Quote Originally Posted by galeng View Post
Who plays academy ruins when the mana base is landstill's biggest fault. Engineered Explosives shouldn't be played, or at least not main deck when you already have 4 deeds.
Are you keeping in mind that I am talking about Tolaria West in my UWb Cunning Wish Landstill?
Also I severely disagree that Academy Ruins shouldn't be played in 4c Landstill. I'd always play it over a Wasteland for the reasons stated in my post above.

Quote Originally Posted by galeng View Post
I thought tolaria west was for the draw/tutor slot, not "crappy island" slot.
It's versitile, but both sides of it suck balls. Tapping out on the main phase for an EE or some random land isn't fun.
It just sweeps the board next turn? I'm not one of the guys who always have a Counterspell online... also, I'd always take the risk of not being able to counter something when I can just clear the board next turn.

Quote Originally Posted by galeng View Post
Fact runs the deck, and it's the reason you seem to need tolaria west in your build. Fact or Fiction is the best card advantage draw in the format other than standstill maybe. It's also a bomb at finding what you need and its an instant.
Quote Originally Posted by galeng View Post
Right, because landstill is an aggro deck.
Including cards that are only good in the lategame (where, if reached, this deck will win) is a perfect example of winmore.

To adress your point: no, Landstill is no aggro deck but your opponent will either be:
  • Fast Aggro
  • Aggro Control
  • Combo
  • Control

In the first 3 matchups, FoF will be too slow. Sure its gold against control but thats not a large proportion of the metagame.
Against aggro, you play FoF in the endstep of turn 4 where you're likely to be low on life. It might get you a sweeper. Compare this to Tolaria West which could transmute for Explosives on turn3 and clear the board on turn4 so that basically you just saved yourself a full attack.
Against aggro-control, you can't play FoF before the endstep of turn5 (Daze) which is pretty slow. Tolaria West is gamebreaking here as it can fetch Academy Ruins for a softlock.
Against Combo, both are irrelevant but Tolaria West can be a solution to Empty the Warrens if your opponent had a really slow start. FoF only pithes into force here.
Against control, I agree that FoF will be superior most of the time but in the direct mirror, Tolaria West fetches Academy Ruins which will win the battle over Crucible of Worlds and therewith the game.

Quote Originally Posted by galeng View Post
All you need to do is take the better pile, and assuming your opponent seperates perfectly, you get 1.5 average card advantage (2 or 3 cards) and at least one bomb.
If your opponent separates perfectly, you'll always have to take the 2 card pile so that your card advantage is only '+1'. The other card is likely to be useless (land).

Quote Originally Posted by galeng View Post
Please realize that brainstorm is zero card advantage, and can never be greater than zero card advantage.
If you think like this, then you are playing Brainstorm incorectly... it digs for 3 cards deep and then puts 2 useless ones back creating virtual card advantage (or card quality if you want) while still nabing you a solution pretty consistently which then will create card advantage.

Quote Originally Posted by galeng View Post
I don't see how you can jeopardize the mana base in return of a land that can either be a non basic island that comes into play tapped or a sorcery speed tutor for 3 that can only get lands.
What I did was to cut another land that jeopardizes the mana base: Wasteland.
The difference is that Tolaria West cip tapped but produces blue mana.