Always checking it! Good finishes!
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Always checking it! Good finishes!
Potentially some more help to this deck for threat purposes?
Secure The Wastes- Instant - XW
Put X 1/1 white warrior creature tokens onto the battlefield.
I didn't really find the deck lacking closing speed once I gained control. Just my 0.02
I've been playing a UWr landstill deck for a while now with some sucess. I want to take the deck to a bigger tournament and see how it performs. I think my list is pretty stock, but i'm still having a "flex slot" between some cards.
Here's what i'm playing:
creatures:
3x snapcaster mage
instants/sorceries:
4x force of will
4x brainstorm
4x swords to plowshares
4x lightning bolt
3x dig through time
3x counterspell
2x spell pierce
1x supreme verdict
other spells:
4x standstill
3x engineered explosives
3x jace, the mind sculptor
lands:
4x tundra
4x flooded strands
4x scalding tarn
3x volcanic island
3x mishra's factory
1x arid mesa
1x karakas
1x academy ruins
1x island
sideboard:
4x phyrexian furnace
3x cursed totem
2x red elemental blast
2x pyroclasm
1x council's judgment
1x blue elemental blast
1x hallowed moonlight
1x moat
I'm still unsure about the supreme verdict slot. Do you goys think it should be something else like council's judgment, myth realized or does it stay like that ?
I have also been using UWr Landstill deck and have been testing for almost 2 months in weekly legacy sessions and played it in a bigger tournament just this Sunday 08/23. I am very satisfied and have been happy with this build. Usually I am in the top 3 of 10-man pods in our weekly legacy night and just Top 8'd this Sunday. Here is my list:
4 Force of Will
4 Brainstorm
4 Swords to Plowshares
3 Standstill
3 Lightning Helix
2 Ponder
2 Counterspell
2 Spell Snare
2 Spell Pierce
2 Jace, the Mindsculptor
2 Snapcaster Mage
2 Dig Through Time
1 Engineered Explosives
1 Crucible of Worlds
1 Council's Judgment
1 Supreme Verdict
4 Mishra's Factory
3 Wasteland
4 Scalding Tarn
3 Flooded Strand
3 Tundra
2 Volcanic Island
1 Underground Sea
1 Fairie Conclave
1 Island
1 Plains
1 Mountain
SB:
2 Red Elemental Blast
2 Humility
2 Wear // Tear
2 Slaughter Games
1 Engineered Explosives
1 Supreme Verdict
1 Elspeth, Knight-Errant
1 Decree of Justice (This used to be Vendilion Clique)
1 Karakas
1 Vedalken Shackles
1 Wing shards
My games during the tournament was:
1st round - DnT - draw
2nd round - UWR Stoneblade - Win
3rd round - Mentor Miracles - Win
4th round - Miracles - Win
5th round - Reanimator - Win
6th round - OmniTell - Draw to top 8
Top 8 - another OmniTell deck - Lost
I use Lightning Helix over Bolt because I like the life gain that you get from it. Vs aggro matches, this card has saved me countless times. It has saved me from aggro decks (Burn and RUG to name some) as it helped me stall until I find a solution or a win condition. I loved on how it performed on Sunday vs Mentor Miracles as my opponent is not able to counter with Counterbalance because he does not have a lot of 2cc spells (I only saw Counterbalance as his 2cc spell).
After the Sunday tournament, I am a little bit off with Council's Judgment. Unless I was very unlucky during the tournament but I cringed whenever I draw it early in the game and its not relevant yet. I'm not sure if I will take it out as I know it will come in handy on those random situations.
As for the Supreme Verdict slot, I suggest to always have it. It is one serious board sweeper.
I can't justify the lack of lightning bolt for only 3 life gained. I mean, lightning bolt is probably the most played non-blue card in legacy and modern. You want to have a clear board on turn 2 to cast standstill. Having 4 bolts and 4 plowshares help a lot in doing this.
Also, i would put karakas in the maindeck instead of the basic plains. Those destroy lands will almost always target your man-lands anyway, so having basic lands is not as useful as it seems in this deck.
I will be taking a version of my mythstill list to a local event today, Will leave list and report when I return!
Nice work dawgie! I like the list.
