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Re: [DTW] UW(x) Landstill
If your list is that posted on page 143, I'd maybe swap 2 waste for +1land+1bowl and stick crucible to the sb (instead of fof), thus finding room for shackles. (And i'd probably drop the decrees for +1 jace +1 something I don't know right now, but that's another question :tongue: ).
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Re: [DTW] UW(x) Landstill
I have to disagree with cutting Decree of Justice. It's the best win condition in the deck. Elspeth is usually faster and more inevitable, but DoJ is often better because that you can cycle it under Standstill and through opposing countermagic. It's also much better on defense. The deck would lose too much versatility by cutting Decree and I, for one, would advise against it.
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Re: [DTW] UW(x) Landstill
Quote:
Originally Posted by
Misplayer
I have to disagree with cutting Decree of Justice. It's the best win condition in the deck. Elspeth is usually faster and more inevitable, but DoJ is often better because that you can cycle it under Standstill and through opposing countermagic. It's also much better on defense. The deck would lose too much versatility by cutting Decree and I, for one, would advise against it.
This. DoJ is one of the rare cards in the deck I cut in absolutely zero matchups. It's my late game bomb that digs and stalls at the same time, all at instant speed and uncounterable. Plus, it works with my draw engine. I'd never run more, or less, than two of these bad boys. Same with Elspeth.
Shackles is probably a better MB slot than crucible right now, but it still doesn't do it for me for whatever reason. I guess that's just going to have to be my meta slot and could swing wither way depending on whether or not I expect to see tribal aggo or countertop.dec/landstill all day. I still want another draw spell, but at the moment that's going to have to take a back seat to fitting in both of the 3cc artifacts somewhere between MB and SB.
The place I feel it's most likely to fit into my 75 right now is in place of P2E#3, and getting moved MB for crucible.
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Re: [DTW] UW(x) Landstill
EE@0 then standstill, and bye to your doj. I don't understand why you guys continue to run doj + waste and then run 3 standstill. If you play doj, then by all means play 4 standstill, this is THE draw engine of the deck. However, I agree that doj is a strong card, but I'm fine to play without (if the meta is really controllish, though, doj is welcome!).
However...
http://www.wizards.com/mtg/images/tc...wm1w1y9_EN.jpg
Fetch go. Land go. eot fetch. Sure, and after fetch resolves, put 1/5 of your deck in the grave...Thoughts?
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Re: [DTW] UW(x) Landstill
Think about how many times you'll draw that card and wish it was something else...
Milling your opponent contributes nothing to your game plan. If you're staring down an unfavorable board position, this card sucks. If you have a favorable board position, this card does absolutely nothing for you. It's a cute trick but not nearly good enough to replace any of the standard utility spells in Landstill.
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Re: [DTW] UW(x) Landstill
Quote:
Originally Posted by
Misplayer
Think about how many times you'll draw that card and wish it was something else...
Milling your opponent contributes nothing to your game plan. If you're staring down an unfavorable board position, this card sucks. If you have a favorable board position, this card does absolutely nothing for you. It's a cute trick but not nearly good enough to replace any of the standard utility spells in Landstill.
It doesn't even matter against us... It just makes crucible and academy ruins a little better. If aggro wants to waste a card milling me, they should feel free. All in all, interesting but I think useless.
And I WANT standstill#4. Badly. Probably over Jace, honestly.
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Re: [DTW] UW(x) Landstill
Quote:
Originally Posted by
rsaunder
It doesn't even matter against us... It just makes crucible and academy ruins a little better. If aggro wants to waste a card milling me, they should feel free. All in all, interesting but I think useless.
And I WANT standstill#4. Badly. Probably over Jace, honestly.
If this is yuor list:
Quote:
4 STP
3 EE
2 WOG
1 Humility
3 Spell Snare
3 Counterspell
4 FOW
3 Brainstorm
3 SDT
3 Standstill
2 DoJ
2 Elsbitch
2 Wish
1 Crucible of Worlds
4 Strand
2 Delta
4 tundra
1 sea
1 scrub
3 island
2 plains
2 waste
3 factory
1 tolaria west
1 academy ruins
SB:
3 CB
3 E. Plague
2 Relic
2 P2E
1 Negate
1 E. Tutor
1 FoF
1 Extirpate
1 Pulse of the Fields
If I were you (and of course, I'm not :laugh: ), I'd play:
-1 crucible
+1 shackles
-1 tolaria west
+1 mishra's factory
-2 wasteland
+1 dust bowl
+1 other land (tolaria again? another plains? another dual?)
Or maybe going down to 23 lands (tolaria is more a spell, than a land, from my point of view) and find room for that 4th standstill/1 fof.
Sb you could go -1 pte (shackles acts as that missing path) and find a spot for a sb crucible, if you wish. and also take out 1 fof for, say, another counterbalance or another relic, or another plague (shouldn't be needed though). It's really hard to find spots in this list, it's seems solid enough. Or just saving that pte slot for shackles, so you could swap the 3cc artifacts in&out as the field requires. My point is that maybe, moving crucible sb, you can just adjust the manabase (+1 mishra +1 bowl) and find room for standstill in the slot of tolaria west. (The point is: do you really want tolaria in the place of the 4th standstill? because as far as I can see, this is the contended slot, I'd never remove anything else...)
