have a great way of dealing with Tarmogoyf, True-Name Nemesis, or Nimble Mongoose, and even postboard they can be problematic if they slip between Relic and Engineered Explosives. Diabolic Edict, Innocent Blood, and Perish (post board) all give you excellent coverage against the big green idiots of the world, and black also opens up excellent sideboard options against combo. White has Swords and hatebears, but its answers to TNN, Nimble Mongoose, and creature swarms are expensive, sorcery speed, and require double white (Supreme Verdict, Council's judgrment), making black a far more flexible splash.

TooOld4Magic
10-23-2015, 03:31 PM
Thanks for your reply. Yeah, I figured this out from looking where all the traffic on this thread moved to--> Urb landstill / dreadstill.

GreatWhale
02-13-2016, 10:32 AM
I saw this deck on tcdecks winning a recent good size tournament (40) http://tcdecks.net/deck.php?id=19485&iddeck=148247

I'm looking for a deck to play standstill in, I tried in merfolk but that deck just wants more dudes. So I bought some Myth Realized but I do love CounterBurn decks. Any thoughts?

This is the list:

Lam Phan playing Landstill Position: 1
Deck Name: UR Landstill Sideboard
Creatures [5]

1 Grim Lavamancer
4 Snapcaster Mage

Instants [24]

1 Stifle
2 Counterspell
3 Spell Pierce
3 Spell Snare
3 Sudden Shock
4 Brainstorm
4 Force of Will
4 Lightning Bolt

Enchantments [3]

3 Standstill

Planeswalkers [2]

2 Jace, the Mind Sculptor

Artifacts [1]

1 Engineered Explosives

Lands [25]

1 Dust Bowl
1 Misty Rainforest
1 Mountain
1 Wooded Foothills
2 Faerie Conclave
2 Wandering Fumarole
3 Island
3 Mishra's Factory
3 Volcanic Island
4 Scalding Tarn
4 Wasteland
1 Engineered Explosives
1 Pithing Needle
4 Relic of Progenitus
2 Flusterstorm
1 Pyroblast
1 Red Elemental Blast
2 Pyroclasm
1 Izzet Staticaster
2 True-Name Nemesis

btm10
02-13-2016, 06:45 PM
Lam is pretty well established as the master of UR Landstill. The main thing holding the deck back now is the fact that it's soft to Shardless, but if you don't see much Shardless around it's a strong choice. A third color gives you access to Radiant Flames which was excellent when I tried it out as it finally gives the deck a spell that kills Nimble Mongoose, though it's worse than Pyroclasm against everything else.

Bosque
02-13-2016, 10:45 PM
Lam is pretty well established as the master of UR Landstill. The main thing holding the deck back now is the fact that it's soft to Shardless, but if you don't see much Shardless around it's a strong choice. A third color gives you access to Radiant Flames which was excellent when I tried it out as it finally gives the deck a spell that kills Nimble Mongoose, though it's worse than Pyroclasm against everything else.

I think I'd just play Anger of the Gods for that effect.

ScottW
02-13-2016, 11:14 PM
That list looks awful. 7 man lands, dust bowl, mountain? 3 Standstill. 25 total lands seems at least 2 too many.

btm10
02-14-2016, 12:03 AM
I think I'd just play Anger of the Gods for that effect.

URX is a very different cost in terms of what lands you're fetching up than 1RR, especially if you need to finish off something out of sweeper range with a Bolt. I tested Anger before Dig was banned and wasn't impressed.


That list looks awful. 7 man lands, dust bowl, mountain? 3 Standstill. 25 total lands seems at least 2 too many.

I'm skeptical of the new manland, but I'll give it a try. Dust Bowl seems like a concession to Lands or BGx decks. I'd try Price of Progress, but it's something of a gambit. You need at least 23-24 lands to both make sure you're hitting land drops (since you're cutting down on cantrips to play Standstill) and because making land drops under Standstill can help you either force your opponent to break early or generate virtual card advantage by turning their draw steps into loots before it happens to you (because they'll miss land drops first).

klaus
03-15-2016, 10:08 AM
There's a new kid tall in town and all the kids start toying around:
http://media-dominaria.cursecdn.com/attachments/151/83/635929518767023702.png

I've left the beaten track to test & suggest something new along the lines of...

DMG
4 TITI (enables SS, is an effing quick clock, early wall. Also SS recharges our hand sufficiently to flip multiple TITIs per game)
4 SCM (actually nice when TITI-bounced)
4 Delver

C/A+C/Q
4 SS
4 BS
4 Ponder

DMG
4 Bolt
4 Chainlightning

"NO"
4 FoW
4 Snare (I'm aware 4 looks overkill on paper, but I basically want to always have it in my opener, plus all DTBs offer sufficient targets, plus BS+Ponder+SCM allows us to shuffle it back / not draw due to superior card selection)

(-40-)

LAND
8 Fetch
4 Volc
2 Island
1 Mountain
4 Factory
1 Mutavault

(-20-)

SB:
3 Pyroclasm
3 Flusterstorm
3 Pyroblast
2 Smash to Smithereens
2 Surgical Extraction
2 Jace TMS

-
What's your first impression?

Mapson
03-15-2016, 08:19 PM
Let's see if we can get some life in this thread

Hi guys, Lam Phan won a 1k at Face to Face with the following list:

Lands (25)
1 Dust Bowl
2 Faerie Conclave
3 Island
3 Mishra’s Factory
1 Misty Rainforest
1 Mountain
4 Scalding Tarn
3 Volcanic Island
2 Wandering Fumarole
4 Wasteland
1 Wooded Foothills
Spells (30)
4 Brainstorm
2 Counterspell
1 Engineered Explosives
4 Force of Will
2 Jace, the Mind Sculptor
4 Lightning Bolt
3 Spell Pierce
3 Spell Snare
3 Standstill
1 Stifle
3 Sudden Shock
Creatures (5)
1 Grim Lavamancer
4 Snapcaster Mage
Sideboard (15)
1 Engineered Explosives
1 Pithing Needle
4 Relic of Progenitus
2 Flusterstorm
1 Pyroblast
1 Red Elemental Blast
2 Pyroclasm
1 Izzet Staticaster
2 True-Name Nemesis

Any thoughts? I played a few games with it and it felt very hard to beat a resolved goyf. With tight play you can keep them from resolving but are there any strong answers in these colors. Roast, Harvest Pyre?

klaus
03-16-2016, 05:20 AM
Lands (25)
1 Dust Bowl
2 Faerie Conclave
3 Island
3 Mishra’s Factory
1 Misty Rainforest
1 Mountain
4 Scalding Tarn
3 Volcanic Island
2 Wandering Fumarole
4 Wasteland
1 Wooded Foothills
Spells (30)
4 Brainstorm
2 Counterspell
1 Engineered Explosives
4 Force of Will
2 Jace, the Mind Sculptor
4 Lightning Bolt
3 Spell Pierce
3 Spell Snare
3 Standstill
1 Stifle
3 Sudden Shock
Creatures (5)
1 Grim Lavamancer
4 Snapcaster Mage
Sideboard (15)
1 Engineered Explosives
1 Pithing Needle
4 Relic of Progenitus
2 Flusterstorm
1 Pyroblast
1 Red Elemental Blast
2 Pyroclasm
1 Izzet Staticaster
2 True-Name Nemesis

Any thoughts? I played a few games with it and it felt very hard to beat a resolved goyf. With tight play you can keep them from resolving but are there any strong answers in these colors. Roast, Harvest Pyre?