List:
2 Geist of St. Traft
3 Snapcaster Mage
4 Myth Realized
4 Standstill
4 Force of Will
4 Brainstorm
4 Swords to Plowshares
2 Dig Through Time
2 Spell Snare
1 Mana Leak
1 Counterspell
1 Dispel
1 Supreme Verdict
1 Ponder
1 Councils Judgment
1 Spell Pierce
2 Island
1 Plains
3 Tundra
1 Volcanic Island
4 Flooded Strand
1 Arid Mesa
1 Scalding Tarn
1 Polluted Delta
1 Mystic Gate
4 Wasteland
4 Mishra's Factory
1 Karakas
SB
1 Pyroclasm
1 Rest in Peace
1 Engineered Explosives
1 Disenchant
1 Pithining Needle
1 Keranos, God of Storms
1 Supreme Verdict
2 Surgical Extraction
2 Meddling Mage
1 Pyroblast
1 Red Elemental Blast
1 Llawan, Cephalid Empress
It was only 3 rounds cut to top 4 as we had 12 folks show up. I blame the fucking allure of Wind Drakes and 300$ foil lands.
Hello all. Seems like there's not a whole lot of chatter on this thread; nonetheless I'd like to hear the reactions of more experienced Landstill players and thoughts on why it may or may not be a viable deck anymore.
So--just put together a version of this deck on Modo. Mostly I play Lands, but it's fun to have another deck or two to pilot every now and again. I'm working with this list:
Main
4 Wasteland
4 Flooded Strand
3 Polluted Delta
4 Tundra
3 Volcanic Island
4 Mishra's Factory
2 Faerie Conclave
4 Brainstorm
4 Stifle
4 Swords to Plowshares
4 Lightning Bolt
3 Spell Pierce
2 Red Elemental Blast
2 Counterspell
4 Standstill
3 Meddling Mage
2 Jace, the Mind Sculptor
4 Force of Will
Tentative Board Ideas
1 Flusterstorm
2 Red Elemental Blast
3 Pyroclasm
3 Rest in Peace
2 Surgical Extraction
2 Engineered Explosives
1 Wear/Tear
Some number of other counterspells, such as Spell Snare, Divert, Envelop, etc.
I ran a straight UR build for a little bit, but found without Swords to Plowshares that I had very little chance against tempo decks with Goyfs or Anglers, so with the addition of white I've been trying out Meddling Mage instead of Snapcaster Mage. Probably not the correct choice, but wanted to use white for more than just Swords. Also, since the meta is 90% blue, Blast effects seem like an excellent choice main, with a couple extra in the sideboard for Miracles and whatnot. Lands also seems like an awful matchup, yet Meddling Mage and RIP could be silver bullets against it. Certainly I'm trying out some unusual choices and would love to hear any feedback on this list that an experienced player would be willing to give.
I wouldnt run maindeck Meddling Mages because all your opponents removal suddenly has a good target. I'd run some Snapcaster Mages to gain some value or maybe Humility and some supreme verdicts to take advantage of your lack of creatures. Crucible would also be sweet with manlands and wastelands.
I'm just not sure the White splash gets you enough. Stealing the Modern tech of Harvest Pyre basically gives UR Murderous Cut for 1R, so I've actually found myself covered against Anglers/Goyfs the handful of times I've played Landstill since Dig was banned. You absolutely need a sweeper; Verdict is probably best. I agree with dsck that Snapcaster Mage is almost surely better than MD Meddling Mage. Going straight two color gives you the ability to board in Blood Moon (you need a way to win without manlands if you do, so I'm always on 3-4 Snapcaster + 2 Clique in the 75) which is great against Lands (and most of the format to be honest), but I think that Landstill is hamstrung by just how poor its Shardless matchup is. Grixis is the best at fixing that one since you get Kolaghan's Command (which is both maindeckable and an absolute beating against them), Innocent Blood, and Perish or Toxic Deluge out of the board, but you lose the stability of the basics-heavy manabase the same way you do with the White splash and still have an uphill slog against most midrange decks. I also can't escape the conclusion that UWr Landstill is just worse Miracles.
Not sure how Black > White. Swords and Verdict are insane.
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I've been kicking around a UWBG list that plays a more stack based game (counter magic) with white for StP, Stoneforge / Batterskull for pressure and SB combo hate like Meddling Mage and Cannonist. I could give the deck list if interested. Standstill has trouble closing out games and having enough cards to interact with combo. I feel this is well positioned not to mention just having StP instead of messing around with disfigure or innocent blood.
