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Re: [DTB] UW(x) Landstill
I run UWbr landstill and I found a really good wish target to be word of seizing.
Your opponent puts elspeth to 8 and swings pass eot wish for WoS, untap steal elspeth then ultimate.
It deals with planes-walkers and you get the benefit of its ultimate.
Plus WoS is uncounterable.
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Re: [DTB] UW(x) Landstill
Quote:
Originally Posted by
jimirynk
I run UWbr landstill and I found a really good wish target to be word of seizing.
Your opponent puts elspeth to 8 and swings pass eot wish for WoS, untap steal elspeth then ultimate.
It deals with planes-walkers and you get the benefit of its ultimate.
Plus WoS is uncounterable.
That does seem really savage. I'll have to try that and see the look on my opponents face.
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Re: [DTB] UW(x) Landstill
That's a great idea. I think WoS is too narrow to be a great card in the wish board but that is a great idea nonetheless.
Kind of related story: I was running Twincast in the wishboard for a little while, testing it against the meta and it was a pretty good card. Then I realized that it was just too narrow to be worth the slot. I used it against Tendrils of Agony for the win, and that worked. I used it against Banefire, but unfortunately they were usually at high enough life totals compared to me that I died anyway. I used it as another counterspell, wishing for it when somebody threw a counter at me and cloning it to throw back at them. It was an extraordinarily cool idea with a few wins in it but it also sat in the sideboard a lot of the time because it just was not applicable.
The thing that was most fun to do was wish for it against Tendrils of Agony and watch the look on their face as they realized that you just killed them with their own ToA. The problem was once they knew you had it they never ever went off in the mid game or later again until they knew you had no counters and no wish.
I replaced Twincast with Trickbind because I really wanted the broadness of the card. It's not perfect but how often have you sat there and wished you had a stifle effect when somebody was doing something nasty? To me it feels heavily like a "lose-less" card and that's why I run it.
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Re: [DTB] UW(x) Landstill
Storm (When you play this spell, copy it for each spell played before it this turn. You may choose new targets for the copies.)
You didn't play the second tendrils you played twincast and copied the spell. Storm will not trigger. You played it wrong and your opponent should have the win unless gaining that 2 life mattered or he's at 2 ilfe and you Tendriled him for 2.
Trickbind >>> Twincast and even then it's not too good a slot.
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Re: [DTB] UW(x) Landstill
Brainfreeze would almost certainly be better in that same slot against control.
Rein of Power is something that would just be hilarious against Goblins or Goyf-decks to return the alpha strike.
Hibernation against combo Elves is nice, but E-Plague is just better.
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Re: [DTB] UW(x) Landstill
Quote:
Originally Posted by
crz87
Storm (When you play this spell, copy it for each spell played before it this turn. You may choose new targets for the copies.)
You didn't play the second tendrils you played twincast and copied the spell. Storm will not trigger. You played it wrong and your opponent should have the win unless gaining that 2 life mattered or he's at 2 ilfe and you Tendriled him for 2.
Trickbind >>> Twincast and even then it's not too good a slot.
Wow, I thought it copied the spell exactly. Good thing it was just a testing deck and not played in tourneys. Then Twincast is definitely not worth a slot, the ToA trick was about the best thing it did.
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Re: [DTB] UW(x) Landstill
Why is Vedalken Shackles mostly no longer used, at least in the sideboards anymore? Is it just too slow or is our need for plains the reason?
When it lands, it can be gg in plenty of matches.
I'm also using 2 Wastelands currently, but can't decide if I want to keep that or go to Dustbowl and either a basic land or maybe back to Tolaria West. I hear both being used often and neither seems to be winning the debate.
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Re: [DTB] UW(x) Landstill
Shackle isn't played because you can't support a U heavy manabase.
If you really want shackle, you have to stick to UW landstill and reword some others things.
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Re: [DTB] UW(x) Landstill
I run Crucible, and it is great. Together with Moat these are the two Wish -> Tutor -> GG cards.
@ Moss manabase:
Looks fine, I run the same except for
-2 basics
-1 tundra
+4th Factory (the card is just great)
+1 Swamp (a black heavy sideboard) but this is the weakest slot...
+1 Tolaria West, because Ruins + EE is great.
@ The guy who can't hit his land: I would rather go for the 4th brainstorm then the 3th top, but that's just my taste.
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Re: [DTB] UW(x) Landstill
I dont think running Moat is the best idea anymore, with all the Zoo and CounterTop running Quasali Pridemages.