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Re: [DTW] UW(x) Landstill
rsaunder: if you make gustha's recommended manabase changes (with the "other land" being a Plains) then you'll have the manabase I've been using. Dust Bowl is nice because it let's you run 4 Factory while keeping your colorless land count at 6. Obviously you draw it less than multiple Wastelands, but you're only going from 2 to 1 anyway.
Your mainboard is only 4 cards off from mine too:
-1 EE, -1 Humility, +2 Vindicate
-1 Counterspell, +1 Brainstorm
-1 Crucible, +1 Standstill
I based mine off the list Wasteland (Marius) posted a few pages back (link)
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Re: [DTW] UW(x) Landstill
You're probably right, Tolaria is an awful land, but I hate to drop below 24 sources. 23+Crucible or 23+E. Dragon are both acceptable, but I don't want to drop either wasteland. I've won far too many games off of wasteland to cut them, they're way better under standstill than dust bowl and way better than mishra's factory quite a bit of the time. In fact, if I were to work on solidifying the manabase a little (i.e. freeing up a slot), I'd probably cut both ruins and TW for another wasteland and the free slot. This, I feel absolutely justifies MB crucible over shackles (thus they go into the board in place of P2E#3). Also, with the 3 top/3 brainstorm cantrip base, I feel even more comfortable cutting my worst land. So, after these tweaks:
1 humility
2 WoG
3 EE
4 STP
4 FoW
3 Counterspell
3 Spell Snare
3 SDT
3 Brainstorm
3 Standstill
1 Jace/Standstill (Leaning towards standstill, it helps the CB curve)
2 DoJ
2 Els
2 Wish
1 Crucible (could be shackles is a specific meta)
2 Waste
3 Factory
4 Strand
2 Delta (one will probably be a b/w fetch eventually...maybe)
4 Tundra
1 Sea
1 Scrub
3 Island
2 Plains
1 Plains/Waste
SB:
3 CB
3 Plague
2 P2E
1 Negate
1 R2D
1 Extirpate
1 Shackles
1 Pulse
1 FoF
1 E. Tutor
I'll give the manabase you guys are suggesting a shot, probably with shackles MB in the crucible slot because that seems to be the common consensus, and if I'm not running wasteland, it makes all the sense in the world. I don't like the untutorable 1-of lands, especially when they're so situational to begin with, but we'll see how it runs both ways. As for the board, FoF and R2D will be my first cuts for more counterbalance/extirpate but right now I don't think either is necessary. Tim and testing will tell and thanks for the feedback!
Some more numbers: The MB curve looks like:
1cc: 13
2cc: 7 (minimum of 10 post-board in matchups where CB comes in)
3cc: 3
4cc: 7
5cc: 4
I like this, though the 4th CB could come in to up my 2cc count to 12 post board in the combo matchup.
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Re: [DTW] UW(x) Landstill
So, the following is my Landstill list, I think it's quite decent, overall. I would like any feedback that you all have, as I know for a fact a lot of you are better at playing this deck than I am.
4x Flooded Strand
2x Polluted Delta
4x Tundra
2x Island
2x Plains
2x Plateau
1x Volcanic Island
4x Mishra's Factory
1x Academy Ruins
3x Jace Beleren
2x Elspeth
2x Ajani Vengeant
4x Standstill
4x Force of Will
4x Counterspell
4x Swords to Plowshares
3x Engineered Explosives
3x Wrath of God
3x Brainstorm
3x Sensei's Divining Top
2x Cunning Wish
1x Nevinyrral's Disk
SB:
1x Pulse of the Fields
1x Path to Exile
1x Lightning Helix
2x Negate
2x Firespout
3x Fire/Ice
4x Relic of Progenitus
One thing I know for sure is that I am unwilling to play Counterbalance, be it in the side or the main. I've always found it to be pointless for Landstill to play it. Yes, it provides CA. Yes, it makes the combo matchup even better than it already is. It has a lot of good things going for it, which is why it's a good card, and they have decks built around it.
The problem with playing it in Landstill is that we have no clock. Our opponents aren't pressured to find solutions to resolved threats, and this generally means they can play around Counterbalance without that much difficulty. Counterbalance is only really good when you can convince your opponent it's worth gambling that you don't have a one or two-drop in your top three cards to, for instance, get rid of a Tarmogoyf. Otherwise it's just another CA engine, one that can be played around and doesn't deal with resolved threats.
That being said, all other suggestions are welcome. Keep in mind that I'm expecting a rather aggro-heavy meta in my area, especially after Zendikar comes out.
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Re: [DTW] UW(x) Landstill
Answer me one question: In what instance will you ever wish for lightning helix? Why not just run volcanic fallout instead of fire/ice plus its better and you don't have to worry about BEB,Daze,Force,Cursecatcher...