You could MD a Relic (and cut down to 2 in the SB, 4 is overkill anyway), you could add another EE, which could be sensible anyway, considering all those Chalices running around lately. Either of those choices should replace that singleton Stifle, which seems odd anyway.

Some other thoughts off the top of my head:
9 non-blue and 4 CIPT mana sources looks hella lackluster on paper, and 25 land just "?!", even moreso considering you don't even boast the full SS playset. What are your experiences with that setup?
It'd be easy to replace 2-3 land with Ponders - virtually keeping your land count up with cantrips, while giving you more digging power to find answers to Goyfs / SB spells post-board, or whatever you're looking for.
-
Also what do you think about my TITI list above?

Mapson
03-16-2016, 04:48 PM
The cipt lands were sometimes a problem. I like ponder and think it would be great. I wouldn't really want to cut the stifle though. I'd rather add more. I think stifle is great as a turn one play that then leads into standstill because they likely have nothing in play that way. Sudden shock was actually my last favorite card. I do like the suggestion for more e.e. so that's probably what I would cut but I may be underestimating the card.

In regards to your list I don't like delver with titi because resetting delver is just such a non Bo. I like TNN more as a threat here. I'm also not sold on chain lightning. Standstill isn't an aggressive deck and I feel chain lightning is an aggressive card. There has to be better removal. E.E as you suggested. I'm really curious to see if titi ends up being the all star people are hoping for

klaus
03-17-2016, 07:21 AM
The cipt lands were sometimes a problem. I like ponder and think it would be great. I wouldn't really want to cut the stifle though. I'd rather add more. I think stifle is great as a turn one play that then leads into standstill because they likely have nothing in play that way.
imho Stifle does not fit into LS for several reasons: we are no Tempo deck, we are no mana denial deck, Stifle is a terrible topdeck after turn 1.


Sudden shock was actually my last favorite card. I do like the suggestion for more e.e. so that's probably what I would cut but I may be underestimating the card. [...] I'm also not sold on chain lightning. Standstill isn't an aggressive deck and I feel chain lightning is an aggressive card. There has to be better removal.
I have a completely different view on Chain Lightning:
* it is a Sudden Shock that deals one more damage, but costs one less mana
* so being on the draw turn 2 SS becomes more likely, as you can clear creatures earlier.
* it kills Jace
* it closes games quicker, complementing the more aggressive TITI approach - one swing, then finish with the burn spells we draw off SS, becomes common
* it basically fills the STP slot of UWR lists, but instead of giving the opponent live it does the opposite

B88
03-31-2016, 11:38 AM
hi guys! i didn't post here since a while....but i've started to play Landstill again, and obv i've been inspired by Lam Phan's list, so here my current list:

4 Brainstorm
4 Force of Will
2 Flooded Strand
4 Scalding Tarn
4 Standstill
4 Wasteland
2 Spell Snare
3 Volcanic Island
4 Lightning Bolt
2 Jace, the Mind Sculptor
4 Snapcaster Mage
3 Island
3 Mishra's Factory
1 Wandering Fumarole
1 Mountain
2 Faerie Conclave
2 Counterspell
2 Sudden Shock
2 Ponder
2 Sensei's Divining Top
2 Spell Pierce
1 Pyroblast
2 Engineered Explosives
SB: 2 Pyroclasm
SB: 2 Flusterstorm
SB: 2 Red Elemental Blast
SB: 2 Sulfur Elemental
SB: 3 Submerge
SB: 3 Relic of Progenitus
SB: 1 Smash to Smithereens


as you can see i've made few changes:

- i'm playing EE wich are too good in this meta full of Chalice and random decks, even more they can deal with tarmogoyf!
- i'm considering to play Dismember because hit eldrazi, tarmo and turn one removal is cool with 4 Standstill
- Ponder + Top because ponder help you to be more flexible and Top is insene under Standstill. anyway both of them help you to don't get in screw

any thoughts? :tongue:

thx

cchalc
04-06-2016, 02:52 PM
There's a new kid tall in town and all the kids start toying around:
http://media-dominaria.cursecdn.com/attachments/151/83/635929518767023702.png

What's your first impression?

I accidentally posted this list on the UWx standstill list. I am a bigger fan of the UR. I can't see TITI being more than a 2 of. I am definitely a fan of the stifle wasteland plans. Not only that but you can stifle a wasteland when they go after your factory or conclave. I am playing two main board dismember because eldrazi is showing up quite a bit in my local meta.

Some thoughts on cards:
Clique: Could cut down to 1 and play 1 in the board. I just think the card is excellent as a threat and disruptive against so many different types of strategies.
TITI: 2 seems like the right number. It is more of a backup creature or something to get us out of jams when running into trouble. I have had a hard time racing merfolk and pretty much can't beat a TNN.
Dismember: Local meta choice but I could cut down to 1.
Burn: I really like the 4 bolt 2 sudden shock option. Been with it for a while.
Stifle: The wasteland stifle plan has been so good. I have had good matchups against miracles to stifle miracle trigger and protect the factories. I would consider playting another fire//ice as I love tapping the top on end step. But 1 seems like the right number.
spell pierce and snare: This is a tough one. I am not sure what the right number is. 3-3 seems good but then again I think 2-2 is also fine. I might cut a dismember and play a second snare.
JTMS: Definitely like the one of JTMS as a win con or just take over game.

My biggest concern is that I am a little short on lands. I don't think wandering fumarole can take a spot as three come into play tapped lands + 8 colorless sources is too much. Most likely just add a steam vents for now.

So a summary:
-1 Clique, -1 dismember
+1 spell snare, +1 steam vents

Regarding the SB:
Most of it is pretty good. 2 Sower I think is excellent against eldrazi or grindy BUG midrange / control games. I personally like echoing truth over EE. Especially now playing TITI it seems like a better choice. The Teferi's response was a bit of a joke and should most likely just be another relic.


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

klaus
04-09-2016, 09:30 AM
I recently built the most stream-lined and aggressive LS deck, I ever put my hands on. And I must say it feels superb - achieving what my Speedstill variants from back in the day never managed. The approach is burn-, and creature-heavy and very much centered around SS.