We have a new toy to toy with:
http://media-dominaria.cursecdn.com/...8767023702.png
I've been working on finding the right shell for this fella over here:
http://www.mtgthesource.com/forums/s...n-The-Ice-quot
..and LS might just be the perfect fit!
I've been a LS maniac almost from the beginning, developing Speedstill and rocking it to some success, until switching to Miracles for good.
I can say what always sucked about Standstill was getting it stranded in your hand, because your opponent had critters online. I say let's live the dream and frequently go: EOT flip TITI + clear the board --> play SS --> GG.
I mean we're virtually talking a 1 mana wrath effect here that happens to be spliced onto Brainstorm...
So without further ado, let me present to you.. TITI TWISTER!
"DMG"
4 TITI (happens to be a nice little wall (T2), to allow for T3 SS, despite an opposing critter), solves LS's slow clock issue, even if it dies it's a SS enabler
4 SCM (bonus: great when TITI-bounced)
2 Clique(bonus: great when TITI-bounced)
"DIE!"
4 STP
4 Bolt (+DMG, CMC1 removal increases the chance of T2 SS considerably + unlike dedicated creature removal Bolt can trigger TITI anytime, bonus: golden with SCM)
"NO"
4 FoW
2 CS
2 Snare
1 Pyroblast
1 Disenchant
"C/A, C/Q"
4 SS
4 BS
4 Ponder
(-40-)
"MANA"
4 Factory (DMG)
8 Fetches
4 Tundra
3 Volc
1 Island
1 Plains
(-21-)
"SB"
2 Pyroblast
1 BEB
2 Surgical Extraction
2 Jace
2 Wear/Tear
3 Flusterstorm
3 Supreme Verdict
---
Discuss!
Here's what i'm playing:
creatures:
2x snapcaster mage
2x thing in the ice
instants/sorceries:
4x force of will
4x brainstorm
3x swords to plowshares
4x lightning bolt
2x sudden shock
2x counterspell
2x spell pierce
1x spell snare
4x stifle
other spells:
3x standstill
4x myth realized
1x jace, the mind sculptor
lands:
3x tundra
4x flooded strands
3x scalding tarn
3x volcanic island
4x mishra's factory
4x wasteland
1x karakas
sideboard:
2x pyroclasm
2x wear // tear
1x red elemental blast
1x pyroblast
1x flusterstorm
1x surgical extraction
2x rest in peace
3x meddling mage
1x pithing needle
1x echoing truth
I typically like the UR landstill with an aggressive approach and the stifle wasteland plan. I was playing a deck before that had a creature base of 3 snaps, 2 cliques, 2 TNN which I really liked. I did have a lot of trouble beating merfolk as a resolved TNN is hard to beat. I decided to give Thing in the Ice a try as it is a good answer to mucked up boards.
The very first synergy that came to me was myth realized as it will not be bounced when it is an enchantment. It was hard going down to just two snaps but with myth realized and thing in the ice you need to be very dense with instant and sorceries. Since there are 4 myth realized I did not see the need for more man lands like the fairie conclave or wandering fumarole.
I am going to try the white splash but I can imagine going back to the UR list and have a creature base like 3 snaps, 2 cliques, 2 TITI the replace the three swords with 2 dismember (eldrazi is a thing) and a fire//ice.
I am going to test this tonight and see how it goes.
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
Anybody still playing this style of deck?
I've been tinkering around with this recently, it's seemed quite promising!
4 Spellstutter Sprite
2 Snapcaster Mage
2 Vendilion Clique
1 Venser, Shaper Savant
4 Swords to Plowshares
4 Brainstorm
4 Force of Will
2 Counterspell
2 Spell Snare
1 Ponder
1 Supreme Verdict
1 Moat
4 Standstill
2 Jace, the Mind Sculptor
2 Crucible of Worlds
3 Wasteland
1 Ghost Quarter
3 Mutavault
1 Riptide Laboratory
4 Flooded Strand
3 Polluted Delta
3 Island
2 Plains
2 Tundra
1 Cavern of Souls
1 Karakas
SB:
4 Meddling Mage
1 Moat
2 Ethersworn Canonist
2 Rest in Peace
2 Disenchant
1 Supreme Verdict
2 Flusterstorm
1 Null Rod
I have been thinking about working with the UW Landstill list from Vintage (with Emrakul, the Promised End) and adapting it to Legacy. My biggest concern is not being able to get to Emrakul in time. Has anyone played around with it at all?