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Re: [DTW] UW(x) Landstill
Helix is good, I can se it being path#3 and not a simple wishable 1-of. If he planned to gain some life, wish for pulse is certain far more good. Helix comes in in Mu's in which path comes in, it's basically as the first attack never succeded. So that slot could be path as well, but it's not completely wrong to have this split, though it may seem a little random at first sight.
The things that upset me, are:
-you use red, but not reb....
-you use red, but run firespout in the board, as well as a total of 5 wrath effects? isn't it a bit overkill?
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Re: [DTW] UW(x) Landstill
I have to agree with Hanni on this one I think countertop works wonders in UW Landstill. I ditched Cunning Wish and some bulk and went for the best cards. I matched against some ichord combo and did extremely well. That's one of the ones I was worried about. But recurring wastes then countertop set to one stops breakthroughs and many discard outlets. since there is no GB for deed, UW builds often can EE a specific number. Anyways EE can often be cheaper, like VS. Ichord and tokens. The reason for the seclusion of WOG is I thought its really not as fast as EE and EE and STP can sweep faster and not get dazed as easily. I also think Oblivion Rings are important in the current environment, Wizards is only printing more great plains walkers.
land 24
4 Flooded Strand
4 Tundra
2 Plains
1 Island
1 Underground Sea
3 Faerie Conclave
4 Wasteland
4 Mishra's Factory
1 Academy Ruins
spells
2 Elspeth, Knight-errant
1 Decree of Justice
4 Brainstorm
4 FOW
4 STP
4 SDT
4 Counterspell
4 Counterbalance
2 Standstill
2 Crucible of Worlds
3 Oblivian Ring
2 EE
side
4 Engineered Plague
4 Wheel of sun and Moon
3 Sphere of Resistance
4 Meddling Mage
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Re: [DTW] UW(x) Landstill
Quote:
Originally Posted by
HPB_Eggo
So, the following is my Landstill list, I think it's quite decent, overall. I would like any feedback that you all have, as I know for a fact a lot of you are better at playing this deck than I am.
I play similar UWr Planeswalker still, and here's what:
by all means 2x Volcanic + 1x Plateau is better than 1x Volcanic + 2x Plateau. Simply because Deltas can't fetch Plateaus and you need more blue sources than white sources.
Personally, I run 2/2/2 PW split, and think 3xJace is overdo. Matter of taste probably. If you're in aggro heavy meta, you should play more targeted removal (be it F/I - it isn't S/B card or PtE) and Spell Snares. While you still can live on 4 swords with 4 'Wrath' effects (additional targeted removal is not absolutely necessary), without Snares its almost impossible. I just can't understand why people cut this card.
Also, guess 4x Counterspell is too many. There are a lot of permanents and mana hungry top, you often fetch for basic plains on turn2. Overall, it loses a great bit of effectiveness when you're tapped out. Most people play 3.
S/B looks rather bad. Where do you need 4 Relics? F/I is not really sideboard card.
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Re: [DTW] UW(x) Landstill
Quote:
-you use red, but not reb....
That is something I had not thought about at all. I guess I'd better look into it.
Quote:
-you use red, but run firespout in the board, as well as a total of 5 wrath effects? isn't it a bit overkill?
Possibly. I like never having a problem with swarms of creatures, though.
Quote:
Also, guess 4x Counterspell is too many.
I like my hard counters, and the deck does a good job of taking care of things that resolve early.
Quote:
S/B looks rather bad.
MY SB is always bad. However, I do absolutely need all four Relics. Fire/Ice is currently there because I tested it and liked it, but couldn't figure out what to cut for it.
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Re: [DTW] UW(x) Landstill
HPB_Eggo
Quote:
That is something I had not thought about at all. I guess I'd better look into it.
How do you not think about R.E.B when you consider red as a splash in a control deck? Also the red tempo splash should probably go in the Ultimate Walker thread where that concept comes from. The fine people there can give you help and advice that we probably won't be able to help you with.
Quote:
Possibly. I like never having a problem with swarms of creatures, though.
Saying this means you haven't tested that archtype well enough yet. The focus of that deck is it splashes red to not get hozed by the control decks and also plays red to be able to handle threats that the black splash can't handle as easy. This is the second reasoning why I think you should go to the Ultimate Walker thread.
Quote:
I like my hard counters, and the deck does a good job of taking care of things that resolve early.
4 Counter spell is absolutely obsolete in land-still and isn't played in Ultimate Walker because the deck also attempts to get around playing cards with C.C. 2. Because of this Ultimate Walker plays Forbid (Or at least did last I knew.) All of this thirdly indicates that you need to further test against more of the meta-game.
Quote:
MY SB is always bad.
Your sideboard should never be bad. It should always address specific problems that your main deck cannot handle.
Quote:
However, I do absolutely need all four Relics.
Why? Does your meta-game have obscenely high graveyard based decks like ichorid, thrash. If so then completely understood, but if you just generally fear graveyard shenanigans relax.