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Re: [DTB] UW(x) Landstill
True, against Zoo it is no instantwin, but is is very far from completely useless. Countertop with Pridemages isn't played here very much, but the instantwins Moat grants against Merfolk, Dreadstill and Tempothreshold (almost all 50/50 matches) are too numerous to don't run it, even in your metagame. Just take a look at the latest T8's on deckcheck, and you'll see that >50% doesn't have a MD answer (and no, 2 Sower or 1 Kira don't) against Moat. It is true, there are some minor drawbacks about Moat, but even in the worst situations, it slows your opponent down for a few turns.
Ander thereby, you guys are running Disk in the same slot, where your exact same argument can be made against.
Last and least, i believe most of you are running Jace, who is very sexy behind a Moat.
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Re: [DTB] UW(x) Landstill
Why not just cast Humility and win immediatly if they don´t have grip?
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Re: [DTB] UW(x) Landstill
Quote:
Originally Posted by
Elf_Ascetic
I run Crucible, and it is great. Together with Moat these are the two Wish -> Tutor -> GG cards.
@ Moss manabase:
Looks fine, I run the same except for
-2 basics
-1 tundra
+4th Factory (the card is just great)
+1 Swamp (a black heavy sideboard) but this is the weakest slot...
+1 Tolaria West, because Ruins + EE is great.
@ The guy who can't hit his land: I would rather go for the 4th brainstorm then the 3th top, but that's just my taste.
Crucible is an option that I've been considering again for the mainboard, it just makes things so much easier.
Your Swamp is something I've been seeing more and it seems to work well if its not in your opening hand, same for Tolaria West which I've also thought of using again.
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Re: [DTB] UW(x) Landstill
Quote:
Originally Posted by
NQN
Why not just cast Humility and win immediatly if they don´t have grip?
Because they can still attack. Yes, against Zoo it is pretty relevant that you're giving them a free lightning bolt..
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Re: [DTB] UW(x) Landstill
After reading about a new deck called "Ultimate Walker), that decked looked a lot like Landstill, but with more planeswalkers.
Has anyone tried adding other planeswalkers to this deck? Jace seems like he would be a solid choice to give you card advantage.
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Re: [DTB] UW(x) Landstill
Pridemage is gong to be everywhere by the fall. Any solution that doesn't fully take him into account is going to be half measures at best. I love Moat and have run it in various decks since Legends was printed. It's not good enough to be a stopper any more though with the emergence of pridemage. The blue aggro control decks are going to go back to heavily splashing white just to get him in and because they can then run 4 Swords and 2 EE alongside him and have a nearly fully featured removal suite without seriously impacting the cantrip based aggro mode.
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Re: [DTB] UW(x) Landstill
Quote:
Originally Posted by
DragoFireheart
After reading about a new deck called "Ultimate Walker), that decked looked a lot like Landstill, but with more planeswalkers.
Has anyone tried adding other planeswalkers to this deck? Jace seems like he would be a solid choice to give you card advantage.
For one thing, many people do run jace (usually in the place of a single brainstorm).
The other difference between Landstill and UW is that 'Walker has traded standstill (which, they argue, is a card that is bad against any other deck running aether vial or manlands and also sucks it to spell snare and countertop) for ancestral visions (which has only the last problem to worry about). However, because visions doesn't have the no-one-plays-any-spells-let's-all-draw-cards-for-a-while-and-be-friends component, walker draws fewer cards (even if AV and standstill draw the same number) and needs Jace more than we do.
I am really excited about zendikar coming out though, as it means (at least) three more planeswalkers. Nissa Rivane is almost certainly G/B (which might revitalize UGBx Landstill (which has really fallen behind as an option because of how awesome Elspeth, Knight of Carry-me-victory is) but won't help us. There's also another time-shifted original lorwyn planeswalker (like Ajani Vengeant) who will probably be either Chandra or Jace and another one, who looks like a vampire and is probably black.
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Re: [DTB] UW(x) Landstill
Quote:
Originally Posted by
Elf_Ascetic
Because they can still attack. Yes, against Zoo it is pretty relevant that you're giving them a free lightning bolt..
seriously, against zoo, both cards suck like hell. You just have to kill the zoo creatures right after they´ve landed ´cause otherwise you´ll just go down to several red spells. Against other decks, humility is always better. a l w a y s.
cheers,
nqn
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Re: [DTB] UW(x) Landstill
Quote:
Originally Posted by
NQN
seriously, against zoo, both cards suck like hell. You just have to kill the zoo creatures right after they´ve landed ´cause otherwise you´ll just go down to several red spells. Against other decks, humility is always better. a l w a y s.
cheers,
nqn
Can't wait to hear some arguments... Please explain how giving them a horde of 1/1's is better then an immidiate scoop?
