Re: [Deck] Landstill - Former DTB
Hey People,
After some testing, I decided to tweak my enlightened Landstill List a little further and I want to hear your comments on my decisions:
The Decklist:
Maindeck (61 Cards)
//Lands (24)
4 Tundra
3 Island
2 Plains
4 Flooded Strand
1 Polluted Delta
4 Mishra´s Factory
1 Faerie Concalve
1 Seat of the Synode
4 Wasteland
//Creatures (2)
1 Eternal Dragon
1 Exalted Angel
//Permission (11)
3 Counterspell
4 Force of Will
4 Rune Snag
//Draw (8)
1 Fact or Fiction
3 Standstill
4 Brainstorm
//Removal (6)
4 Swords to Plowshares
2 Wrath of God
//Toolbox (4 Targets)
3 Enlightened Tutor
1 Crucible of Worlds
1 Pithing Needle
1 Moat
1 Humility
//Other
3 Stifle (formerly 1 seal of cleansing, 1 fact or fiction and 1 decree of justice)
Sideboard (15 cards)
SB: 1 Stabilizer
SB: 1 Seal of Cleansing
SB: 1 Rule of Law
SB: 1 Mana Maze
SB: 1 Circle of Protection: Red
SB: 1 Null Rod
SB: 1 Tormod´s Crypt
SB: 1 Phyrexian Furnace
SB: 1 Wrath of God
SB: 1 Engineered Explosives
SB: 2 Divert
SB: 2 Misdirection
SB: 1 Sacred Ground
Possible changes:
Mainboard
-3 Stifle
+3 Meddling Mage
Sideboard:
-1 Rule of Law
-1 Mana Maze
+1 Meddling Mage / Stifle
+1 ?
I don’t really know which is better: Meddling Mage or Stifle. Both have applications outside of the combo matchup (meddling mage being more versatile here but stifle is slightly better in the combo matchup because it can’t be hated (creature hate and bounce>meddling mage ^^)).
I think that if the stifles or meddling mages stick in my list, that the other sideboard combo hate can be replaced.
I’ve cut fact and decree because they where too slow, and seal because there was very little that I wanted to disenchant preboard, which I couldn’t just needle.
The other debatable slot is 4 rune snag, 3 counterspell over 4 manaleak, 3 counterspell. I don’t really know which is better, but I think that with only 8 blue sources, the double blue is too scarce on turn 2 to play more than 3 counterspells… I’ve come way to often across the situation not to be able to counter *fit whatever legacy threat in here* on turn 2 only because I didn’t have the freaking double blue mana
What do you think?
Thx for your comments
Re: [Deck] Landstill - Former DTB
@Der_imaginäre_Freund
With both Wasteland and Mishra's Factory, ofcoures you are not getting UU second turn.
--------------------------
@Crucible.
Quote:
Crucible Waste makes people scoop. Trust me on this, screwing people's manabases and forcing them to fetch basics while you keep them off of colors is amazing.
IMO, people scoop to you stabilising rather than you screwing their mana base. Against Goblin/Solidarity the Crucible-Wasteland lock is out of question.
Against Gro, would they scoop if they have 2 Mongoose and you waste away all their land? Ok, so you may argue that you keep them off counterspell mana, so that you can wrath. Well, if you can get a crucible to stick, chances are, they don't even have FoW in hand.
Quote:
Curucible also recovers your manabase when your opponent destroys your lands.
Which, I think is irrelevant. Crucible just lest you bring back lands that are destroyed. It doesn't bring back the land drop they destroyed. It doesn't let you hit the 4 wrath mana goblins deny from your fourth turn. It doesn't let you recover from your relatively low land count. You will still be spending counterspells countering Sink Hole. If not, that land isn't relevant in the first place.
Re: [Deck] Landstill - Former DTB
Crucible and Waste is an important part of the deck. I've been on the wrong side of it too many times. Those more skilled with the deck can explain it better than I. Recurring Wastes and Manlands is a very important part of the deck. Being able to consistantly kill Gese and stall Bears is really nice.
Re: [Deck] Landstill - Former DTB
Crucible+waste is not the only thing crucible is good for in the deck.
