To be fair, Jace 2.0 is quite a problem for Lands, mainly due to its ultimate. That's why a lot of list run stuff like Creeping Tar Pit. However, in my experience, the best you can do/try is to keep them off of 4 mana in the first place.
Still, having played Lands for quite a long time, I advise against playing it if you really want to do well in big tournaments (especially talking about GP Amsterdam here). It's not even all that much about the abysmal combo matchup but about the deck itself. You can easily dominate local metagames with it but at a GP you'll want a more reliable deck that doesn't depend as much on its oppening hand as Lands does. Wasteland, Port, Mox, Exploration, Intuition, Fetchland, Tolaria West looks pretty fine but once your opponent counters the Intuition you're basically in topdeck mode.
(All this applies to the standard UG(b/w) version of Lands)
Still, Lands will always be the deck to have the most fun with. It's like a giant puzzle you half to solve: super challenging but providing a very rewarding feeling when you manage to get yourself out of a sticky situation over the course of like 10 turns.
The seven cardinal sins of Legacy:
1. Discuss the unbanning ofLand TaxEarthcraft.
2. Argue that banning Force of Will would make the format healthier.
3. Play Brainstorm without Fetchlands.
4. Stifle Standstill.
5. Think that Gaea's Blessing will make you Solidarity-proof.
6. Pass priority after playing Infernal Tutor.
7. Fail to playtest against Nourishing Lich (coZ iT wIlL gEt U!).
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