4 SS
4 BS
2 Ponder

4 FoW
4 Snare (Surprisingly 4 never felt overkill. The amount of times it counters their turn 2 play and thus enable SS is insane)

4 Bolt
3 Chain L.
2 Sudden Shock (The amount of burn might seem odd at first sight, however it frequently enables turn 2 Standstills, kills PWs, makes sweepers obsolete,and later on just burns out opponents, with the C/A SS supplied.)
1 Dismember

4 Delver of Secrets (yes.)
4 SCM
2 Grim Lavamancer (Delver & GM both come down before SS, often times allowing to cast it despite an opposing creature, and overall do an awesome job to close games fast and reliably, complementing the extensive burn suite)

4 Scalding Tarn
1 Flooded Strand
1 Polluted Delta
1 Arid Mesa
1 Wooded Foothills
4 Volcanic Island
3 Island
1 Mountain
4 Mishra's Factory
2 Mutavault

SB:
2 REB
2 Flusterstorm
1 BEB
2 Smash to Smithereens
2 Surgical Extraction
2 Control Magic (yup. testing over Sower)
1 Jace, the Mindsculptor
1 Clique
2 Firespout (hits for one more than Pyroclasm and spares Delver)

btm10
04-09-2016, 11:13 AM
I tried sometimg very similar to this recently, but it more of a traditional Delver shell. It wasn't great there, but that looks better. I might take this to a GPT tomorrow.

klaus
04-09-2016, 11:39 AM
I tried sometimg very similar to this recently, but it more of a traditional Delver shell. It wasn't great there, but that looks better. I might take this to a GPT tomorrow.
What's your meta like?
Maybe I can help tune the shell :smile:

btm10
04-09-2016, 06:02 PM
The problem was that I just tried to drop a few Standstills into a traditional Ur Delver shell. It wasn't awful - I went 2-2 at FNMwith no prior testing and some suboptimal cards in the board, and boh match losses involved me getting turn 2 Trinisphered two games in a row by 12post players who I knew were running Trinisphere as a 1-of. Your build is a better staring point, I think. I ran 2 Pierce/3 Snare, and Pierce was pretty medium throughout the tournament while Snare was great, so I wouldn't argue against testing a fourth. I definitely missed Factories. Have you tested the Shardless matchup at all? It's the main reason I haven't been playing much Landstill lately.

dsck
04-09-2016, 08:24 PM
I played the Legacy challenge with UR Standstill list that Klaus posted, Im always on the lookout for sweet landstill lists! :cool:

Round 1 I got demolished by Eldrazi, and even if I had drawn perfect I believe they still would utterly destroy us with uncounterable fatties.

Round 2 I faced BG Lands and it felt as hopeless as the Eldrazi matchup.

Round 3 I beat UR burn

Round 4 I beat Sneak and Show

Round 5 I squeeked a victory against Burn

Round 6 I lost to Cartesian playing Infect, I played badly and kept hand without enough red sources g3 and lost despite having hand full of removal and active lavamancer...

Round 7 I played well and beat Shardless Bug, Control Magic was mvp.

Only changes I made to the list were -2 firespout +2 rough/tumble, -1 clique +1 cavern of souls. Going forward I would add some serious tech vs Eldrazi and more hate vs Lands.dec

btm10
04-10-2016, 02:36 PM
This is probably the direction I'd take that list:

4 Delver of Secrets
3 Snapcaster Mage
2 Thing in the Ice

4 Brainstorm
3 Standstill
2 Ponder

4 Lightning Bolt
3 Chain Lightning
2 Sudden Shock
1 Dismember

4 Force of Will
3 Spell Snare
2 Counterspell

4 Volcanic Island
4 Wasteland
4 Scalding Tarn
4 Polluted Delta
4 Mishra's Factory
2 Island
1 Faerie Conclave

Sideboard
2 Surgical Extraction
2 Control Magic
2 Blood Moon
2 Flusterstorm
1 Red Elemental Blast
1 Pyroblast
1 Smash to Smithereens
1 Engineered Explosives
1 Jace, the Mind Sculptor
1 Sudden Demise
1 Firespout

With Eldrazi and Lands around I don't think that Wasteland is cuttable. I'd love to find space for Clique, but I think that Thing in the Ice deserves a test run.

cchalc
04-14-2016, 10:55 AM
This is probably the direction I'd take that list:

4 Delver of Secrets
3 Snapcaster Mage
2 Thing in the Ice

4 Brainstorm
3 Standstill
2 Ponder

4 Lightning Bolt
3 Chain Lightning
2 Sudden Shock
1 Dismember

4 Force of Will
3 Spell Snare
2 Counterspell

4 Volcanic Island
4 Wasteland
4 Scalding Tarn
4 Polluted Delta
4 Mishra's Factory
2 Island
1 Faerie Conclave

Sideboard
2 Surgical Extraction
2 Control Magic
2 Blood Moon
2 Flusterstorm
1 Red Elemental Blast
1 Pyroblast
1 Smash to Smithereens
1 Engineered Explosives
1 Jace, the Mind Sculptor
1 Sudden Demise
1 Firespout

With Eldrazi and Lands around I don't think that Wasteland is cuttable. I'd love to find space for Clique, but I think that Thing in the Ice deserves a test run.

I really like your list. It is very streamlined. I don't agree with the delvers though. Any standstill deck wants to say island-go on turn one while holding up a snare, pierce, stifle, bolt etc. Typically you want to play delvers on T1 which is not what you want to do. It also has poor synergy with TITI bouncing your delver having to reflip. I would consider a creature base like:

3 Snapcaster Mage
2 Thing in the Ice
1 Vendilion Clique
1 Grim Lavamancer

Now that we have cut two creatures we can add 2 spell pierce which is the minimum I think this deck should be playing. I personally like stifle but if you are not running the playset I think the miser is okay. So in terms of the spells:

-2 Ponder
-1 Chain Lightning
1 Jace, the Mind Sculptor
1 Stifle
2 Spell Pierce
1 Engineered Explosives


In terms of lands I think 8 fetches is too much. I would most likely cut it down to 6 and add another Fairie Convlave and Wandering Fumarole

For the SB:

-1 Sudden Demise
-1 Firespout
-1 Jace, the Mind Sculptor
-2 Blood Moon
-1 Surgical Extraction
-2 Control Magic
2 Pyroclasm
1 Izzet Staticaster
2 Relic of Progenitus
1 Pithing Needle
1 Gilded Drake
1 Engineered Explosives

Pyroclasm is just better. Izzet Staticaster is reusable and a tricky blocker. Relic is the best graveyard hate and it also gives you a card. One surgical is okay as you have snaps to flash it back. I think 1 pithing needle is needed for every sideboard. I like the gilded drake over control magic...it can help you steal an eldrazi or something and it can bounce back to your hand with TITI however...the drake also blocks factories all day so perhaps not that good. EE is just great. Blood moon was 100% cut in my mind. So many man lands turned off...

These are just suggestions. I think if you really want an aggro list I might consider running 2 TNN and one or two dead//gone and maybe a price of progress in the board.

/c

keys
04-14-2016, 11:28 AM
What's your experience with TITI so far? Doesn't seem very synergistic with Standstill.

btm10
04-14-2016, 02:05 PM
What's your experience with TITI so far? Doesn't seem very synergistic with Standstill.