As Whit3_Ghost said, recurring manlands can be the deciding factor in a goblins game after the initial sweep. Against threshold, a resolved crucible is essentially game, as you have uncounterable chump (and possibly friggin' big) blockers, as well as the ability to completely and utterly wreck thier manabase for the rest of the game. Against deadguy, a resolved and unanswered crucible can be the turning point of a losing battle. Crucible makes random aggro overextend, having to get past recurring factories. Crucible also makes sure you never miss a land drop with flooded strand, and keep a 4+ card hand, by replaying land and bluffing an asston of countermagic.
The arguement that crucible is bad against solidarity is valid, but rediculous. Almost the entire deck is bad against solidarity. People just need to admit this and move on. A hardcore SB (8-10) cards can change that, but the mainboard will never have game against solidarity. Against other combo, though, recurring wastelands can be game deciding.
Crucible is one of the strongest cards in modern landstill.
Re: [Deck] Landstill - Former DTB
Hey,
After some testing against Faerie Stompy, I found that the sideboard was missing something... some anti Faerie Stompy tech. Allthough the maindeck is quite strong allready against the monoU, I want to add some anti-chalice tech... Any ideas? My first thought was 1 SB chalice as tutor target which is versatile and a great addition for this MU as well as for others.
Thanks for Your replies
Re: [Deck] Landstill - Former DTB
Quote:
Originally Posted by
Der_imaginäre_Freund
Hey,
After some testing against Faerie Stompy, I found that the sideboard was missing something... some anti Faerie Stompy tech. Allthough the maindeck is quite strong allready against the monoU, I want to add some anti-chalice tech... Any ideas? My first thought was 1 SB chalice as tutor target which is versatile and a great addition for this MU as well as for others.
Thanks for Your replies
WHY would you board in Chalice of the Void against Faerie Stompy?
Re: [Deck] Landstill - Former DTB
Quote:
Originally Posted by
Der_imaginäre_Freund
Hey,
After some testing against Faerie Stompy, I found that the sideboard was missing something... some anti Faerie Stompy tech. Allthough the maindeck is quite strong allready against the monoU, I want to add some anti-chalice tech... Any ideas? My first thought was 1 SB chalice as tutor target which is versatile and a great addition for this MU as well as for others.
Thanks for Your replies
Well, I guess Chalice on 3 is a great plan vs FS, :wink: but completely unreal.
Artifact removal SB is a much better plan :)
Re: [Deck] Landstill - Former DTB
Quote:
Originally Posted by
Der_imaginäre_Freund
I want to add some anti-chalice tech... Any ideas? My first thought was [...] chalice
This does not make any sence.
Re: [Deck] Landstill - Former DTB
What do they set it at that bothers you so much?
Re: [Deck] Landstill - Former DTB
Quote:
Originally Posted by
rsaunder
What do they set it at that bothers you so much?
A chalice set at 1 before or after a threat would be serious trouble... and a must counter in most of the situations.
Quote:
WHY would you board in Chalice of the Void against Faerie Stompy?
A chalice set at 0 would get me rid of theirs in a proactive way... and set at 1 would bother grow and soidarity kinda lot too which valorises it in my eyes because broad application range>specialization...
Re: [Deck] Landstill - Former DTB
Chalice counters spells, it doesn't prevent them from playing them.
If it counters spells it looks at their casting cost while on the stack hence to counter a chalice for 1 you have to have yours set at 2.
I don't think chalice @ 0 works the way you think it does, although i could obv be wrong.
Re: [Deck] Landstill - Former DTB
Quote:
Originally Posted by
Rivs
Chalice counters spells, it doesn't prevent them from playing them.
If it counters spells it looks at their casting cost while on the stack hence to counter a chalice for 1 you have to have yours set at 2.
I don't think chalice @ 0 works the way you think it does, although i could obv be wrong.
I spoke with a judge about this: you 're right.