Quote:
Originally Posted by someone
Pridemage is gong to be everywhere by the fall. Any solution that doesn't fully take him into account is going to be half measures at best. I love Moat and have run it in various decks since Legends was printed. It's not good enough to be a stopper any more though with the emergence of pridemage. The blue aggro control decks are going to go back to heavily splashing white just to get him in and because they can then run 4 Swords and 2 EE alongside him and have a nearly fully featured removal suite without seriously impacting the cantrip based aggro mode.
Thanks for this futureprediction. I predict that merfolk will fall out of grace again in two years from now, but does that influence me on the deckbuilding decisions I take now? Hell no. Right NOW, Moat is GG against half the field. Good enough. Its drawbacks are so minor that it definitly justifies the one slot he takes. For me at least. Take a look at the DtB section. 3/8 decks have no MD answer. a landed Moat = gg.
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Re: [DTB] UW(x) Landstill
NQN is right about Zoo: you want to remove their creatures ASAP no matter what. They tend to run out of steam pretty bad and usually sandbag 2-3 burn spells the whole time, waiting for your life to down down.
Removing their threats 1 for 1 is ok, but I save the Swords for Goyfs and the 3 drop. EE is nice to sweep early if you happen to draw it. I'll often times pre-empt the EE@1 on turn 1 as protection from Nacatl/Ape, and hopefully be able to lay down Standstill right afterwards.
Humility is still good against them, but generally later when you have Elspeth, or just about to cast Elspeth.
YMMV
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Re: [DTB] UW(x) Landstill
Quote:
Originally Posted by
Elf_Ascetic
Can't wait to hear some arguments... Please explain how giving them a horde of 1/1's is better then an immidiate scoop?
I think he was just referring to the fact that Moat dies to Zoo's maindeck Art/Ench removal (Pridemage) while Humility does not.
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Re: [DTB] UW(x) Landstill
Ok, completely irrelevant discussion. I wasn't saying Moat is good against Zoo, or that it should form our battleplan against the deck, but just that it isn't as useless as it seems. I think Humility is even worse against that deck, but anyway, completely irrelevant discussion.
Let's go back talking about Moat in general in this field, or what other options would be better.
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Re: [DTB] UW(x) Landstill
Moat is a solid card; however there is simply too much hate in the current metagame for moat to truly be succesfull. Virtually all thresh models play some kind of grip/ qasali count, and humility is simply put stronger in virtually every scenario.
To the people who gripe that they can still have lots of 1/1's, you could just as easily say the slot could easily be the third wrath (Not my favorite use of this slot.) You could also say that you have taken all their creatures out but 1-2, which is generally what happens. So you take 2 damage instead of 6 netting you 4 life of damage, and basicly stalling the game until you can recover. Yes you can still get burned out, yes it's not an easy matchup, but if you play it smart it's not as tough as people make it out to be. For zoo to be strong it means they need to stay on the offensive tempo, if they spend one turn in the early-midgame burning you that tends to be enough of a momentum to push landstill into getting wish/answering the board ect. It's all about the timing.
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Re: [DTB] UW(x) Landstill
Not to mention how stupid pulse of the fields now is in the zoo matchup. Seriously. This weekend I played 3 games against a solid zoo list, and I stalled him out with my life total below 5 in two of those games and rode Pulse to victory.
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Re: [DTB] UW(x) Landstill
Someone asked why I didn't run crucible. This isn't true. I run it in the sb. It's at best in most matchups when it comes in from the side I've found over extensive testing. For referance of my current list:
4 flooded
2 polluted
4 tundra
1 U sea
1 Scrub
3 plains
3 island
3 mishra's
1 ruins
1 dust bowl
3 BS
3 Still
3 Top
1 jace
4 stp
3 ee
2 wog
1 humility
4 fow
4 snare
2 CS
2 elspeth
2 decree
2 wish
1 nev disk
1 Vindicate
SB:
1 pulse
1 pate
1 E tutor
1 Cruc
2 Relic
3 EP
3 path
3 Negate
You'll notice from my last list:
-1 Relic
-1 Vendillion
+1 snare
+1 vindicate
I also cut r2d from the board and added the second relic. You have to have atleast 2 relic's between main and sideboard. Safe players play with 3 but I almost never play against ichorid so im ok with 2. I feel like the ichorid matchup is easily winnable as well with plague and path comming in from the side + relics.