It's not bad, but unfortunately not mind-blowingly good, either. This deck wants a "hard" Wrath effect pretty badly, and Thing is probably the best option in Ur. Rebuying Snapcaster Mage is a neat trick, and if you bounce your own Delver with it...who cares? I'll trade a 3/2 and an 0/4 for a 7/8 and my opponent's board all day.


I really like your list. It is very streamlined. I don't agree with the delvers though. Any standstill deck wants to say island-go on turn one while holding up a snare, pierce, stifle, bolt etc. Typically you want to play delvers on T1 which is not what you want to do. It also has poor synergy with TITI bouncing your delver having to reflip. I would consider a creature base like:

3 Snapcaster Mage
2 Thing in the Ice
1 Vendilion Clique
1 Grim Lavamancer

Now that we have cut two creatures we can add 2 spell pierce which is the minimum I think this deck should be playing. I personally like stifle but if you are not running the playset I think the miser is okay. So in terms of the spells:

-2 Ponder
-1 Chain Lightning
1 Jace, the Mind Sculptor
1 Stifle
2 Spell Pierce
1 Engineered Explosives


In terms of lands I think 8 fetches is too much. I would most likely cut it down to 6 and add another Fairie Convlave and Wandering Fumarole

For the SB:

-1 Sudden Demise
-1 Firespout
-1 Jace, the Mind Sculptor
-2 Blood Moon
-1 Surgical Extraction
-2 Control Magic
2 Pyroclasm
1 Izzet Staticaster
2 Relic of Progenitus
1 Pithing Needle
1 Gilded Drake
1 Engineered Explosives

Pyroclasm is just better. Izzet Staticaster is reusable and a tricky blocker. Relic is the best graveyard hate and it also gives you a card. One surgical is okay as you have snaps to flash it back. I think 1 pithing needle is needed for every sideboard. I like the gilded drake over control magic...it can help you steal an eldrazi or something and it can bounce back to your hand with TITI however...the drake also blocks factories all day so perhaps not that good. EE is just great. Blood moon was 100% cut in my mind. So many man lands turned off...

These are just suggestions. I think if you really want an aggro list I might consider running 2 TNN and one or two dead//gone and maybe a price of progress in the board.

/c

I addressed Delver and Thing above, but Delver just plays incredibly well with Standstill. While I like Stifle in principle, it's just not well positioned right now since it's basically textless against Chalice decks and medium-to-terrible against the midrange decks that are currently well-positioned and widely played in the US. It's good against Miracles, but the whole deck is good against Miracles so that just doesn't do much for me. Pyroclasm is awful with Delver and the extra mana for Firespout is outweighed by the extra damage against larger creatures. If you come down on the mana efficiency side then Rough/Tumble is better. Explosives is fine but unimpressive when you can't set it for more than 2. Blood Moon gets brought in against decks like Lands and Shardless that struggle to function at all with it on the table, so the collateral damage to our creature-lands is irrelevant. Grim Lavamancer seems out of place and markedly worse than Delver at most stages of the game.

cchalc
05-10-2016, 04:31 PM
This deck wants a "hard" Wrath effect pretty badly, and Thing is probably the best option in Ur.

I have been testing 2 TITI in an UR list. I have been struggling with Grixis delver and merolk. Essentially I cannot beat a resolved TNN without TITI for some breathing room. But you are right in the sense that it has not been very impressive. I am considering one main and one in the board but now my list is getting too creature heavy. I like 3 snap, 2 TNN, 1 Grim lavamancer, 1 clique as my default creature base. Currently I have 2 TITI main replace the 2 TNN and I have 1 TNN and 1 clique in the board. Hard to find the right balance.

I find EE is typically the best removal for UR. I am also planning on splashing a trop in the main for EE and ancient grudge.

thefringthing
05-17-2016, 12:53 PM
Ideas for the Eldrazi matchup:

Roast
Nevinyrral's Disk
Crucible of Worlds
Guard Gomazoa

cchalc
05-22-2016, 10:37 PM
Ideas for the Eldrazi matchup:

Roast
Nevinyrral's Disk
Crucible of Worlds
Guard Gomazoa

There is one eldrazi menace in my current local meta. I have also been struggling to beat him. I think that Disk and Crucible are too slow. Roast is good... could potentially play dismember but the life loss is pretty tough if you are under attack. I don't think Gaurd Gamazoa is good ... TNN does an equally good job. I think leaning on the 4 stifle version of UR standstill might be good as you can stifle quite a few ETB/cast triggers. The most I could see is playing 4 stifle main, 1 dismember main, 1 roast in the board. One thing that you might consider instead of playing the dismember or roast is just playing 2 sower of temptation in the side. I find that they are also good against shardless BUG strategies.

GreatWhale
05-23-2016, 06:14 PM
UR Landstill was streamed at Face to Face Games Sunday Showdown yesterday. I saw two players playing it, Lam Phan top 4'd with it, the other player had the whole thing in top loaders and fully beta'd out lands while Lam Phan had his normal blacked out/white bordered cards, kind of funny comparison.

cchalc
05-23-2016, 09:12 PM
Lam Phan top 4'd with it...

Yeah I saw his list:

Name: Lam Phan
Deck: U/R Standstill
Place: 3rd-4th
Lands (25)
1 Dust Bowl
2 Faerie Conclave
1 Flooded Strand
4 Mishra’s Factory
1 Polluted Delta
4 Scalding Tarn
3 Snow-Covered Island
1 Snow-Covered Mountain
2 Volcanic Island
2 Wandering Fumarole
4 Wasteland
Spells (31)
4 Brainstorm
2 Counterspell
4 Force of Will
1 Jace, the Mind Sculptor
4 Lightning Bolt
1 Sensei’s Divining Top
3 Spell Pierce
3 Spell Snare
3 Standstill
4 Stifle
2 Sudden Shock
Creatures (4)
4 Snapcaster Mage
Sideboard (15)
2 Engineered Explosives
1 Pithing Needle
4 Relic of Progenitus
2 Surgical Extraction
1 Red Elemental Blast
1 Pyroblast
1 Sudden Demise
1 Pyroclasm
1 Kozilek’s Return
1 True-Name Nemesis

I can't say I am a huge fan of the mana base. Really don't like the basic mountain, dislike the dust bowl (mind you never tried it), I have tried Wandering Fumarole and been unimpressed. Playing only 2 volcanics and 2 wandering fumarole seems incorrect. 1 max.

The top in the main is interesting. Definitely good for smoothing out draws and finding gas. A lot of the time you have the game under control but have very few threats. Top + extra man lands can help fix. I might try one. However I feel a second JTMS might be better.

For the board I do like the kozilek's return. Might try it out too. I like the sudden demise as well... but I feel the kozilek's return + pyroclasm is enough for board wipes. I would play sulfur elemental instead.

