Originally Posted by
crz87
I gave her the hands down immediately, but I am rethinking her spot again in UWx landstill.
Trends that I observed with Elspeth 1.0 when playing landstill:
1) Great staller against aggro/goyfs. If you're faced against 1 creature, you can keep chumping and digging for answers. However, when faced against 2 or more creatures, she becomes a couple of Fogs as your opponents whittle her down.
2) Wins games (FAST, +3/+3 flying is one of the best)
3) Ultimate is relevant but only used about 10% in most games. I usually just race with +3/+3. Landstill doesn't have a ton of time in most matchups anyway.
Comparing with Elspeth 2.0 on the numbered points:
1) E2.0 is perhaps an even better staller, generating 3 creatures to chump. Her +2 ability can net you some life to stabilize, but it's not too synergistic with factories (involves tapping mana to activate, and sometimes you may need to leave mana untapped. However, noting that E2.0 is 5cmc, by then you should be able to free some mana to use her +2 ability). The only issue with E2.0 is that if you want to ramp her loyalty, you're not getting much by playing landstill even with Factories. You really want to use her -2 first to stabilize a board position, and start stabilizing your life total with her +2 to make it beneficial. Unless you're planning on blowing the board or really need 2-4 life, her first ability is not strong in Landstill until after her -2 has been used. This is the only design flaw I see her if she's played in Landstill.
2) Wins games SLOW. 1/1 soldiers aint too good compared to 4/4 flying ones or 5/5 flying factories. Also NOTE that since it's a -2 ability to generate tokens, you can't spam it unlike E1.0 where you just keep spamming 1/1s or flying attackers. E2.0 will be a more dominant board generator while E1.0 is a more aggresive card. However, three 1/1 soldiers is perhaps much more relevant in most situations in Landstill when faced against aggro, just 1 activation of this will buy about 2-3 turns, and this is huge for a control deck to stabilize.
3) Ultimate is much more relevant in Landstill than E1.0's. Re-usable disk is huge. Not to mention that unlike Disk, she cannot be gripped so she presents a big threat. Either your opponents overextends into counterspell-removal to kill her or they stall with their board, in both situations you win more.
From a brief analysis, we can see how much more defensive a card E2.0 is compared to E1.0, and personally I think this is the selling point of the card in Landstill. Landstill usually requires a defensive strategy before gaining a position to win. For 1 mana more, E2.0 covers much more defense than E1.0. I personally think this is a worthy consideration in Landstill. I personally think the split 3 Jace2.0 and 2 Elspeth 2.0 is great on the curve. Perhaps the 4cc,5cc bombs will be something like:
3 Jace 2.0
2 4cc bombs (FoF/Humility/WoG)
2 Elsepth 2.0
The nice thing about 2.0 is that she fits as a flex slot for traditional slots of Decree and WoG/Disk. I feel that she's a hybrid utility card of Decree + WoG mixed together. The power of Planeswalkers in Landstill is their plethora of abilities that gives the deck additional 'interaction' advantage. Many times a Landstill player can win on the back of a Planeswalker even at a board/card disadvantage because the planeswalker creates more interaction for the landstill players. Instead of just the opponents interacting with the landstill player's hands/life/board, they are now forced to dedicate their resources to answering the planeswalker, and since these planeswalkers dont die easy, it buys time for the Landstill player to set up strategies against those decks. E2.0 to me is potential move towards diversifying strategy interaction and minimizing redundant card slots (she combines effects of E1.0/Decree/Disk all in 1 card).
The important trend to note for which Planeswalkers make it into Landstill are:
1) relevant abilities that defend the player (Elspeth has 1/1 soldiers, Jace 2.0 has bounce or BS into removal/answers, Ajani has Helix and Icy ability)
2) Ultimates that gains a huge board advantage or win games (Elsepth 1.0 not too relevant since it requires another card to abuse this advantage, Ajani ggnub, Jace 2.0 ggfnub)
3) Ease of casting (cmc): E1.0, J2.0, Ajani are all 4cmc. J1.0 was solely played in older lists because it came down much faster.
E2.0 has the strong points for being a contender based on 1), 2). The only issue is 3). However, if we honestly ask ourselves, how many times have we almost won a game on turn 20 but failed in the end because we still did not stabilize? I feel E2.0 not only gives good board position to stabilize with her -2, but she restores the important hp boost with a 2-6pt life gain (on average) from her +2, and her ultimate just resets the board and we all know how resetting the board favors a victory for the landstill player. Her ultimate also hits anything: Artifacts, planeswalkers, enchantments, so it's an answer against any deck in Legacy: enchantress/stax/countertop/progenitus/emrakul etc. I just see her as a WoG on a Planeswalker with two very relevant abilities in the strategies of LAndstill.
Another thing to note that E2.0's ultimate is not cool with J2.0 but her -2 ability really makes her J2.0's best friend.