I tried something similar with Mausoleum Wanderers, more Flash creatures (Spell Queller, 4 Snaps) and a Stoneforge package (Jitte, Batterskull, and Sword of Fire and Ice, with sideboard Manriki-Gusari and Sword of Feast and Famine). Your fair blue matchups tend to be even (Delver) to pretty favorable (Miracles), but other than Lands and D&T (which are about even) the nonblue matchups aren't t great, especially Eldrazi. The pieces all had a fair amount of tension, with Wanderer encouraging more Spirits, Sprite pushing you toward more Faeries, Stoneforge favoring more creatures, and Snapcaster Mage wanting more spells. Standstill was a later addition. Cutting the Stoneforge package for more spells made the deck operate more smoothly, but made your matchups more polarized because making your creatures not suck in combat is critical for beating Eldrazi and Tarmogoyf decks. Unfair decks, Infect in particular, were all great matchups.
If I were rebuilding the deck I'd probably go back to 2 Snaps and add a Rattlechains or 2 and embrace being more of a Flash creature deck.
As you might have guessed, I am very on board with the Crucibles.
I would imagine that Moat + Counterspell is a pretty solid plan versus Eldrazi, because I don't know that they play any way out of an Enchantment besides All is Dust and most lists can't even ping you with Endbringer, because they don't play it.
I've been lurking the thread actually and seen that you've been doing really well with it, I'll have to give yours a try soon too!
Spirits is a neat idea, I like the sound of Rattlechains and Spell Queller especially. I'm not sure about Wanderer though as this deck is ultimately trying to get to the late game where it's pretty blank. Are there any more decent spirits that the deck could run along with Rattlechains and Queller? Otherwise I think playing Spellstutter and Clique is a bit better.
The list did originally have SfM but I cut it as the curve wanted to be reactive in the early game and leans on moat for some matchups (Eldrazi and DnT mostly). There could almost be a third Moat in the 75, or a Verdict if there is a lot of Delver.
Crucible has been wonderful in the deck so far, it's such a bomb in so many matchups.
Moat was the reason I started working on the list, it's in a pretty good spot right now!
Unfortunately I don't actually own any myself so have been testing with proxies irl and have a friend play the deck. Such a sweet card too...maybe time to dump some more money on cards :tongue:
I'm one of those "lucky" ones who bought them when they were cheap. Payed something like $50 a piece, sometime in 2008 or nine. While Team America was the Legacy deck I always wanted to build back then, White Stax was what I did. When someone here posted about Dutch Stax, when Elspeth was new, I ponied up the money and bought the Moats and Elspeths (even an English Ravages of War).
I played BUG Landstill for a while in 2013 to combat TNN decks that were around then. Never did get a chance to play UW Landstill though. November is nearly Thanksgiving month for me though, so it will probably be a while until I can get to play this.
Not sure if this is the right thread for this, but it seems to fit best...
So I've been messing around with a landstill list with a bit of english on it to reasonable success online (I'm too poor for MTGO, so I play on XMage).
My basic list is built under the theory that Mishra's Factory is slow and shitty as a win condition, and the Dark Depths combo, while requiring two cards, can be played under a standstill and has significantly more power (and, to a degree, untility). It conveniently has a tutor for it that is on color and can also be played under a standstill in Tolaria West. The deck is primarily G/U, because green plays well with the lands combo, with a white splash for Knight of the Reliquary as a third tutor, general beatstick and utility piece, and Terminus, which is the best removal spell in the format. I'm running Force of Will for protection and Counterbalance because I firmly believe there's no reason to run counterspell if you're not playing counterbalances already. The primary tutor for the deck is Living Wish, giving us the versatility of post-side pre-side and acting as surgical insurance along with tutoring our win conditions, as well as allowing us to streamline the utility in the very demanding manabase that results. To help support Force of Will, the deck plays 64 cards, with the extra four slots over sixty being Gixtaxian Probes. Being relatively 'free' while increasing the blue count, helping the counterbalance curve, and letting you peak at your opponent's hand, the extra four over sixty seems to matter very little.