Grizzly_Bear
05-26-2016, 08:12 AM
UR Landstill was streamed at Face to Face Games Sunday Showdown yesterday. I saw two players playing it, Lam Phan top 4'd with it, the other player had the whole thing in top loaders and fully beta'd out lands while Lam Phan had his normal blacked out/white bordered cards, kind of funny comparison.

Can the stream be seen anywhere? Do you have a link?

Edit:
Found it myself. For other interested viewers:
https://www.twitch.tv/facetofacegames/v/67959391

Yan
06-15-2016, 09:07 AM
Small tournament report from Prague, this was the list I played:

4 Factory
3 Wasteland
4 Volcanic
1 Tropical
3 Island
2+2+2+2 Blue fetch lands

2 Lavamancer
3 Snapcaster
3 TNN

4 Standstill
4 Brainstorm
1 Top
4 FoW
3 Pierce
3 Snare
2 Counterspell
4 Bolt
2 EE
2 Vapor Snag

SB:
3 Surgical
2 Fluster
1 Invasive Surgery
1 Clique
2 Sulfur Elemental
1 EE
2 Ancient Grudge
2 Bloom Moon
1 Sower of Temptation

Moons and Sower were last ”minute” additions because I wanted to fight Eldrazi somehow. After playing the match more, I’m not sure it’s worth it, because I feel the only way you can actually win, is when they get somehow skrewed by themselves.

But anyway, I played one trial with the deck and checked the pairings for first round: Niklas Kronberger. Not starting with an easy one for sure. At least I know what I’m up against (4c loam). He remembers me from years back and basically refers me as the Standstill guy, so not many secrets in the matchup. I get him good with explosives for 0 in the first game and counter everything else. TNN finishes quickly after. Second game he is a bit mana skrewed and I take advantage of it to get way too much ahead.
Second round I play against a very nice German elf player, shit itsNOTjulian. First game is pretty epic 40min battle and I’m pretty sure I’m going to loose, as I’m not able to get even or ahead on board to drop standstill. He manages to miss land drops for like 10+ turns though and I kill all his mana elves, while TNN hold the forth. In the end I take over with another TNN and a Lavamancer. Second game is easier and way faster.
Third round I loose to a very good Czech storm player, who beats me 2-1. Nothing I could have done in game 3, when he playes around every counter I have.

Main event

R1, Wouter from Netherlands with Reanimator
The games felt pretty easy and I had all the counters for his reanimation spells. He also bricked on mana pretty hard. I don’t remember much, but it was the usual stuff, flash a guy in at eot and beat face while keeping up multiple counterspells.
1-0, 2-0

R2, Philip from Germany with Burn
This was bound to happen with my luck I guess. This matchup is so infernal in my opinion that I don’t even bother trying to find a solution for the sideboard. You get so close to stabilizing or racing them, but then yhey just top deck bolts for 5 turns in a row. Philip was very nice and also noticed how good the pairing was for him, even if it was his first legacy tournament.
1-1, 2-2

R3, Jens from Denmark with GW 12 post Nic Fit StoneBlade
Yes, you read the tittle correctly. First game I play against a mono green Nic Fit deck that ramps in to a titan to get a Marit Lage. I manage to burn him out though before dying. Next game I’m very confused, when I die to a turn 4 Ulamog out of cloudposts and I didn’t side any hate for that. Game 3 I side correctly, or so I think, right before dying to Stoneforge Mystic that gets a batterskull, which I have no hate of cource. I leave the table very confused, what just happened?
1-2, 3-4

R4, Patrick from Ireland with Miracles
Patrick was a very nice and chatty fellow, who had the unfortunate honor of playing the deck I prepared to face all day with a big smile on my face. He tries hard, but the match is actually so much in my favor, that this is very hard to loose. He was on the Mentor build, but it makes no difference.
2-2, 5-4

R5, Martin from Sweden with DnT
Another great pairing! Martin was also very nice, but drawing 3 times 3 cards in games 1 and 3 was just too much for his deck to handle.
3-2, 7-5

R6, Fabian from Germany with Punishing Maverick
Fabian is a pro player, you could see it from how the games went. He played very well and used all his outs. Fortunately for me, TNN is very good in this matchup. Second game came to the point where he’s at 9 life and with an active knight and I have TNN in play. I draw a Brainstorm, which finds me a snapcaster and a bolt. I go for it and in response to the snapcaster, he checks his sideboard, shrugs and takes the whole 6. I attack and he offers the hand. I would have died next turn to a Marit Lage, so I basically had to do it anyway. His bojuka bog was luckily in the sideboard.
4-2, 9-5

R7, Lukas from Austria with DnT
Gamex went as usual, nothing much to tell. I also like to play these matches, as it can go the wrong way too, but you are still very much favoured. At this point everything was looking good too for the day 2.
5-2, 11-5

R8, Denis from Russia with Eldrazi
Games were over very quickly, so I spent most of the match time explaining to him, why pile ”shuffling” after each mulligan is just slow play. Sadly I think he didn’t get it, and while half of the judges don’t agree with this either, there’s not much else we can do. Needles to say, he spent most of the match time pileing his cards. To put it short (and yes, I’m a bit salty about this), this deck has no game against multiple thought-knots and smashers played through Cavern each game.
5-3, 11-7

R9, Erik from Sweden with Grixis Delver
Erik was again a very nice guy, even when playing for day 2. He drew 3 Delvers in both games though, followed with Angler and TNN, so that was quite rough for me.
5-4, 11-9

A bit of bad luck in the end and 2 bad pairings, otherwise I was quite happy with how it went. The trip was anyway more important than actually doing well at the GP. It was also very nice to meet with David (pandaman) and also to see again all the awesome people from around Europe.

Going forward, I'm very happy with the main deck. I'll probably just deny the existence of burn and eldrazi and play something else in the board to make the delver matchups a bit better. I there is a lot of those in the meta, I would suggest to look elsewhere.

James718
08-02-2016, 12:02 PM
Hey all I played a ThingStill deck this weekend you can check it out on stream here (https://www.twitch.tv/southfloridamagic/v/81003568?t=43m43s)

Here was my list (http://tappedout.net/mtg-decks/thingstill/)


I would change the submerges for Cliques

klaus
08-18-2016, 10:24 AM
Hey all I played a ThingStill deck this weekend you can check it out on stream here (https://www.twitch.tv/southfloridamagic/v/81003568?t=43m43s)
Here was my list (http://tappedout.net/mtg-decks/thingstill/)
I would change the submerges for Cliques

Hey James,
care to elaborate a bit on the games and your learnings?