Vindicate just seems like the current thing for me again. It's been usefull but it's at it's best for me when it's a random good draw, and while I can see it's usefullness against other decks as well as a removal spell I really consider it EE number 4 and counterspell number 3 in most matchups. This should make the difference in the counterbalance matchup to make it truly unbalanced preboard.
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Re: [DTB] UW(x) Landstill
I meant that Moat sucks against all utility creatures while humility does not.
I take it out for g2 against all red aggro strategies except for goblins but moat isn´t great too. You can never cast it on turn 4 except you´ve killed mots of their creatures before, or maybe thats only my feeling?
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Re: [DTB] UW(x) Landstill
Don't you worry about the low blue count or hasn't it been a problem for you?
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Re: [DTB] UW(x) Landstill
Moat just doesn't provide the cover you need. A lot of the blue meta is beginning to swap over from running Counterbalance to running Pridemage. It's happening slowly, but it's going to happen in the end and you see it now when you go to tourneys. Counterbalance comes out for Pridemage, maybe to the sideboard initially but probably out of the deck completely before the transition is done. Then SDT becomes a meta slot where you can put in wishes and extra counters and even sweepers that most blue decks don't have in the main like a singleton disk as an option.
Everybody is trying to figure out how to make space for the 4th spell snare. A lot of people are trying to integrate a wishboard. Some would like to find room for at least a singleton disk alongside etutor in the wish board. Very few people want to give up Daze and go more midrange. The answer, which has become a bit more obvious since pridemage surfaced, is that CounterTop takes up a lot of slots in the average deck that uses it. When it was relatively invulnerable game one that was a very good trade-off of slots for game one wins. Now that there is a commonly played 2-drop that can pin it in your hand it becomes worth less than it was.
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Re: [DTB] UW(x) Landstill
I might play 3Tops in my upcoming weekend tourney but I think 2 Top is enough in an established meta. There were times where I wanted to see Top every game (every time I don't see top, I want to see top) but there were games where seeing the 2nd Top is annoying and disheartening.
I'm definitely bringing 2 Vindicate in the MD in an established meta. The fact that Vindicate allows you to unanswer certain permanents and saving your FOW against more critical targets while you let some spells slip past and deal with it later is crucial in Landstill's gameplan. Not to mention that Vindicate provides another form of removal if StP/Path gets Chaliced/pated or your EE gets needled so you cannot get out of Chalice, Vindicate would be a life saver.
I played with 6 StP lists and found that to be one of the strongest Landstill lists, since it resolves Standstill very fast and consistently in the early games by StPing turn 1 threats and dropping turn 2 Standstills. However, in a more developed meta, I'll drop to 3 Standstill just to avoid them being dead against Zoo/Vial decks or aggressive aggro that are becoming popular. As a result of not resolving Standstill as easily as before in 6 StP builds, you generally drop StP number 5-6 as well, knowing that StPs become dead if your opponent resolves Countertop or Chalice until you can find EE or an answer.
Vindicate does not let you resolve Standstill as fast, but it provides for another alternative free-hate way of dealing with hate on your precious removal suite. Vindicate lists are slightly slower than 6StP lists, but are much flexible and I prefer 2 Vindicates in a meta of counterbalance and various decks. 2-3 Paths in the SB can be boarded in easily against non-Countertop decks e.g. Zoo to easily win the aggro matchup.
I'm going to be testing 3 Wishes instead of 2. Cunning Wish has always shined in my matches, with 20% of them being win-more situations. I do think that MTutor as the 3rd Wish would be more ideal in Wish/Vindicate hybrid lists. I'll post my list up soon. Will be prepping this Thursday with friends for the upcoming Waco tournament. I have been doing pretty well with my Wish/Vindicate hybrid list and I've made Top2/4 in the last 3 tourneys (we have a small group though) but playing the deck makes me realize that Landstill is a deck of decisions and card quality. Quantity really doesn't matter, and it's all about a deck of resource management and utilizing the spells at the right time (quoting Moss: your timing needs to be right, this is very true how UWb Landstill plays out). The reason why I feel Wish/Vindicate hybrid builds are strong is the huge versatility. Vindicate is not dead against combo/non-aggro whereas Speedstill's Smothers/Edict/Paths are. Depending on the meta, 6StP builds are stronger and faster, but in an unknown field, I think that Hybrids will fare much better in game 1, and game 2/3s you can always bring in the extra Paths to punish aggro decks.