//Lands
1 Scalding Tarn
1 Misty Rainforest
1 Polluted Delta
2 Flooded Strand
2 Tropical Island
1 Tundra
1 Island
3 Tolaria West
2 Wasteland
1 Ghost Quarter
3 Thespian's Stage
2 Dark Depths
//Acceleration
4 Mox Diamond
3 Chrome Mox
3 Exploration
//Card Selection
3 Sensei's Divining Top
1 Sylvan Library
4 Brainstorm
2 Ponder
4 Gitaxian Probe
//Business
2 Crucible of Worlds
4 Living Wish
2 Knight of the Reliquary
2 Jace, the Mind Sculptor
2 Standstill
2 Terminus
3 Force of Will
3 Counterbalance
//Sideboard
SB: 1 Thespian's Stage
SB: 1 Glacial Chasm
SB: 1 Karakas
SB: 1 Dark Depths
SB: 1 Academy Ruins
SB: 1 Wasteland
SB: 1 The Tabernacle at Pendrell Vale
SB: 1 Containment Priest
SB: 1 Phyrexian Revoker
SB: 1 Reclamation Sage
SB: 2 Engineered Explosives
SB: 2 Terminus
SB: 1 Force of Will
That's the 75 I've mostly settled on. Some cards I didn't pick:
Maze of Ith
Kor Haven
Bojuka Bog
Sejiri Steppe
Sanctum Prelate
Gaddock Teeg
Ethersworn Canonist
Tyrgon Predator
Crop Rotation
Counterspell
Stifle
Stoneforge Mystic //(and sundry equipment)
Life from the Loam
Maze has been irrelevant in every matchup I've played it in; I've always wanted either Glacial Chasm or been dead anyway. It got cut for the Academy Ruins. Kor Haven is a more expensive version of the same.
Bojuka Bog just doesn't do enough to hate on graveyards. Without Crop Rotation, it's strictly mediocre; Crop Rot wants it in the main anyway, and the card is just generally not good enough as a one-shot effect.
Sejiri Steppe was in the main for a while in the fifth fetch spot. The fetch was better and the effect is suboptimal from the board (Especially at sorcery speed)
Haven't tested prelate. Probably better than Teeg, which wasn't good enough to keep in the board. It, teeg and canonist all just seem too slow against storm, and not super effective anyway. Storm is built to beat these cards these days.
Tyrgon Predator seems generally worse than Rec Sage by virtue of needing to connect first. I tried both and never fetched the predator over the sage, so predator got cut.
Crop Rotation: This is the only card I'd actually like to put back in the main. It's incredibly powerful and makes the combo significantly quicker. I'm just not sure where to put it.
I've already stated my thoughts on conterspell, and stifle falls in a similar category.
Stoneforge takes up too many slots and doesn't seem to do enough for the deck to be worth it.
Crucible is a better version of loam in this deck.
The only real problem matchup so far has been BR reanimator, who's absurd speed and resiliency is absurd. The Academy Ruins and EE slots have floated through several different iterations, including bog, a pair of surgicals, and two more containment priest, all to fight this matchup. I generally believe that a broader suite is better, though, and subscribe to the "build a 75, not a 60 and a sideboard" theory of deckbuilding, though, so I'm trying the EE plan instead for a couple more percentage points in other matchups.
Thoughts on the list? Any beautiful pieces of tech I'm just missing?
This list is an esper list with a green splash. So I posted it in the BUGx landstill thread as well...
Yesterday I won legacy at MVP games! Bringing home a Time Vault! Thanks Terrance Calvin Hodges and BMG for a kickass event. It was 25ish people!