@all
Hey,
I played some minor local tournament today and am kind of depressed: I piloted Enlightened- Landstill (List as Following) and either god hates me or the list I’ve been working on for so long now is one of the weakest decks I’ve ever held in hand… Not that I only faced bad matchups, [K] au contraire [/K] I only faced therotically good matchups but somehow the deck never worked out…
The Decklist:
Maindeck (61 Cards)
//Lands (24)
4 Tundra
3 Island
2 Plains
4 Flooded Strand
1 Polluted Delta
4 Mishra´s Factory
1 Faerie Concalve
1 Seat of the Synode
4 Wasteland
//Creatures (2)
1 Eternal Dragon
1 Exalted Angel
//Permission (11)
3 Counterspell
4 Force of Will
4 Mana Leak
//Draw (8)
1 Fact or Fiction
3 Standstill
4 Brainstorm
//Removal (6)
4 Swords to Plowshares
2 Wrath of God
//Toolbox (4 Targets)
3 Enlightened Tutor
1 Crucible of Worlds
1 Pithing Needle
1 Moat
1 Humility
//Other (6)
3 Meddling Mage
Sideboard (15 cards)
SB: 1 Stabilizer
SB: 1 Seal of Cleansing
SB: 1 Meddling Mage
SB: 1 Chalice of the Void
SB: 1 Circle of Protection: Red
SB: 1 Null Rod
SB: 1 Tormod´s Crypt
SB: 1 Phyrexian Furnace
SB: 1 Wrath of God
SB: 1 Engineered Explosives
SB: 2 Divert
SB: 2 Misdirection
SB: 1 Sacred Ground
Round 1 vs. Angel Stompy
I owned him game one with Moat and endless Meddling Mages… swords and a Faerie Conclave sealed the deal…
But then game 2 everything got worse, savage beatings and a Cursed Scroll killed me pretty quickly and don’t drawing tutors clearly OWNS this deck…
We decided to draw because time was called when we were starting to shuffle up for game 3.
0-0-1
Round 2 vs Angel Stompy AGAIN
Game one was pretty similar to the first game in the first round: total ownage, but like in the first round, game 2 became a lot worse and I eventually lost to an Armageddon.
Game 3 went time out again.
0-0-2
Round 3 vs Goblins
A sight of relief because I thought that this would be the some sort of auto-win (as it normally should be)… game 1 was pretty standard: Moat and needle on siege gang commander won in something that seemed like endless long minutes.
In game 2 the goblin player showed off the full power of his deck with a turn3 kill me not drawing anything.
Game 3 was frustrating: he had the huts draws and raped my Mana base… no other comments needed.
0-1-2
Round 4 –BYE-
1-1-2
For sure, this was one of the most frustrating days in my magic career… although I may have made serious play mistakes (and I surely have because I got something like 6 hours of sleep in the night before :-( ) but I strongly recommend NOT to pilot this deck any more… I’ll try to come up with a List that can compete in my meta later, when I’ve overcome my frustration :-), maybe you people could help me… my meta is pretty random and at this tourney 2 Angel Stompy (1 of them will switch to Aluren), 1 Goblins, 1 RBG Aggro, 1 3C Slide (will switch to IGGY pop), 1 Solidarity, 1 UGw Grow and 1 Affinity were present.
After discussing with the judge (cool guy) I came up with the idea of maybe playing WG slide control or some weird RGW aggro, Tog or some Madness+***** variant… but this is off-topic so back to topic again:
THIS DECK NEEDS SUCH A LOT OF EMPROVMENT… so let’s start really working on it… or we can burry this deck.
Conclusions taken:
-Meddling Mages are kind of Blah and dissynergetic
-Moat rocks, Humility sucks (in my meta)
-Disenchant sucks :(
Re: [Deck] Landstill - Former DTB
2 Crucible of Worlds
1 Nevinyrral's Disk
3 Brainstorm
3 Counterspell
2 Fact or Fiction
4 Force of Will
2 Mana Leak
4 Standstill
3 Stifle
1 Decree of Justice
4 Swords to Plowshares
2 Akroma's Vengeance
2 Eternal Dragon
2 Pulse of the Fields
3 Wrath of God
Lands (22):
2 Faerie Conclave
3 Flooded Strand
3 Island
4 Mishra's Factory
3 Plains
4 Tundra
3 Wasteland
SideBoard:
1 Arcane Laboratory
3 Blue Elemental Blast
2 Circle of Protection: Red
3 Disenchant
3 Meddling Mage
1 Rule of Law
2 Tormod's Crypt
On http://morphling.de you will see that in the last few legacy tournament listed, this build has doing very well. The first thing a friend mentioned when i showed it to him was "3 brainstorms!!?!?!". I was the same but i guess sometimes you just need to make room for other cards. looking through it, the only thing i would want to take out would be pulse of the fields. In testing though, Pulse has bought me enough time to win games i would not have won otherwise... though another card with double white can be a pain when you tundra's are getting wasted.