PS: that's what I'd roll with atm:

4 TITI
4 SCM

4 Bolt
4 Chain Lightning

4 FoW
3 Snare
2 CS

4 SS
4 BS
4 Ponder

1 EE

(-38-)

4 Factory
2 Faerie Conclave
8 Fetches
4 Volc
3 Island
1 Mountain

(-22-)

JDK
10-08-2016, 07:04 PM
That's what I have been running lately (pretty much similar to my GP Prague list):

Deck: Lullaby

//Lands
2 Faerie Conclave (http://www.mtg-forum.de/db/magiccard.php?lng=en&card=Faerie+Conclave)
3 Island (http://www.mtg-forum.de/db/magiccard.php?lng=en&card=Island)
4 Mishra's Factory (http://www.mtg-forum.de/db/magiccard.php?lng=en&card=Mishra%27s+Factory)
1 Mountain (http://www.mtg-forum.de/db/magiccard.php?lng=en&card=Mountain)
3 Polluted Delta (http://www.mtg-forum.de/db/magiccard.php?lng=en&card=Polluted+Delta)
4 Scalding Tarn (http://www.mtg-forum.de/db/magiccard.php?lng=en&card=Scalding+Tarn)
3 Volcanic Island (http://www.mtg-forum.de/db/magiccard.php?lng=en&card=Volcanic+Island)
2 Wandering Fumarole (http://www.mtg-forum.de/db/magiccard.php?lng=en&card=Wandering+Fumarole)
2 Wasteland (http://www.mtg-forum.de/db/magiccard.php?lng=en&card=Wasteland)

//Spells
4 Brainstorm (http://www.mtg-forum.de/db/magiccard.php?lng=en&card=Brainstorm)
2 Burst Lightning (http://www.mtg-forum.de/db/magiccard.php?lng=en&card=Burst+Lightning)
2 Counterspell (http://www.mtg-forum.de/db/magiccard.php?lng=en&card=Counterspell)
2 Curfew (http://www.mtg-forum.de/db/magiccard.php?lng=en&card=Curfew)
2 Engineered Explosives (http://www.mtg-forum.de/db/magiccard.php?lng=en&card=Engineered+Explosives)
1 Fiery Confluence (http://www.mtg-forum.de/db/magiccard.php?lng=en&card=Fiery+Confluence)
4 Force of Will (http://www.mtg-forum.de/db/magiccard.php?lng=en&card=Force+of+Will)
2 Jace, the Mind Sculptor (http://www.mtg-forum.de/db/magiccard.php?lng=en&card=Jace%2C+the+Mind+Sculptor)
4 Lightning Bolt (http://www.mtg-forum.de/db/magiccard.php?lng=en&card=Lightning+Bolt)
3 Spell Pierce (http://www.mtg-forum.de/db/magiccard.php?lng=en&card=Spell+Pierce)
3 Spell Snare (http://www.mtg-forum.de/db/magiccard.php?lng=en&card=Spell+Snare)
3 Standstill (http://www.mtg-forum.de/db/magiccard.php?lng=en&card=Standstill)

//Creatures
4 Snapcaster Mage (http://www.mtg-forum.de/db/magiccard.php?lng=en&card=Snapcaster+Mage)

//Sideboard
1 Izzet Staticaster (http://www.mtg-forum.de/db/magiccard.php?lng=en&card=Izzet+Staticaster)
1 Dack Fayden (http://www.mtg-forum.de/db/magiccard.php?lng=en&card=Dack+Fayden)
2 Relic of Progenitus (http://www.mtg-forum.de/db/magiccard.php?lng=en&card=Relic+of+Progenitus)
2 Surgical Extraction (http://www.mtg-forum.de/db/magiccard.php?lng=en&card=Surgical+Extraction)
1 Fiery Confluence (http://www.mtg-forum.de/db/magiccard.php?lng=en&card=Fiery+Confluence)
2 Flusterstorm (http://www.mtg-forum.de/db/magiccard.php?lng=en&card=Flusterstorm)
2 Pyroblast (http://www.mtg-forum.de/db/magiccard.php?lng=en&card=Pyroblast)
1 Vapor Snag (http://www.mtg-forum.de/db/magiccard.php?lng=en&card=Vapor+Snag)
1 Sulfur Elemental (http://www.mtg-forum.de/db/magiccard.php?lng=en&card=Sulfur+Elemental)
1 Electrickery (http://www.mtg-forum.de/db/magiccard.php?lng=en&card=Electrickery)
1 Pithing Needle (http://www.mtg-forum.de/db/magiccard.php?lng=en&card=Pithing+Needle)

Dropped the TNNs in favor of Curfew since my meta is kinda fucked up and I need outs against 20/20s and ugly reanimator targets. Probably going back to TNN & Fire // Ice though, still testing. Nice side-effect is the re-use of SCM. Maindeck EE and Fiery Confluence are nice ways to battle BGx and Chalice decks, while also being good against DnT and Elves.
Fiery Confluence is one of the most underrated cards anyway - you should probably try it.

I've been running Wandering Fumarole for a while now and activating it is pretty rare, but opponents get scared by it and it's a land which is unaffected by Choke and Tsunami-Shit. I could see myself switching one for the second Wasteland though.
My low Wasteland count probably stands out, but I absolutely hate being color screwed, which happens way too easily in my meta.

SB is obviously also meta dependent. Pyroclasm is another hot candidate to make the cut.

Heggie023
10-16-2016, 09:22 AM
You try Dead//Gone?

JDK
10-16-2016, 12:21 PM
Nope. It seems interesting, but it cannot bounce my SCM and has problems with protected creatures (namely TNN, the 5/5 Eldrazi, Emrakul, Marit Lage with protection Land, Sword of Fire and Ice). The bounce part is also harder to flashback. On the other hand it's a permanent removal for toughness <=2 and it the bounce goes through Chalice at 1.

KWANG1
05-04-2017, 06:23 AM
Hi all,

I've been playing UR Landstill steadily for a little while now, experimenting with a few different things each week at my local Legacy. This week I had a very good run with the following list:

4 Grim Lavamancer

4 Standstill

1 Jace, the Mind Sculptor
1 Dack Fayden

1 Crucible of Worlds

4 Force of Will
4 Daze
4 Brainstorm
4 Ponder
2 Snap
4 Lighting Bolt
4 Kozilek's Return

4 Mishra's Factory
4 Wasteland
4 Scalding Tarn
4 Polluted Delta
3 Volcanic Island
3 Island
2 Mountain

Sideboard
3 Relic of Progenitus
2 Spell Pierce
2 Snap
2 Smash to Smithereens
1 Hibernation
1 Submerge
2 Pyroblast
1 Tormod's Crypt
1 Vendilion Clique

My matchups & results were:

R1 BR Reanimator (2-1)
R2 Merfolk (2-0)
R3 Elves (1-1-1)
R4 Maverick (2-0)

I think that Kozilek's Return is an excellent card for this archetype; a great replacement for Pyroclasm! Snap has also been a high performing card for me. Its versatility has got me through a lot of tight situations. I think that my sideboard is absolutely terrible haha, I need to get some surgical extractions and I am strongly considering using Meekstones next week.

