No one will even try to play without Standstills? Really?

I honestly feel that the addition to goyf puts the deck in a position where it needs to make more adjustments than just Trops..

Now before you brush this notion off again here are the reasons Im making these changes to my version of the deck formally refered to as Dreadstill.

A) The late game is your enemy.

The backbone of this deck, and most blue based control decks, is Counterbalance. Counterbalance gets it's power by taking advantage of the low mana curve of legacy staples. When your counterbalance can protect your win conditions for 4 or even 2 turns that's when the deck is working at its best.

Ichorid can kill you turns 1-3 but indefinitely in the late game if your not running Crypts. They can therapy away your Force and Dread Return easily.

Stax style decks pile up the board with Chalice, Trinisphere, and big nasty enchantments and creatures such as Moat or Arc Slogger.

Goblins can chew you up and spit you out in the late game. Ringleaders refill the hand of goblins you managed to counter and you give them plenty of time to find Warren's Wierdings.

Dreadless-still style decks can out control you with bigger badder cards. Pushing through multiple Deeds and maintaining Crucible advanage.

B) This deck wants to win quickly.

Look at the design of this deck and tell me otherwise..

Daze takes advantage of people tapping out. People only tap out in the early game when they dont have extra lands. Counterbalance (see reason A) Force of Will buys you an extra turn, the one turn you might need to attack for half your opponents life. Force is better in the short game.

Goyf and Dreadnought kill quickly. Goyf in 4-5 turns unassisted. Nought in two. The ability to put a clock on combo is very important in this format. So important that decks like Dreadless-still play maindeck goyfs for a real clock. Why not support their aggression and take advantage of the short amount of turns you give your opponent to respond?

C) Land Destructon

The ability to literally stifle your opponents mana development not only supports the anti late game but gives your clocks the window they need to get in the red zone before answers can be played. I've won at least a quarter of my games due to Wastelanding, Dazing, and smashing to victory before my opponent even has perms out. Pulling Standstill for more counterspells and land destruction is the best move.

D) Mana Curve

This is important. Decks can fold to Chalice and Spell Snare all day if they dont spread out alittle. You can lose the game because you play the wrong card on your turn two. You have Daze and Wasteland in your deck which already make your two drop a turn late most of the time. Counterbalance or setting your clock are always more advantagous to the deck than being pacifistic.

I think this deck has the strength to stay in the healthy shape it's in as long as it's willing to move ahead of the format. It's proven itself as a major contender now and opponents now have experience against it. Removing Standstill and speeding up the deck while adding metagame slots is a good move.

Standstill and Factory had no overhelming synergy with the Dreadnought combo and removing the cards will actually effect your gameplan the least. Factory often caused mana issues and removing them opens a window to play Back to Basics, reveal more tension from Blood Moon, or splash a third color into the deck.

You would still leave the toolbox effects of Mage and keep your 3 drop for CB. You'd have room for the extra Tarmogoyf and Explosives your dying to play. You have room for meta slots like Crypt or Needle.

I push people to at least try this change, Ive been running with it and I like it alot.