Originally Posted by
elof
Jupp, this basicly is the point. Let say that you would go for Stifle fetchland. You start, play Island go. Your opponent plays fetch, suspecting Stifle so he says go or plays another land in his hand. The point is that against a good opponent, you will never get to stifle early fetchlands. With a starthand that has Vial+Standstill, why whould you want to waste turns getting the cards out there? Unless your opponent plays Daze, just try to put them out asap. With both vial and standstill in play, unless your opponent played a monster turn 1/2 he is forced to crack Standstill, getting you 3 cards. With those 3, and a vial at 1/2, there should be no trouble outracing him, keeping your Stifles for fetchlands (even if you opponent has 1-2 lands here, keeping him off 3-4 is really really good, especially since you have Daze) and for sweepers.
If my main goal was to destroy lands, I would have played Team America or something, not folks.
If your opponent cracks Standstill and you draw 3, why does he have several solutions to your threat? And what are those? If he has STP, play a new guy. If he has EE, stifle. Can't understand your logic here.