KWANG1
05-10-2017, 02:39 AM
4 Grim Lavamancer

4 Standstill

1 Jace, the Mind Sculptor
1 Dack Fayden

1 Crucible of Worlds

4 Force of Will
4 Daze
4 Brainstorm
4 Ponder
2 Snap
4 Lighting Bolt
4 Kozilek's Return

4 Mishra's Factory
4 Wasteland
4 Scalding Tarn
4 Polluted Delta
3 Volcanic Island
3 Island
2 Mountain

Sideboard
3 Relic of Progenitus
2 Spell Pierce
2 Snap
2 Smash to Smithereens
1 Hibernation
1 Submerge
2 Pyroblast
1 Tormod's Crypt
1 Vendilion Clique




This week at my local I played the same list again and went 3-1:

R1 Death & Taxes (2-0)
R2 Grixis Delver (2-1) - TNN won him G2, & in G3 he dropped one T3 but I was lucky enough to outrace him with a Lavamancer & a Mishra's (& some maneuvering)
R3 Elves (2-0)
R4 Shardless Bug (0-2) - G1 He suspended T1 Visions, I laid a Standstill down to counteract his Visions but he broke it and I drew 3 land, then another land in my draw step. Killed by Goyfs. Then in G2: Killed again by Goyfs.

I definitely need to find a way to deal with TNN and Goyf. Next week I am going to try Meekstones (3 or 4 in the sideboard). Once again, Snap and Kozilek's Return have been excellent. Daze has been very good too. I originally thought of cutting it for Spell Snares / Pierces, but I am happy with how it is performing so I will keep it in for now.

JDK
05-10-2017, 01:04 PM
Well, of course Kozilek's Return is great if you face 7 out of 8 decks where it's relevant. ;)

Unfortunately SnT and Reanimator as well as 4 TNN.dec are pretty common in the current metagame as well.

twndomn
05-10-2017, 01:31 PM
WASTEDLANDs win games.

In case I wasn't being clear, WASTEDLANDs win games.

Do you guys know what's better than Wastelands? WASTELAND + Stifle.

In such case, you don't even need Standstill for CA, your opponent's greedy Mana-base has screwed himself out of victory.

Now, you gotta be kidding me to run Relic. Relic is awesome against DRS and sometimes decent against Storm, however, Reanimator is simply-too-fast.

Looking at MTGO daily results, Elves/Storm/Reanimator/Show and Tell are consistently appearing in the 5-0. Enough with the Chain Lightning and that many K-Return already. Now it's the time to load up on actual Counterspell/Spell Pierce, the meta is that combo-heavy.

JDK
05-10-2017, 07:06 PM
Relic is a tool to fight Goyf, DRS, Knight of the Reliquary and Punishing Fire as well as Delve creatures. I think it's still decent, but I run a split between Surgical and Relic exactly because BR Reanimator needs answers fast - although I am running 12 counters pre-board.

KWANG1
05-24-2017, 09:48 PM
Had another decent run at my local Legacy this week. Took some advice and tried out Stifles. Also swapped out (Maindeck) 4 Grim Lavamancers for 4 Cryptic Serpents, for some fun!

List was:

4 Cryptic Serpent

3 Standstill

1 Jace, the Mind Sculptor

1 Crucible of Worlds

4 Force of will
3 Daze
3 Stifle
1 Counterspell
4 Brainstorm
4 Ponder
2 Gitaxian Probe
4 Kozilek's Return
4 Lighting Bolt

1 Fairie Conclave
3 Mishra's Factory
3 Wasteland
4 Scalding Tarn
4 Polluted Delta
3 Volcanic Island
3 Island
1 Mountain

Sideboard
1 Hibernation
1 Smash to Smithereens
1 Gilded Drake
2 Snap
1 Izzet Staticaster
1 Cursed Scroll
1 Llawan, Cephalid Empress
1 Grim Lavamancer
2 Tormod's Crypt
3 Sulfur Elemental
1 Surgical Exctraction

Matches were:
R1 BUG NicFit (2-1)
R2 Elves (2-0)
R3 4C Czech Pile (2-0)
R4 Eldrazi (1-2)

Imo Cryptic Serpent is a great card. Applies pressure and can swap with a Goyf most times. Keeping them in for next week. I actually never used a Stifle on a fetch or Wasteland that night; upping them to 4x for next week. The previous week I dropped Daze and went with a 3/3 split of Spell Snare & Spell Pierce. I didn't like it. Not going to pursue that line. Going back to 4x Daze next week. Cursed Scroll was amazing, as was Izzet Staticaster. Llawan, Cephalid Empress was also very good, and funny. Eldrazi wrecks me. I need more artifact removal in the SB, and maybe some multiples of Ensnaring Bridge. Fairie Conclave is a card I have always loved, but I have decided to cut it for now and put the 4th Wasteland back in. Wasteland, Stifle & Daze all seem to me like they should be a 4x of.

Next week's list:

4 Cryptic Serpent

4 Standstill

1 Crucible of Worlds

1 Jace, the Mind Sculptor

4 Force of will
4 Daze
4 Stifle
4 Brainstorm
4 Ponder
4 Kozilek's Return
4 Lighting Bolt

3 Mishra's Factory
4 Wasteland
4 Scalding Tarn
4 Polluted Delta
3 Volcanic Island
3 Island
1 Mountain

Will decide on the Sb later

Luthiereisfun
06-04-2017, 02:09 AM
How crucial is crucible of worlds to the standstill strategy? I can see the reasons why it would be amazing I'm just curious if it is one of the necessities of the deck?

Thanks guys!

mgrinshpon
10-06-2017, 12:07 PM
Hour of Devastation gave this archetype a new card that could make it competitive, Abrade, and some there's older tech in the form Harvest Pyre to kill Gurmag Angler/Tasigur/etc. Has anyone been giving them a try? The only list I've been able to find is http://mtgtop8.com/event?e=16481&d=301874&f=LE.

Fox
10-07-2017, 11:15 AM
@KWANG1 playing Stifle without goldfish application is pretty suspect; honestly at that point you should simply be playing Dreadstill. Your deck isn't able to assemble massive tempo swings, so you're going to need to have much greater emphasis on yard hate b/c you have no ability to race combo. Looking at your list and then Llawan, we're also noticing the lengths you had to go to in order to deal with TNN, whereas we could have just trampled over for 11 and called it good.

Ponder generally less than optimal in Standstill decks, particularly if you only need to assemble 2 colors, there I would consider +1 Standstill, +3 slots perhaps to Snapcaster. It should be noted that your list is also teetering on the edge of Punishing Fire/Grove/Dack - as in your dedication to Bolt and Koz. Return playsets might just be arbitrarily worse. Crucible is certainly a fun card, and if you're running it you should be moving away from Stifle and instead Ghost Quarter'ing people out of games (GQ as a 1x).