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Re: [DTW] UW(x) Landstill
Quote:
Originally Posted by
memnarch
I have to agree with Hanni on this one I think countertop works wonders in UW Landstill. I ditched Cunning Wish and some bulk and went for the best cards. I matched against some ichord combo and did extremely well. That's one of the ones I was worried about. But recurring wastes then countertop set to one stops breakthroughs and many discard outlets. since there is no GB for deed, UW builds often can EE a specific number. Anyways EE can often be cheaper, like VS. Ichord and tokens. The reason for the seclusion of WOG is I thought its really not as fast as EE and EE and STP can sweep faster and not get dazed as easily. I also think Oblivion Rings are important in the current environment, Wizards is only printing more great plains walkers.
land 24
4 Flooded Strand
4 Tundra
2 Plains
1 Island
1 Underground Sea
3 Faerie Conclave
4 Wasteland
4 Mishra's Factory
1 Academy Ruins
spells
2 Elspeth, Knight-errant
1 Decree of Justice
4 Brainstorm
4 FOW
4 STP
4 SDT
4 Counterspell
4 Counterbalance
2 Standstill
2 Crucible of Worlds
3 Oblivian Ring
2 EE
side
4 Engineered Plague
4 Wheel of sun and Moon
3 Sphere of Resistance
4 Meddling Mage
This deck is aggro control overkill. This isn't 2005 it's 2009. The idea isn't to overkill the control match up, it's to beat the meta-game of aggro, aggro control, combo, and tempo decks.
Play test the zoo, thrash, and basically anything that puts you on a clock and I think your going to understand where I am coming from. You also might consider testing white splash thresh then coming back to land-still to get an idea of what your doing. But as for now your decks utility land mess, mixed with 4x counterbalance in the main-deck and 4x counter spell.
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Re: [DTW] UW(x) Landstill
Quote:
How do you not think about R.E.B when you consider red as a splash in a control deck?
I'm really quite good at forgetting things, especially when I'm first trying another color in an old build.
Quote:
Also the red tempo splash should probably go in the Ultimate Walker thread where that concept comes from.
Just because the deck splashes red does not make it Ultimate Walker.
Quote:
Saying this means you haven't tested that archtype well enough yet. The focus of that deck is it splashes red to not get hozed by the control decks and also plays red to be able to handle threats that the black splash can't handle as easy.
That's simply not true. I've played UW Landstill forever(not including any part of forever longer than six years ago), and I'm trying the red splash specifically for Ajani Vengeant and Lightning Helix, to help shore up matches like Burn and Zoo. Firespout came in because it's good against Ichorid and Tribal, and Fire/Ice is something I'm still testing to see whether it's worth using.
In short, I didn't splash to hose control, although I could see where a lot of people would do that. REB/Pyroblast will probably end up replacing Negate and Fire/Ice in my SB, because they're good against a great number of decks, but that will be the extent of my use of red when it comes to attempting to "not get hozed by control decks."
Quote:
4 Counter spell is absolutely obsolete in land-still and isn't played in Ultimate Walker because the deck also attempts to get around playing cards with C.C. 2. Because of this Ultimate Walker plays Forbid (Or at least did last I knew.) All of this thirdly indicates that you need to further test against more of the meta-game.
I'm going to just flat-out disagree with you here. Spell Snare does not do what Landstill needs it to do, i.e. be ready to counter anything we aren't prepared to deal with. Daze won't work later in the game, and Mana Leak is nearly as bad. Forbid costs three and it's buyback cost is prohibitive.
I've tested every replacement for Counterspell that has been suggested to me, and none of them fill the slot as well. My apologies if this doesn't fit into your view of the deck, but that's simply the way it's worked out for me.
Quote:
Your sideboard should never be bad. It should always address specific problems that your main deck cannot handle.
Thank you for pointing this out. I think we can all agree that anyone who doesn't know this should be retaught how to play Magic...
Quote:
Why? Does your meta-game have obscenely high graveyard based decks like ichorid, thrash. If so then completely understood, but if you just generally fear graveyard shenanigans relax.
There is an awful lot of Ichorid in my meta. It also helps a lot against Loam, which is around sometimes, and anything that runs 'goyf, i.e. a large portion of the good decks in the format.
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Re: [DTW] UW(x) Landstill
Counterspell doesn't deserve 4 slots anymore. It's a mid-game permission spell, which is an absolutely critical role, but that means that 4 is the wrong number. I run 3 (as does Moss and everyone else, I think) alongside 3 spell snares. Even ultimate walker (which is what you're playing) runs spell snares because the whole effing format revolves around 2cc cards.
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Re: [DTW] UW(x) Landstill
The inclusion of red and Ajani doesn't make the deck that other "Ultimate Walker". Or saying it the other way, being "Ultimate Walker" doesn't make it less Landstill. My deck is like 5 cards off UWb I used to run previously. Name it Ultimate Walker or Walkerstill, its still what this thread is about - UWx Landstill. Now that one with Ancestral Visions and Forbid is a different story.