I didnt see this list anywhere on here and thought i would throw it in so people could see what has been doing well in germany.
Re: [Deck] Landstill - Former DTB
Hello,
Sometimes you have to make room for a important card but dropping a brainstorm I think is crucial.
I am a huge fan of 61 cards so I would just bump the decklist from 60 cards maindeck to 61 and add 1 brainstorm in for the 61st card.
Besides that the decklist is very solid and is very similar to a build that I have been playing since June. I have very good turnouts when playing this deck but you need patience to play this deck right.
Re: [Deck] Landstill - Former DTB
Quote:
Originally Posted by
rsaunder
Crucible+waste is not the only thing crucible is good for in the deck.
As Whit3_Ghost said, recurring manlands can be the deciding factor in a goblins game after the initial sweep. Against threshold, a resolved crucible is essentially game, as you have uncounterable chump (and possibly friggin' big) blockers, as well as the ability to completely and utterly wreck thier manabase for the rest of the game. Against deadguy, a resolved and unanswered crucible can be the turning point of a losing battle. Crucible makes random aggro overextend, having to get past recurring factories. Crucible also makes sure you never miss a land drop with flooded strand, and keep a 4+ card hand, by replaying land and bluffing an asston of countermagic.
The arguement that crucible is bad against solidarity is valid, but rediculous. Almost the entire deck is bad against solidarity. People just need to admit this and move on. A hardcore SB (8-10) cards can change that, but the mainboard will never have game against solidarity. Against other combo, though, recurring wastelands can be game deciding.
Crucible is one of the strongest cards in modern landstill.
Ok, well you understand the deck pretty well.
Goblins isn't easy, and requires every card advantage to win.
Solidarity is almost an auto loss game one. If you aren't going to win, you just conceed about 10 minutes into the round and then sideboard in and destroy them game 2 and 3.
Re: [Deck] Landstill - Former DTB
@ Der_imaginäre_Freund
I can kind of see why you lost your matchups so badly. You run 2x Wrath of Gods as your board sweepers. You don't run any disk's. So, if you don't see a Wrath, you can basically get overwhelmed prettty fast. Especially if they have any removal (swords/Lightning bolt) for you man lands. This leaves you with only counterspells and your tutor box (which loses card adv, and takes a turn in the early game) and just gan get you moat, which won't hit until turn 4 at the earliest, assuming you still have all your lands.
Goblins should just plow through the list you have there. Especially Rw with Disenchant, and Swords post board.
I would think that you'd need to up the wrath/disk count. From reading your list, it generally just seems pretty weak. It's very slow, and the lock down you pose isn't that threatening. 5 man lands may be 1-2 too few as well.
Akroma's Vengence is another card you may want to consider, as slobad23 has in his list.
I really don't think enlightened tutor is the right call in this deck. I think that just sweeping the board, and dropping Standstill is what you should be trying to do. Then you gain card advantage and still have counter backup. Which is what this deck wants. Massive card advantage, and board control via disk/wrath/vengance.
That's my two cents, anyway.
Re: [Deck] Landstill - Former DTB
Have you guys thought about updating this deck like the BHWC version that's been T8'ing alot? I know recently I've watched several U/W Landstill vs. U/G/B/W Landstill (Most boring thing ever...) and the latter usually wins a majority of the time. It also seems to be able to handle the meta better than the traditional U/W version.
Re: [Deck] Landstill - Former DTB
Plus with all that metagame tech, that deck is insane. It can also slap the heck out of a ton of decks. I think the reasons for this happen to be Stifles Maindecked, and the Monasteries. I think we should shift this thread towards BHWC Landstill, is it's seeing a lot of play as well.
