@ TheInfamousBearAssassin

Have you tested Brainstorm/Impulse? They are powerful enough cards to at least spend 10 games playtesting.

Stifle means that they have to have mana open once, which they might've had anyway. It also means that you lose that mana permanently.
Playing around Stifle means that they have to keep that mana open more than once, but they have to keep it open until you pop the fetch. If they've left the mana open, then you are usually timewalking them. I'm perfectly happy to see tempo decks stay untapped, especially if they aren't forcing through T2 Goyf/CB/Dreadnought.

Decks that are playing Daze/Stifle/Wasteland are not running nearly as many land as MUC. They can't keep up land drop parity with us, and by holding back to Stifle and not playing more aggressively against MUC, they will lose a serious tempo war because they didn't abuse the early game. They majority will eventually be forced to tap down against you before you need to pop the fetch.

Once we get to 4 lands, they are in a lot of trouble. Draw/Go with Brainstorm/Impulse has the highest probability of reaching the fourth land on 4th turn. Additionally, getting Stifled on fetch is not as common as you think. I usually open 2-3 land and 1 cantrip-dig spell (Brainstorm/Impulse), and fetching into danger zones isn't usually common.

Although, against T1 Swamp, and I suspect Sinkhole, I may lay fetch first if I'm going second.


The prevalance of Stifle, along with Daze and Wasteland, is half the reason to play MUC right now.
We can consistently (especially with cantrips) make unstiflable land drops against tempo decks. While fetchland weakens this position slightly, it is quite minimal compared the strength and resilience added by Brainstorm at this stage of the game.

Unlike Landstill which is more color dependant to even cast and resolve spells, MUC is much better at holding out on the handful of fetches it plays. With Brainstorm/Impulse, we are still at an advantage against the tempo deck that chooses to stay untapped for Stifle against us.

Frankly put, for the cost of opening yourself up to 4 one-mana, instant Sinkholes, I'd rather run Opt.
Brainstorm is worth playing before Opt even without Fetchlands. Digging 3 deep on turn 1 is spectacular, especially for anyone who is so concerned about having a stable mana base. The shuffle effect only becomes important in the mid and late game. Goto 4 fetches if you are that worried.




peace,
4eak