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Back To The Roots
Quote:
Originally Posted by rsaunder
This. DoJ is one of the rare cards in the deck I cut in absolutely zero matchups. It's my late game bomb that digs and stalls at the same time, all at instant speed and uncounterable. Plus, it works with my draw engine. I'd never run more, or less, than two of these bad boys. Same with Elspeth.
Exactly. DoJ is the perfect win condition for this deck. I only board it out, when I won the first game and I want to board in a specific sidboard card for this certain matchup.
And I would also never go below 2 Humility. The whole metagame fears this card and it is like a combo finish for this deck. U cant loose the game while humility is in game. And in the case it gets destroyed, it has given u the turns to win the game.
I play one maindeck CoW. I think u can cut it as a metagame call and play additional draw (FoF) or shackles but in 80% of the games I play CoW it gives me at least one additional land drop. And this fits perfectly in our game plan.
Quote:
And I WANT standstill#4. Badly. Probably over Jace, honestly.
In my opinion u have to play 4. I want to see this card in 100% of my games. The really rare situations where this card has no impact (it pitches to force...) are nothing when u compare it to the great influence in the others.
greetz
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Re: Back To The Roots
Quote:
Originally Posted by
i_need_the_extra_turns
In my opinion u have to play 4. I want to see this card in 100% of my games. The really rare situations where this card has no impact (it pitches to force...) are nothing when u compare it to the great influence in the others.
It sucks against merfolk where Jace shines. I'd probably run jace#1 over standstill#4 in the same metagame where I'd run Shackles over crucible.
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Re: [DTW] UW(x) Landstill
What about Preacher over Shackles? What meta would be better to run him over the ol' cuffs?
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Re: [DTW] UW(x) Landstill
Quote:
Originally Posted by
dal9ll
What about Preacher over Shackles? What meta would be better to run him over the ol' cuffs?
Preacher is an alternative to Shackle's focusing on the Merfolk match up due to their inability to remove Preacher unlike Shackles whitch can get hit by Grip. I have tested both and find Preacher to be far superior and have been running Preacher for awhile and have beaten the last 5 Merfolk decks i've faced.
Quote:
Originally Posted by
Tinefol
The inclusion of red and Ajani doesn't make the deck that other "Ultimate Walker". Or saying it the other way, being "Ultimate Walker" doesn't make it less Landstill. My deck is like 5 cards off UWb I used to run previously. Name it Ultimate Walker or Walkerstill, its still what this thread is about - UWx Landstill. Now that one with Ancestral Visions and Forbid is a different story.
I agree as long as it's a UWx control deck that runs Standstill you are in the right thread.
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Re: [DTW] UW(x) Landstill
So I've been playing landstill for two tournaments now. In the first list I played Cunning wish but I mostly used it to wish for PTE, so I decided to play the PTE's maindeck the second time. Playing 6 1cc removal spells was quite nice and I really didn't miss the wishes (well, maybe once when my opponent got a volrath stronghold+witness going). I lost 2 games due to bad desicions; but overall the games went well. Actually only losing one match to ichorid. I didn't really expect the deck so I only played 2 crypts side.
There was one thing that bothered me during these two tournaments; the speed of the deck. Even though I only lost 1 round I managed to have 5(!!) draws over the course of 12 games. Most of those round I had one quick game and one long (30+ minutes) game. Then it was really hard to actually finish or play the third game. Next to that, of the 6 rounds I won, two where won with 1-0-1. I don't consider myself a slow player, but when either I or my opponent got a SDT out (or worse, both of us). Things tended to get really slow. But next to that I had some games where my opponent got rid of my kills fast so I needed a lot of time to stick one; even though I was in control the entire game.
So my question is; are there any ways; either by playing-style or playing more kills to speed up the deck a bit?
Ps. I run the usual 4 factory's, 2 decree's, 2 elspeths and a crucible.
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Re: [DTW] UW(x) Landstill
Quote:
Originally Posted by
Roelke
So I've been playing landstill for two tournaments now. In the first list I played Cunning wish but I mostly used it to wish for PTE, so I decided to play the PTE's maindeck the second time. Playing 6 1cc removal spells was quite nice and I really didn't miss the wishes (well, maybe once when my opponent got a volrath stronghold+witness going). I lost 2 games due to bad desicions; but overall the games went well. Actually only losing one match to ichorid. I didn't really expect the deck so I only played 2 crypts side.
There was one thing that bothered me during these two tournaments; the speed of the deck. Even though I only lost 1 round I managed to have 5(!!) draws over the course of 12 games. Most of those round I had one quick game and one long (30+ minutes) game. Then it was really hard to actually finish or play the third game. Next to that, of the 6 rounds I won, two where won with 1-0-1. I don't consider myself a slow player, but when either I or my opponent got a SDT out (or worse, both of us). Things tended to get really slow. But next to that I had some games where my opponent got rid of my kills fast so I needed a lot of time to stick one; even though I was in control the entire game.
So my question is; are there any ways; either by playing-style or playing more kills to speed up the deck a bit?
Ps. I run the usual 4 factory's, 2 decree's, 2 elspeths and a crucible.
