Hello players of Lands! I've been a long time reader of this thread (well, for the last 10 pages or so) and upon finally attaining a Tabernacle, I feel I have at last acquired the complete package for one of the most frustrating control decks (for opponents, at least from what I've gathered). However, I haven't actually seen the deck in action very often, so I had a couple of questions to ask some of you veterans of the deck.
1. How does this deck compare to Stax? I know much more about how Stax plays, so I could always use the Tabernacle in that deck, but I know that Stax is one of those power-over-consistency decks, much more explosive but also with a lot more potential dangers. It is also an unusual proactive control deck, where Lands is more of a traditional reactive one. Does Lands edge Stax in consistently seeing through its own gameplan? Is Lands as easy to disrupt with a well-timed counterspell or Disenchant effect as the prison deck? What metagames would be better for Lands and which would be better for Stax? Sorry if this doesn't pertain to everyone in the discussion, but I figure some of you must have some experience either playing or watching other Stax decks as well. And I know that even though this is the 43 Lands thread, there still must be some merit for Stax (it is much more effective against combo decks, for example).
2. How do aggro matchups typically play out as Lands, specifically against Merfolk and Goblins? I know that aggro matchups are meant to be one of Lands' favorable matchups, and it's easy to assume on paper that Maze of Ith, Tabernacle and factory chump blockers would slow down aggression, but I can also imagine either of those aforementioned decks overwhelming the Lands player over time, with Lands being unable to gain some sort of inevitability over them in a reasonable time. Against those decks, do you just aim to draw out as many Mazes as possible from your own deck as soon as possible? Because that seems awfully slow and also not too kind on your mana base. Additionally, those decks both run their own Wastelands, making your powerful lands less reliable. Maybe I am missing something when thinking about these matchups, but I would just like to know what an effective gameplan is.
3. Is there no more love for Mishra's Factory? To kind of go along with my second question, it seems like factories would serve as quality chump blockers when trying to stabilize early against aggro, but recent lists seem to have cut the man-lands altogether. They are a win condition (very late, of course) and they can activate much more efficiently than the Zendikar ones. What is the reason for them falling out of favor? I mean, there's something appealing about slowly poking a disheartened opponent to death with assembly workers after the game has been all but won. =)
I've read a lot about the Enlightened Tutor builds, but despite the excellent primer, I think I will try the original Lands builds first. I feel like cutting the Intuitions, depending less on Manabond, and exchanging land slots for artifacts takes away from the strengths of the deck, which include searching out lots of situational lands and playing lots of situational lands. The Enlightened builds seem kind of like a cross between the old 43 Lands builds and a sort of UW control, almost like the mono white Quinn deck. I wish to abuse a lot of lands as much as possible, and I thought this mercadia build might be a good place to start:
http://mercadia.de/home/page.php?sit.../deck&id=88289
Anyways, I hope sticking with the traditional build won't turn you all away from offering your insight; I will probably test the Enlightened build eventually. I look forward to hearing more and finally playing this great deck!

