Originally Posted by
Mana Drain
Konsultant, I agree with the points you make regarding threats to Landstills existence, but don't believe they make the deck Tier 2 or worse.
1) Wasteland is by far the most run card in the format, you are very correct, and every single competitive deck runs non-basics. This is not new, and waste has been a threat for longer than Legacy has been in existence. Losing a land drop is bad news, but most landstill lists run 23-24 land, plus 4 BS, many run 2 Tops, some run Crucible and some run Loam. This is in addition to a modified mana-curve putting more emphasis on early game stabilization rather than late-game dominance. Most importantly, Waste is only scary when backed up by a fast clock. And contrary to popular belief, it is not always backed up by T2 Vengevine, multiple Merfolk, or an army of Tarmogoyfs/Nimble Mongeese. If you're running the common UWx, then you have 8 fetch, and atleast 3 Tundra to supply your white mana for Swords/Path. It only takes 1 red for a Firespout sweep. Also, not cracking your fetches when unnecessary is a big part of playing against wasteland. My personal build only runs 4 Jace for the 4+ mana slot, so getting to 3-4 (for Daze protection, my own Spell Pierce/Spell Snare mana) is all I need to function under a clock. If the Madness/Merfolk/Tempo deck gets their nut draw, chances are you lose just like any other blue deck, regardless of your 60.
2) Spell Pierce is a double-edged sword. While it is generally a hard counter against us, it is generally a hard counter against other decks engines also. I used to hate running it when my meta was slower, but now that I fight a lot of Tempo/Madness/Merfolk and a smigin of Combo, I love it. It is a beating against you, but also a beating against Survival, Aether Vial, opposing Standstills, other planeswalkers, etc. It's just a new addition to the metagame and the deck must adapt, improvise, and overcome like it has in years past.
3) Path was printed a couple sets ago, and it's like Swords 5-7. Really good at hitting Knights, Goofy, Vines and being a generally good piece of cheap spot removal that is on-color. Spell Pierce is also in the format, and it hurts Combo about *infinity* times worse than it does us. Spell Snare is amazing right now, and counters Survival, Goofy, Pridmage, CB, Confidant, blah, blah, blah. Seriously, there is no shortage of great 1 mana spells right now. In using them, you lose some late-game power, but gain a tremendous amount of early-game interactivity. We must adapt.
4) The manland-Standstill trick is definitely not as cool as it used to be, but standstill is still a great draw engine against Zoo, CB, Combo, GW Survival and pretty much anything that isn't Merfolk or Goblins. Mishra's Factory is at an all-time high in awesomeness, protecting Jace and Life for a followed up sweeper is bad-ass. Trading with Wild Nacatl, Vines, and a million other small dudes is great. If anything, opponents will almost always waste your Factory instead of a dual, which I'm perfectly fine with.
It's hard out there for Landstill, but not impossible. You do need to dedicate a lot of SB hate to the most common and dangerous matchups i.e. Merfolk, Madness, Combo, and U-based Tempo strategies. EE is still a great and versatile answer, especially when backed up by 6-7 Sword effects and Firespout to give you the time to use it. Jace is one of the top 5 cards in the format, and single-handedly answers the age-old problem of winning in a 40 minute round. To anybody who is not running at least 2, please reconsider. Firespout is an amazing sweeper still, killing everything in Madness, everything in Merfolk (if you let Merfolk get 3 lords out against you, the problem is you, not the deck), the little dudes in Zoo, and a host of other random dudes. In fact, it kills everything relevant in the format, sans Goofy, Knight, and flyers (duh) unless you splash green.
Cards like Counterspell and Eternal Dragon I agree are slow and outdated for the current meta, but there are plenty of options in our colors for a control deck to adapt. For reference, here is my current UWrg Landstill list that I have been playing with. Very similar to my Ubgw Deedstill list in the other thread (Also a valid metagame option!). Thus far I can say that with my sideboard, I have enjoyed success against UG Madness, multiple variants of Merfolk, Storm-based Combo, and have helped even the odds with Tempo decks like Faeries and Canadian Thresh.
The 3rd Top becomes an Island from time to time, but otherwise, the list is my mainstay. The Zoo matchup has been sacrificed for better game against the previously mentioned Tier 1 archtypes. It all comes down to adapting the control deck to deal with the major threats in the metagame.
Some effectiveness is lost against other matchups, but this is natural and necessary for survival in a competitive environment. You have to decide which decks you want to focus on beating based on prevalence.
Also, good luck with Vengevines! I played UG Madness for about 2 months and gave the deck up due to a rise in hate from my local area. May many T2 Vengevine hands be given to you comrade!