With those win conditions you really shouldn't be going to time often. I'd say practice more and learn to play aggressively. If you want, you could add on a 3rd copy of DoJ or Elspeth to speed games up.
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Re: [DTW] UW(x) Landstill
From my experience Top speeds up your games by filtering out less useful cards and giving you win conditions when you want them. I've got only 4 draws in recent 34 matches, where as without it was roughly 1 out of 3 or 4 matches. The wincons are 3 Factory, 2 Elspeth and 2 Ajani, no DoJ, but DoJ is a very good win condition.
Just play your win-cons at the right time, when your opponents are either exhausted or cannot disrupt it and end the game quickly. Sometimes you're better of being agressive, sometimes you just hold your Factory beats.
Playing fast with top requires some practice, a couple of tournaments and you'll speed up.
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Re: [DTW] UW(x) Landstill
I guess you're right that top somewhat speeds up. But if both players have a top in play that means you lose about ten to twenty seconds "topping" every turn, which sums up quite fast.I'll try to play somewhat more agressive next time (which is something I didn't really do). That should speed up at least some games.
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Re: [DTW] UW(x) Landstill
That is the one fact about the deck that has ONLY got to do with practice.
I play the deck for a period of 1 1/2+ years and actually, I rarely need more than 30-35 minutes for a match. Iīd say maybe I enter the turns in 1/10 rounds or so. You just have to practice the "standard moves" so that you have more time to think about the difficult situations. Thats pretty much everything about the myth I hear rather othen when playing: "Iīd never pick up landstill, Itīs sooo slow and I never have some time to eat/smoke/whatever".
Just practice, the deck gets faster itself then.
Top doesnt really help since he may get you the wincons faster, but therefor he needs a lot of time for "eot, top" or "resp,top".
EDIT: I often see People playing Elspeth and then going for token, go, token, go token, go. I believe that itīs very important to apply pressure as fast as possible and so I always build one man, and then swing for 4 every turn. Obvious itīs not always possible, but it should be most of the time.
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Re: [DTW] UW(x) Landstill
Quote:
Originally Posted by
NQN
EDIT: I often see People playing Elspeth and then going for token, go, token, go token, go. I believe that itīs very important to apply pressure as fast as possible and so I always build one man, and then swing for 4 every turn. Obvious itīs not always possible, but it should be most of the time.
I do the same with Elspeth. Unless I need chumps, those 1/1's and sometimes a Factory start taking flying steroids asap.
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Re: [DTW] UW(x) Landstill
I believe it depends on
Overall gameplan (If you think you could lose out against a removal spell etc.
If you have a specific protection plan (Disk+Elspeth's final)
If you've got tempo and a beater on your side (Eot vendillion + mainphase elspeth pump is huge in the control mirror.)
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Re: [DTW] UW(x) Landstill
Hello @ all,
Yesterday I made the first place with this Landstill mix build in Frankfurt:
2 Jace Beleren
2 Elspeth, Knight-Errant
3 Ajani Vengeant
2 Humility
2 Enlightened Tutor
1 Crucible of Worlds
2 Sensei's Divining Top
4 Brainstorm
4 Force of Will
4 Counterspell
4 Cryptic Command
2 Spell Snare
4 Swords to Plowshares
4 Flooded Strand
4 Polluted Delta
2 Wooded Foothills
4 Tundra
2 Volcanic Island
1 Plateau
1 Island
1 Plains
1 Academy Ruins
4 Mishra's Factory
Board:
4 Relic of Progenitus
2 Hydroblast
2 Red Elemental Blast
4 Circle of Protection: Red
3 Ajani Goldmane
Cardchoice:
Jace Beleren: Carddraw and very good in the Hardcontrolmirror with mill ability.
Elspeth: Finisher like Uwx Landstill.
Ajani Vengeant: Best card in my build. Removal against Aggro, Manascrew and Armaggedon ability. Very important! Best play, Humilty and Ajani in game. Damage on each Creature and Elspeth finish then.
Humility: Important with Elspeth. No explenation...
Tutor: I play a lot of Artifacts and Enchantments. We need it to have a clearly game.
Top: Card Draw and manipulation.
CoW: Important for Fetchlander and Mishra's Factory. 1 is enough with the Tutor.
Brainstorm: No explanation...
Force of Will: No explanation...
Counterspell: Best Counter in Hardcontrol.
Cryptic Command: Very flexibly. Bounce, draw, tap or counter. No problem with 24 Lands and CoW. Very important. Tap Creature and Tokenfinish.
Spell Snare: Good against Aggro and Aggro Control.
StoP: Spotremoval. No explenation.
Board:
Gravehate.
Worst MU against Burn/GoyfSligh with Circle and Ajani.
Matchups:
Canadian Threshold:
Good Game! Nimble Mongoose and Tarmogoyf aren't a problem, food for Ajani V. The fast CoW helps against Wastelander and Stifle. Postboard with 4 Relic of Progenitus for -2 Jace B. and -2 Cryptic Command the same.