I don't understand why people are advocating Moat. Moat would be viable without Pridemage but decks now pack these tight in UGw builds (Thresh or Survival). Humility shuts all CiP down, and stops Trygon/Harmonic Sliver where Moat does not. Moat does not stop Tombstalkers from stealing games, a creature which Landstill is fearful of if you don't have StP or Wrath. Humility has much more synergy with Elspeth whereas Moat doesn't really and you can get 2 for 1ed if they bolt the pumped soldier you send in. It makes Elspeth more narrow. Moat makes Factories bad without elspeth, and really doesn't do as much as Humility does. Both get gripped hence causing potential game losses, but one dodges creature-based hate e.g. Pridemage and Trygon. I'll take Humility anyday.
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Re: [DTB] UW(x) Landstill
Quote:
Originally Posted by
mossivo1986
Someone asked why I didn't run crucible. This isn't true. I run it in the sb. It's at best in most matchups when it comes in from the side I've found over extensive testing. For referance of my current list:
4 flooded
2 polluted
4 tundra
1 U sea
1 Scrub
3 plains
3 island
3 mishra's
1 ruins
1 dust bowl
3 BS
3 Still
3 Top
1 jace
4 stp
3 ee
2 wog
1 humility
4 fow
4 snare
2 CS
2 elspeth
2 decree
2 wish
1 nev disk
1 Vindicate
SB:
1 pulse
1 pate
1 E tutor
1 Cruc
2 Relic
3 EP
3 path
3 Negate
You'll notice from my last list:
-1 Relic
-1 Vendillion
+1 snare
+1 vindicate
I also cut r2d from the board and added the second relic. You have to have atleast 2 relic's between main and sideboard. Safe players play with 3 but I almost never play against ichorid so im ok with 2. I feel like the ichorid matchup is easily winnable as well with plague and path comming in from the side + relics.
Vindicate just seems like the current thing for me again. It's been usefull but it's at it's best for me when it's a random good draw, and while I can see it's usefullness against other decks as well as a removal spell I really consider it EE number 4 and counterspell number 3 in most matchups. This should make the difference in the counterbalance matchup to make it truly unbalanced preboard.
Moss, how is three tops working out? What do you do when you draw multiple? Try to Brainstorm it back into the library and fetch-shuffle it away? I love the idea, but drawing too many instead of board answers makes me nervous.
@ A few pages ago. I typed when I was exhausted, and did not explain each of my points fully. I think you took me too literal as being close minded to red. I like Burning Wish too, and combined with the power of REB out of the board you have a convincing argument for red splash. My argument against Firespout is I would rather have a 4CC kill all creatures (WoG) instead of a 3CC kill all creatures but that 3/4 Goyf. (Assuming it's midgame. A T2 Bwish into T3 Firespout is sexy vs most aggro decks.) Then again you could Bwish for a WoG, so they both fill a role.
Vindicate has saved my ass too much to turn my back on black. I hope one day we get a U/R or W/R vindicate type spell, but I highly doubt it. Vindicate is just that needed to get out of tight spots.
I'll refrain from painting with broad brushstrokes in the future, and discuss points only when I have time to explain things fully.
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Re: [DTB] UW(x) Landstill
Quote:
Moss, how is three tops working out? What do you do when you draw multiple? Try to Brainstorm it back into the library and fetch-shuffle it away? I love the idea, but drawing too many instead of board answers makes me nervous.
I don't have to tell anyone here how powerful top is. I've tested all the combinations (1,2,3,4,) and 3 with the help of Gustha we found 3 to be the most successful.
Yes occasionally you do get stuck with multiple tops or dead top 3 cards, but you have to figure that you can't win every single scenario. You have 6 fetches, jace, and a number of ways to get around the inconveniance of playing additional tops. Besides that there are some matchups where playing additional permenants is not a bad thing like against smoke stax (bad example but its the best I could come up with on such short notice.)
anyways top x3 = good
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Re: [DTB] UW(x) Landstill
I've been trying out E. Dragon and 2 Top but maybe its better off to just use 3. I've seen good arguments for both but E. Dragon just may not be needed after all. I like that the Dragon can be a late win condition if needed though.
Its a little surprising that the Top isn't used in many Landstill lists.