4c Landstill
4 Deathrite Shaman
2 Jace the Mind Sculptor
1 Elspeth Knight Errant
1 Snapcaster Mage
4 Standstill
1 Crucible of Worlds
4 Brainstorm
1 Engineered Explosives
1 Pernicious Deed
1 Toxic Deluge
1 Supreme Verdict
1 Abrupt Decay
1 Dismember
3 Swords to Plowshares
4 Force of Will
2 Counterspell
2 Spell Pierce
2 Spell Snare
4 Flooded Strand
3 Polluted Delta
1 Marsh Flats
1 Savannah
1 Scrubland
1 Tropical Island
2 Tundra
2 Underground Sea
1 Swamp
1 Island
1 Plains
3 Mishras Factory
1 Creeping Tar Pit
2 Wasteland
SIDEBOARD
2 Vendillion Clique
3 Flusterstorm
3 Surgical Extraction
1 Containment Priest
2 Abrupt Decay
1 Swords to Plowshares
1 Pithing Needle
1 Gideon, Ally of Zendikar
1 Wasteland
Rd 1 0-2 delver
Rd 2 2-1 belcher
Rd 3 2-1 blade
Rd 4 1-1-1 blade
Rd 5 2-0 miracles
T8 2-1 delver
T4 2-0 storm
Finals 2-0 miracles (beating a resolved back to basics and ruination in game 2)
Today the cards were good. I needed to run this deck back after a great showing at champs with the list!
Awesome. I love the list. Might run it this week if I can make it to FNM.
Do you ever feel it is difficult to close out games? When I played BUG Landstill, it was sometimes an issue.
Also, any issues with running three basics? They are nice to have, but with so many disparate mana costs, I can imagine issues sometimes.
That was actually the opposite thing I was thinking. I suspect (from very preliminary testing) that you can probably squeeze at least the second Island in, and maybe a basic Forest as well by messing with the dual/fetch mix. The attraction to Scrubland and especially Savannah seems to be that you can fetch them and have access to every color combination except UU on turn 2.
Well, the issue is that once you fetch a basic, you have already cut yourself off of one color mana and here it would appear you almost always need 3+ colors. It's difficult for me to articulate this in text, but the Basic Lands don't help you much in protecting from Wasteland in the grand scheme of things, because you'll always need a dual to be on double of a color, which is where most of your action is.
If the deck didn't run Deathrite, it would seem more plausible to me, since then your turn one play would essentially be Land, Pass. But here, you want to drop that turn one Deathrite and so, if you are planning to play around Wasteland, you have to get Basic Swamp. As you said, now you are off UU turn 2, which is fine really, but lets say you want to cast Brainstorm. This is where I see issues, and it gets worse if you kept a hand two only 2 lands (obviously, not ideal, but on a mull to 6, you might just have to), because if you are going to keep playing around Wasteland (and you probably have to, on just two lands) then you have to get Island. Now you are cut off White and Green (although, whatever on Green really). If Deathrite dies, you are in the lurch really. Even if you topdeck another land, there is a fair chance it only taps for Colorless and now you are well behind.
Bleh, I typed all that out and maybe I am conceptualizing it wrong here, since if you kept a two land hand, you will almost certainly lose to Wasteland anyway. I'm just dreading the idea of opening a hand like Plains, Swamp, Factory as the only lands. Or Swamp, Factory, Fetch which might even be worse if Deathrite isn't in it too. I think maybe my biggest issue is just Swamp itself, haha.
I think we're both thinking (mostly) the same way, but we're evaluating the deficiencies of each approach differently. I definitely agree that more basics makes the deck worse against Wasteland in the early game as far as having all of its colors goes, but it also increases the stability of having Ux (or any three color combination) for turn 2. It may be that the manabase is optimized already or what we actually want is more fetches and fewer duals.
Basically this...
Basics are there to fight Ruination and Back to Basics from miracles. The beautiful suite of duals, baiting lands in good order, and using Deathrite Shamans work great vs the wastelands.
In the finals vs miracles, he resolved back to basics game 2, which I sat and did nothing for 3 turns until I found a land to Decay the b2b. Then late game he cast Ruination but I had Swamp, Island, and Deathrite in play. Next turn I played another land, and cast Gideon...he lost that game. The 3 basics are basically damage control vs cards/decks that have the haymaker (hate on non basic) cards.
Why do you have the basic Plains? I'd consider Swamp, Forest, Island as more priority. Maybe just Swamp and Forest but I'd also include more AD in the main. Neat list! I have thought for some time that WUBG Landstill is a good option as StP solves the 1 mana removal problem that BUG tries to overcome with Innocent Blood and Disfigure.