2:0
Dragon Stompy:
I lost the first game with Chalice 1 and Trinisphere. I had a baaaaad draw with Muligan 5 :b Postboard no Problem with Circle of Protection. Easy game.
2:1
Rock:
Discard was a problem. Elspeth, Ajani and Humility were always the targets. Counterspell and Cryptic Command to slow to counter Thoughtseize, hymn to T. and Duress. But Elspeth and Humilty made a good job and took the win after a very very difficult game.
2:1
GoyfSligh:
Burn + Critter. I lost in Turn 5 in the Preboard. Then the board made the job with 4 Circle of Protection, 4 Hydroblast and 3 Ajani. I am not sure but i think Jace, Cryptic Command, Ajani V. and Spell Snare got out the build.
2:1
Second Canadian Thresh:
I won the first game easy with Ajani :D The second game was horrible. A early game with 3 Wastelands and 2 Stifles was the gamekill, Midgame 2 goyfs. Very lucky Threshplayer. Game 3 was very slow, Threshplayer did nothing, counter 1 Ajani and 1 Eslpeth but the second Ajani resolved and raced my oppenent.
2:1
Yeah, that was the tournament. Sorry for the bad english. What do you think about this build. I hate the board, it was random ^^
Any idea for improvements?
Greets.
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Re: [DTW] UW(x) Landstill
Quote:
Originally Posted by
Bitchtoken
Hello @ all,
Yesterday I made the first place with this Landstill mix build in Frankfurt:
2 Jace Beleren
2 Elspeth, Knight-Errant
3 Ajani Vengeant
2 Humility
2 Enlightened Tutor
1 Crucible of Worlds
2 Sensei's Divining Top
4 Brainstorm
4 Force of Will
4 Counterspell
4 Cryptic Command
2 Spell Snare
4 Swords to Plowshares
4 Flooded Strand
4 Polluted Delta
2 Wooded Foothills
4 Tundra
2 Volcanic Island
1 Plateau
1 Island
1 Plains
1 Academy Ruins
4 Mishra's Factory
Board:
4 Relic of Progenitus
2 Hydroblast
2 Red Elemental Blast
4 Circle of Protection: Red
3 Ajani Goldmane
Cardchoice:
Jace Beleren: Carddraw and very good in the Hardcontrolmirror with mill ability.
Elspeth: Finisher like Uwx Landstill.
Ajani Vengeant: Best card in my build. Removal against Aggro, Manascrew and Armaggedon ability. Very important! Best play, Humilty and Ajani in game. Damage on each Creature and Elspeth finish then.
Humility: Important with Elspeth. No explenation...
Tutor: I play a lot of Artifacts and Enchantments. We need it to have a clearly game.
Top: Card Draw and manipulation.
CoW: Important for Fetchlander and Mishra's Factory. 1 is enough with the Tutor.
Brainstorm: No explanation...
Force of Will: No explanation...
Counterspell: Best Counter in Hardcontrol.
Cryptic Command: Very flexibly. Bounce, draw, tap or counter. No problem with 24 Lands and CoW. Very important. Tap Creature and Tokenfinish.
Spell Snare: Good against Aggro and Aggro Control.
StoP: Spotremoval. No explenation.
Board:
Gravehate.
Worst MU against Burn/GoyfSligh with Circle and Ajani.
Matchups:
Canadian Threshold:
Good Game! Nimble Mongoose and Tarmogoyf aren't a problem, food for Ajani V. The fast CoW helps against Wastelander and Stifle. Postboard with 4 Relic of Progenitus for -2 Jace B. and -2 Cryptic Command the same.
2:0
Dragon Stompy:
I lost the first game with Chalice 1 and Trinisphere. I had a baaaaad draw with Muligan 5 :b Postboard no Problem with Circle of Protection. Easy game.
2:1
Rock:
Discard was a problem. Elspeth, Ajani and Humility were always the targets. Counterspell and Cryptic Command to slow to counter Thoughtseize, hymn to T. and Duress. But Elspeth and Humilty made a good job and took the win after a very very difficult game.
2:1
GoyfSligh:
Burn + Critter. I lost in Turn 5 in the Preboard. Then the board made the job with 4 Circle of Protection, 4 Hydroblast and 3 Ajani. I am not sure but i think Jace, Cryptic Command, Ajani V. and Spell Snare got out the build.
2:1
Second Canadian Thresh:
I won the first game easy with Ajani :D The second game was horrible. A early game with 3 Wastelands and 2 Stifles was the gamekill, Midgame 2 goyfs. Very lucky Threshplayer. Game 3 was very slow, Threshplayer did nothing, counter 1 Ajani and 1 Eslpeth but the second Ajani resolved and raced my oppenent.
2:1
Yeah, that was the tournament. Sorry for the bad english. What do you think about this build. I hate the board, it was random ^^
Any idea for improvements?
Greets.
you have 15 4 drops. You might consider dropping your curve a bit to meet the meta.
SO lets take a look at what you played against:
2x canadian thresh
1x rock
1x goyf sligh
1x D Stompy
So every deck you played against - of course rock was a red tempo strategy. This means that all 9 (count them) pieces of your hate worked (Nice scouting? or just nice pairings?)
