@Rockout
Quote Originally Posted by rockout View Post
Your list runs 17 blue cards. 1 above the bare minimum of 16.
you missed wish which makes 19

3 bs
3 still
1 jace
4 force
4 snare
2 cs
2 wish

Quote Originally Posted by LostButSeeking View Post
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.
+1

@FoolofaTook
You ditched a brainstorm, a counter spell and a vindicate (basically) to add 3 tops.
I Ditched 4th brainstorm for the third top
I Ditched 3rd counter spell for fourth snare

And I Ditched 2nd vindicate for disk; which is much more important in many more matches. Realistically this was the second vindicate (4 utility slots, 2 of them are wish, 1 vindicate which used to be 2 relic, followed by 1, then switched to 1 of vindicate)

You have a better chance to sort things out early, but with spell snare and S.T.P you really don't want to tap out to drop S.D.T on turn 1


If your on the draw against most of the decks in this format you probably aren't playing top on your t1. You more then likely play it t2 where its a safe reliable play. Obviously it depends on the match ups etc.

then on turn 2 you'd really like to keep two mana open to at least bluff a counter spell
That's not as realistic with spell snare and daze in the meta any longer. On top of that your more then likely not getting double blue in the early game. If you are it's through a dual and that in itself isn't exactly optimal.

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.
Leverage meaning counter-magic? What aggro control are you talking about? Be a-bit more specific.

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 Land-still wants to do that.
a.Top makes the overall game plan more redundant which in terms means YOU WIN MORE OFTEN.
b. There really isn't a (Getting there) position your referring to. Top on the play is so stupid strong that you dictate the game from t2 on. I hear library manipulation wins games. also to note that it enables stupid-ness from your other synergies ie decree off the top force off the top wish e.o.t earlier redundancy in your draws. Your also allowed to cut the crap from your models that makes land-still fundamentally weak because most of the older models play cards that are (Fair) top is (Unfair) which leads to scenarios where you win because of the (Unfair-ness)
c. I've been testing Top in land-still for 7 months personally and i'm telling you it's both incredibly solid and it deserves slots in the deck. Even the people who prefer F.O.F over top i.e. Konsultant (Geoff Smelski) and Rockout (Micheal mzzsszzeck.....<3) agree that top is good and the difference between F.O.F and Top is more play style preference then anything.

Quote Originally Posted by LostButSeeking View Post
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.
+1