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@ kingtk3
4
Wasteland16
Island4
Aether Vial4
Daze4
Force of Will4
Spell Pierce4
Cursecatcher4
Silvergill Adept4
Lord of Atlantis4
Merrow Reejerey4
Coralhelm Commander4
Merfolk Sovereign
SB:
4
Relic of Progenitus3
Vedalken Shackles3
Umezawa's Jitte2
Echoing Truth3
Back to Basics
I've already explained my views on Standstill in this thread before -- I feel the card is good in matchups I'm not concerned about and terrible in matchups I'm worried about. Kira can also be worth running in this sort of build if you know more about the metagame you are facing. My sideboard is going to be better in this version than it will in others.
Some will consider Shackles and Jitte to be redundant. I think they aren't. Sometimes you'll bring both in, and sometimes you should side in one but not the other.
I generally side out some combination of Cursecatcher, Merfolk Sovereign, Daze, and Spell Pierce for Shackles. It depends on the deck I'm facing and whether I'm on the play or draw.
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I run 16 Islands, and manascrew is fairly uncommon. :u::u: and more is easy enough to hit. Results will vary with the number of Lands and Islands played.
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Shackles is a card which is surprising for your opponent, and also not fully understood by those who haven't played with and against it. Many opponents are not going to see all the implications to cards and won't play perfectly when faced with it. It stabilizes when you are down, forcing attrition wars and favorable trades. It puts you in the winning position when you were even, and when you up on your opponent, it puts you even further ahead. Its instant speed is often overlooked, but quite powerful in practice. I've won games of magic having casted Shackles as my only spell. I really appreciate the inevitability it provides to a deck that generally has none. When active, it becomes a source of card and tempo advantage.
peace,
4eak