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Re: [DTW] UW(x) Landstill
Your name is bitchtoken? That's how you want to be known by your peers? How does that not sadden you like it saddens me?
What also makes me sad about your post is 4x Cryptic Command. :cry: If you could explain to us all how 4 cryptic command was during the day I'd appreciate, I'm hoping you will say they were worthless and not needed so we don't spend the next 20 pages discussing why we would be running cryptic command.
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Re: [DTW] UW(x) Landstill
Quote:
Originally Posted by
rockout
Your name is bitchtoken? That's how you want to be known by your peers? How does that not sadden you like it saddens me?
What also makes me sad about your post is 4x Cryptic Command. :cry: If you could explain to us all how 4 cryptic command was during the day I'd appreciate, I'm hoping you will say they were worthless and not needed so we don't spend the next 20 pages discussing why we would be running cryptic command.
Sure. :)
Cryptic Command the answer of all. You can bounce his goyf, draw a card or tap all creatures to race with your tokens :b 4 mana was easy to cast and it was very very funny to see the faces of the players when i played cryptic command. :D
I say always the same: You don't win the tournament with your build but with your brain!
@ mossivo:
I can't understand what do you mean. Yeah, my pairings was ok. Goyf Sligh and Rock were hard but i won it. Canadian Thresh was easy. Yeah, the curve is to high but i think that's why this build is called HARDCONTROL.
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Re: [DTW] UW(x) Landstill
I would prefer to say that you won the tournament with this build that has nothing to do with Landstill anymore because all of the good players were playing in Milano...
Are there really no explosives in your build? -.-
Run against Goblins / Merfolk / Elves or any mana-disrupting Sui-build and you will not win a single game with ur cc4 spells...
Greetz,
Marius
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Re: [DTW] UW(x) Landstill
Quote:
Originally Posted by
Wasteland
I would prefer to say that you won the tournament with this build that has nothing to do with Landstill anymore because all of the good players were playing in Milano...
Are there really no explosives in your build? -.-
Run against Goblins / Merfolk / Elves or any mana-disrupting Sui-build and you will not win a single game with ur cc4 spells...
Greetz,
Marius
Maybe :b
There was all Legacyplayers like every month ^^ Countertop, Canadian Thresh, GoyfSligh, Zoo, DragonStompy, Merfolk, Landstill, ...
Normal lists with normal players ^^
Yeah, EE was a good Cardchoice. But Ajani made a good job too. Furthermore I play 4 StoP and a lot of Counters with Cryptic Command to tap all creatures and Humility. That was enough. But ok, maybe EE in board for merfolk and goblins.
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Re: [DTW] UW(x) Landstill
Well, a couple of months ago this has almost won a Mox, beating Caplan in the top4. Should Goblin players really discuss the awesomeness of card choices in that deck?
A bit sarcastic, but this is my feeling for the above decklist. No explosives? Cryptic Command? Seriously?
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Re: [DTW] UW(x) Landstill
BitchToken
Quote:
@ mossivo:
I can't understand what do you mean. Yeah, my pairings was ok. Goyf Sligh and Rock were hard but i won it. Canadian Thresh was easy. Yeah, the curve is to high but i think that's why this build is called HARDCONTROL.
Quote:
2 Jace Beleren
2 Elspeth, Knight-Errant
3 Ajani Vengeant
2 Humility
2 Enlightened Tutor
1 Crucible of Worlds
2 Sensei's Divining Top
4 Brainstorm
4 Force of Will
4 Counterspell
4 Cryptic Command
2 Spell Snare
4 Swords to Plowshares
4 Flooded Strand
4 Polluted Delta
2 Wooded Foothills
4 Tundra
2 Volcanic Island
1 Plateau
1 Island
1 Plains
1 Academy Ruins
4 Mishra's Factory
Board:
4 Relic of Progenitus
2 Hydroblast
2 Red Elemental Blast
4 Circle of Protection: Red
3 Ajani Goldmane
wow you conceivably have a 15 card sideboard against thrash. ROFLCOPTER!
Your pairings were not just ok. They were f****** fantastic! Especially with your 9 card anti-Red sideboard!
Just a rhetorical question to put out there::really:
Quote:
Who in they're right mind plays 4 C.O.P: Red in any format other then perhaps standard?
Don't deny it:tongue: . You had fantastic match-ups and a fantastic sideboard planned or unplanned against red which you faced 99.9% of the day.
Also to the Cryptic Command Comment. I hear R.E.B is the Tits:laugh: in this format. :smile:
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Re: [DTW] UW(x) Landstill
Quote:
Originally Posted by
Tinefol
Well, a couple of months ago
this has almost won a Mox, beating Caplan in the top4. Should Goblin players really discuss the awesomeness of card choices in that deck?
A bit sarcastic, but this is my feeling for the above decklist. No explosives? Cryptic Command? Seriously?
Also Tinefol is 100% correct. (I just wanted you to know I can agree with you:laugh:)
-Moss