Re: [Deck] Landstill - Former DTB
Hello,
The following list is a landstill deck that took 6th in Kobe Japan in October. It is pretty much the blue/white version except with fire//ice. I do believe that the major downfall to the deck above is the enlightened tutor toolbox. There is just too much going on in this type of deck to make the tutor work correctly and the environment is fast. Does anyone think that blue/white landstill will be better after planar chaos? It does have the new white drop of honey that may be useful in this deck?
Maindeck:
Artifacts
2 Nevinyrral's Disk
Enchantments
4 Standstill
Instants
2 Absorb
3 Brainstorm
4 Counterspell
2 Fact Or Fiction
4 Fire / Ice
4 Force Of Will
4 Swords To Plowshares
Sorceries
2 Akroma's Vengeance
2 Decree Of Justice
3 Wrath Of God
Lands
2 Faerie Conclave
4 Flooded Strand
4 Mishra's Factory
1 Plateau
4 Tundra
4 Volcanic Island
4 Wasteland
1 Island
Sideboard:
2 Tormod's Crypt
4 Chill
2 Misdirection
2 Pulse Of The Fields
2 Stifle
3 Pyroclasm
Below is also a B/W/G/U landstill deck that took 9th at a star city games duel for duals tournament in October. What do you think of this deck compared to the one above? What road should landstill take in the future legacy format? What changes would be made to the top landstill decklist?
Maindeck:
Artifacts
2 Crucible Of Worlds
Enchantments
4 Pernicious Deed
4 Standstill
Instants
4 Brainstorm
4 Counterspell
2 Diabolic Edict
2 Disenchant
3 Fact Or Fiction
4 Force Of Will
3 Stifle
4 Swords To Plowshares
Lands
1 Island
4 Flooded Strand
4 Mishra's Factory
3 Nantuko Monastery
3 Tropical Island
3 Tundra
3 Underground Sea
4 Wasteland
Sideboard:
4 Meddling Mage
4 Engineered Plague
3 Sacred Ground
4 Blue Elemental Blast
I personally like the 4 color landstill and think that it is the stronger out of the 2. The thing I am concerned with is the manabase. A lot of nonbasics are in there so you are open to land destruction more easily and a price of progress hurts, if you don't have a counter. I dislike the sideboard though on the 4 color landstill. I would like to see crypts and misdirection in there but maybe that is not possibly. I would also take out the 2 diabolic edicts for 2 wrath of gods if the manabase could handle it. I like the board clearing power of landstill and this deck presently does not have that except for the deeds. I would also bump the list up to 61 cards to fit in the 4th stifle.
What does everyone else think? Lets get this topic deck going again.
Re: [Deck] Landstill - Former DTB
Anyways, I don't understand why it is called "former" DTB in the threadtitle.
UW Landstill is still competitive imo.
But I think you should build it in a other way. Pulse of the Fields wins games against Aggro alone.
// Lands
4 [ON] Flooded Strand
4 [R] Tundra
4 [4E] Mishra's Factory
2 [UL] Faerie Conclave
3 [TE] Wasteland
3 [TSP] Island (1)
3 [TSP] Plains (1)
// Creatures
2 [SC] Eternal Dragon
// Spells
4 [AT] Swords to Plowshares
3 [9E] Wrath of God
4 [MM] Brainstorm
4 [AL] Force of Will
2 [SC] Stifle
2 [9E] Mana Leak
3 [7E] Counterspell
2 [SC] Decree of Justice
2 [FD] Crucible of Worlds
4 [OD] Standstill
2 [ON] Akroma's Vengeance
2 [DS] Pulse of the Fields
1 [AT] Nevinyrral's Disk
// Sideboard
SB: 3 [5E] Hydroblast
SB: 2 [TSP] Disenchant
SB: 2 [7E] Arcane Laboratory
SB: 2 [9E] Circle of Protection: Red
SB: 2 [SOK] Pithing Needle
SB: 4 [CS] Jotun Grunt
This build won the Bazaar of Wonders-Tournament, taking a Mox Emerald home.
I think UW Landstill just need some fine-settings and it cam be very solid 8but I don't play it since it was never solid in my hands xD ).
I prefer UR Landstill because of it's flexibility. It can use the Burn as board control or as straight-foward burn, so it's more like aggro-control.