Well in my opinion the Plains is better and here's why. This deck is basically Esper with a green splash. I started with a bug shell and I think straight bug is handicapping ones self because you lose stp as well as other good cards. The 4 Plowshares in the 75 as well as 3 white spells that cost double white lead me to play the Plains.
The Forest would support Decay and not much else. The decays are mainly there to fight Miracles by killIngot counterbalance and b2b. Like Deathrite doesn't need a forest to be a good card, and I don't need Forest in most of the matches where Decay shines.
Having a basic Plains allows me to fetch it up where Plains actually shines...but again the basics are more or less insurance vs the haymakers that hate on non basics. Hope this helps you understand my thoughts more :-P ...now if this was vintage, I'd absolutely want Forest to feed Nature's Claims and Decays because Workshop decks haha!
Indeed, I can see Island and Plains as making sense. Last thing you want versus a Delver deck, for example, is to be Wasted off being able to Cast Brainstorm or Swords. Swamp is a little shaky, being great to fetch for, but very weak in the starting hand. That's where my fear of too many basics comes from, being that we have 5 Colorless Lands in addition. Forest would definitely be even worse than Swamp, you answer to Blood Moon is just, first, hope they don't have it, second, have mana up to float then Decay, third, Force it, or fourth, EE for 3 (hopefully you'll have at least two Basics). You can't beat everything, so sometimes if they have the nuts, they have the nuts, :rolleyes:.
In the end though, with the Non-Basic hate that floats around, from Ruination, to From the Ashes to even Price of Progress, they probably are a necessity (even if they are going to flat out make some hands unkeepable). I'll try to give the list a run as is (although I don't own a Gideon, I'll just make a bad substitution, probably Garruk).
Bump to get UWb (Esper) landstill with Fatal Push discussion going. My list would be (very rough):
3 Island
2 Plains
1 Swamp
3 Tundra
2 Underground Sea
1 Scrubland
4 Flooded Strand
4 Polluted Delta
3 Mishra's Factory
1 Celestial Colonnade
1 Creeping Tar Pit
4 Brainstorm
4 Standstill
4 Force of Will
4 Swords to Plowshares
3 Fatal Push
2 Supreme Verdict
3 Jace, the Mind Sculptor
2 Liliana of the Veil
1 Elspeth, Knight-Errant
1 Counterspell
1 Council's Judgement
3 Thoughtseize
2 Spell Snare
1 Snapcaster Mage
Sideboard
2 Vendilion Clique
2 Flusterstorm
1 Thoughtseize
1 Snapcaster Mage
1 Fatal Push
2 Moat
3 Surgical Extraction
3x
Excited that LandStill has got a great 1-mana removal spell to hopefully stage a comeback!
Ive actually just recently bought into this on mtgo. I also saw a vintage version and wanted to adapt it to legacy, not sure if its good or I'm just not the best at playing it. I also went with the promised end version as its an amazing top end with all this sultai stuff floating around. This is what I'm running http://tappedout.net/mtg-decks/30-01-17-landstill/
hi guys!
here there the deck wich i used to win the italian legacy championship
2 Spell Pierce
2 Ponder
2 Counterspell
2 Spell Snare
4 Brainstorm
4 Force of Will
4 Swords to Plowshares
1 Arid Mesa
3 Terminus
3 Standstill
2 Monastery Mentor
2 Snapcaster Mage
2 Jace, the Mind Sculptor
2 Engineered Explosives
4 Sensei's Divining Top
2 Volcanic Island
3 Scalding Tarn
4 Island
1 Plains
3 Tundra
4 Flooded Strand
3 Mishra's Factory
1 Faerie Conclave
Sideboard:
SB: 3 Pyroblast
SB: 1 Red Elemental Blast
SB: 1 Mountain
SB: 2 Vendilion Clique
SB: 2 Counterbalance
SB: 1 Flusterstorm
SB: 1 Surgical Extraction
SB: 1 Disenchant
SB: 1 Relic of Progenitus
SB: 2 Containment Priest
i've found those MU:
T1 Shard 2-1
T2 Bug midrange 2-0
T3 Grixis delver 2-0
T4 Bug control 1-1
T5 uw Thopters he is a friend of mine and he concede because i was the only one with 4 win
T6 easy ID
top8
Omishow ub 2-1
Maverick 2-1
Junk 2-0
here there is a tournament video: https://www.twitch.tv/videos/122273829