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Re: [DTB] UW(x) Landstill
Top is somewhat slow, but the reason why I felt it was slow is because I was playing with no Decrees. I haven't found Top to slow me down at all, and it is important to only top in response to a spell or at the end of their turn, to save your mana for possible counter/removal. There are specific cases but if you play in that kind of style, then Top isn't a slow tool, but rather a very powerful tool. Without Top, you are really limited to Brainstorm for card quality, but Top allows you to dig every turn, one card deeper or 3 cards if you can shuffle away your stuff. There are many games where I top after my draw phase searching for an answer and found one due to multiple activations every turn. I might test out 3 Tops as well. I have quite some fetch outlet, and EDragon is good regardless if you run top. I've been very pleased with him as the 24th "land" in 61 card lists.
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Re: [DTB] UW(x) Landstill
Having multiple Tops in play isn't that bad. Like, one can spin and the other one draws, so I don't ever see 3 Tops ever being a problem.
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Re: [DTB] UW(x) Landstill
Quote:
Originally Posted by
Citrus-God
Having multiple Tops in play isn't that bad. Like, one can spin and the other one draws, so I don't ever see 3 Tops ever being a problem.
I could agree with this.
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Re: [DTB] UW(x) Landstill
Quote:
Originally Posted by
Citrus-God
Having multiple Tops in play isn't that bad. Like, one can spin and the other one draws, so I don't ever see 3 Tops ever being a problem.
It's hard to fit 3 tops into Landstill. The deck only has 35-37 slots to work with at the start and it runs on the order of 9-11 counters, 10-13 removal including the sweepers, 6-8 blue card manipulation/advantage - which really need to be blue given the overall blue in the deck, 6-8 control elements to support inevitability (DoJ, ED, CW, Humility), and then Standstill. You probably need to remove Standstill to fit the tops in and then your blue count will be low enough to be a real problem.
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Re: [DTB] UW(x) Landstill
Quote:
Originally Posted by
FoolofaTook
It's hard to fit 3 tops into Landstill. The deck only has 35-37 slots to work with at the start and it runs on the order of 9-11 counters, 10-13 removal including the sweepers, 6-8 blue card manipulation/advantage - which really need to be blue given the overall blue in the deck, 6-8 control elements to support inevitability (DoJ, ED, CW, Humility), and then Standstill. You probably need to remove Standstill to fit the tops in and then your blue count will be low enough to be a real problem.
I just posted a list to show you how you can do it. The list I believe runs 18-21 blue sources which is just fine.
It's not difficult. Your making it more then it really is. Instead think with the logic like this:
Lands: 23-24
Permission: 9-10
Draw: 10
Removal: 10-12
Utility:4
Win: 4
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Re: [DTB] UW(x) Landstill
Quote:
Originally Posted by
mossivo1986
I just posted a list to show you how you can do it. The list I believe runs 18-21 blue sources which is just fine.
Your list runs 17 blue cards. 1 above the bare minimum of 16.
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Re: [DTB] UW(x) Landstill
Quote:
Originally Posted by
mossivo1986
I just posted a list to show you how you can do it. The list I believe runs 18-21 blue sources which is just fine.
It's not difficult. Your making it more then it really is. Instead think with the logic like this:
Lands: 23-24
Permission: 9-10
Draw: 10
Removal: 10-12
Utility:4
Win: 4
You ditched a brainstorm, a counterspell and a vindicate (basically) to add 3 tops. I'm not sure that's a positive change. You have a better chance to sort things out early, but with spell snare and stp you really don't want to tap out to drop SDT on turn 1, then on turn 2 you'd really like to keep two mana open to at least bluff a counterspell, even if your chances of having one are a third less than they'd otherwise be. You also don't have as much leverage to do the drop a fetch, drop a fetch thing that messes with a lot of aggro control attempts to dictate tempo early.
I guess I can see where top makes the deck a bit stronger in the mid game, but I think it weakens the position overall until you get there and I don't think Landstill wants to do that.
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Re: [DTB] UW(x) Landstill
Quote:
Originally Posted by
FoolofaTook
You also don't have as much leverage to do the drop a fetch, drop a fetch thing that messes with a lot of aggro control attempts to dictate tempo early.
Adding two tops (and I'm considering adding a 3rd) considerably helped my matchup against Merfolk and that tempo-thresh-like dreadstill list I constantly complain about. In your first 10 cards, you usually see 4 lands, and when they stifle/waste two of them (denying you dual lands and therefore both of your main colors) it's really, really ugly. Being able to look for lands anywhere in your top 3 cards rather than just your top card is really, really helpful.