Cryptic Serpent is certainly a card, but then again so is Thing in the Ice. I definitely see what you're doing with the Ponder to fuel the Serpent's discounted cost, but just like Thing in the Ice (in the Dack/P-Fire/Grove shell), your deck is secretly quite weak to yard hate like Leyline/RiP, and you probably want green to answer problems like that. A lot of what you're doing is a confused agglomeration of U/R Delver (where you can't really burn them out), U/Rg TITI (without the core), Blue Moon (you screw up their mana, but you're not casting TNN), and Standstill. The Standstill bit is complex...you have this great plan for wrath the board on opponent EoT, deploy Standstill on your turn - and then what??? You're likely not going to have the stocked yard to go UU Serpent + Standstill only paying 4 mana. So maybe you get the manland down and start beating without running into enemy Wasteland, but say they crack Standstill on your EoT putting you to 10 cards in hand - what are you casting at instant speed; or is the plan really discard 3 instant/sorcs and then next turn start casting UU Serpents discounted by 5? You're absolutely toast if opponent realizes you are harmless without a graveyard.

I will say though that no DnT deck will ever win through 4x Koz. Return and 3x Sulfur Elemental, 4x Bolt, 1x Grim, 1x Cursed Scroll, 1x Izzet Charm, and the Smash x1...good lord, how much DnT is in your meta? :laugh: These slots need to be shunted into cards that will deal with TNN, and honestly fixing the TNN problem is going to be more important than tackling the confusion of disparate strategies.

syfilisx
10-08-2017, 05:42 PM
I have played this deck for years (also Dreadstill).
This fall I have played three tournaments after a longish break for 4-0 each.

Decklist as follows:

Lands 23
3 Volcanic Island (Played 4 for first 2 tournaments, then put in 1 Conclave)
3 Island
1 Mountain
4 Scalding Tarns
3 Other blue fetches
4 Wasteland
4 Mishra's Factory
1 Faerie Conclave

4 Snapcaster Mage
1 Vendillion Clique
1 Nimble Obstructionist

4 Brainstorm
4 Force of Will
4 Lightning Bolt
4 Standstill
3 Spell Snare
3 Spell Pierce
2 Curfew
2 Engineered Explosives

1 Abrade (Always have run like 4 bolts + some red removal, formerly sudden shock/burst lightning)
1 Jace, the Mindsculptor
1 Crucible of the worlds (Has been really great)
1 Kozileks Return
1 Counterspell

Sideboard we have:
1 Red Elemental Blast
3 Surgical Extraction
1 Grim Lavamancer
2 Flusterstorm
2 Abrade
1 True-Name Nemesis (Not really sure about if I need this, could also be something else)
2 Sulfur Elemental
1 Dack Fayden (Pet card of mine, does ok against D&T and MUD-type decks)
2 Sower of Temptation (For Eldrazi mainly)

So there's something if you want to try it out. It's very similar to Yan's list, I think he doesn't run the Jace since he don't like planeswalkers.

Cheers,
Jani

FourDogsinaHorseSuit
10-09-2017, 10:17 AM
I have played this deck for years (also Dreadstill).
This fall I have played three tournaments after a longish break for 4-0 each.

Decklist as follows:

Lands 23
3 Volcanic Island (Played 4 for first 2 tournaments, then put in 1 Conclave)
3 Island
1 Mountain
4 Scalding Tarns
3 Other blue fetches
4 Wasteland
4 Mishra's Factory
1 Faerie Conclave

4 Snapcaster Mage
1 Vendillion Clique
1 Nimble Obstructionist

4 Brainstorm
4 Force of Will
4 Lightning Bolt
4 Standstill
3 Spell Snare
3 Spell Pierce
2 Curfew
2 Engineered Explosives

1 Abrade (Always have run like 4 bolts + some red removal, formerly sudden shock/burst lightning)
1 Jace, the Mindsculptor
1 Crucible of the worlds (Has been really great)
1 Kozileks Return
1 Counterspell

Sideboard we have:
1 Red Elemental Blast
3 Surgical Extraction
1 Grim Lavamancer
2 Flusterstorm
2 Abrade
1 True-Name Nemesis (Not really sure about if I need this, could also be something else)
2 Sulfur Elemental
1 Dack Fayden (Pet card of mine, does ok against D&T and MUD-type decks)
2 Sower of Temptation (For Eldrazi mainly)

So there's something if you want to try it out. It's very similar to Yan's list, I think he doesn't run the Jace since he don't like planeswalkers.

Cheers,
Jani
Is Nimble Obstructionist really worth it? I thought it would be cute with Standstill but then I realized it was a nonbo. I ask as someone who plays Dreadstill.

Fox
10-09-2017, 10:56 AM
Is Nimble Obstructionist really worth it? I thought it would be cute with Standstill but then I realized it was a nonbo. I ask as someone who plays Dreadstill.

Nimble Obstrucionist importantly has flash. While it can save a Factory under Standstill, being able to deploy a 3/1 flyer when they crack Standstill (putting you over 7 in hand) has inherent value. In a Dreadstill list, it would take a slot from either SCM, Grim, or Dreadnought and has to be assessed differently - particularly b/c Dreadstill is a Delver deck.

syfilisx
10-09-2017, 04:11 PM
Has cast it numerous times as beater, cycled it once in 12 matches, ambushing Thalia with Factory when they were attacking with Rishadan Port backup.
Don't know if It's really worth it, but has been nice to deploy it & Vendilion Clique at same time to beat face.
Will continue testing with it.

Mr Miagi
10-09-2017, 04:34 PM
i find the lack of counterspells and flusterstorms in main deck disturbing :/ I'd also add and blue dual of thrid color just fo EE

syfilisx
10-09-2017, 05:27 PM
i find the lack of counterspells and flusterstorms in main deck disturbing :/ I'd also add and blue dual of thrid color just fo EE

There is 1 Counterspell main.
Actually tweaked sideboard a bit and put in 3 Flusterstorm & 2 REB's cutting my old pals Dack Fayden & TNN.

What are your reasonings to play md Flusterstorms and what would you cut for them, also what would you put into sb substituting flusterstorms that are already in main? :)

Me & Yan have played third color for EE for years, now we have been going without. Might still be worth it.

Yan
10-10-2017, 03:58 AM
Me & Yan have played third color for EE for years, now we have been going without. Might still be worth it.

The difference in my list to the one abowe is basically: -1 Wasteland, -1 Jace, -1 Kozileks, -1 Crucible (I have it in the sb) and +1 Conclave, +1 Counterspell and +2 Sudden Shock. SB is technically the same, but I do try out random stuff from time to time, like Control Magic, Submerge, Hydroblast etc.

I used to play 1 Tropical Island for the EE and Ancient Grudge, but Abrade kind of changed that. I already hated to get color skrewed out of blue when someone wasted my Tropical, and Curfew was a neat answer to all those big threats, so cutting the ability to EE for 3 actually never came back to bite me. Nimble Obstructionist is a difficult one though. It has been relevant few times, that you can play them together with Clique, but also for the fact that it only costs a single blue in a deck with 8-9 non-blue lands. I have never cycled it, but I can see it being good for that sometimes too, especially under Standstill.

I top 8ed my latest tournament with the list and everything felt good. I also have a list with TNN instead of the fliers and Curfew, but that one doesn't feel as strong or versatile as this one.