Relic also hoses all of the delve cards that people love to play.įlusterstorm can be used against storm decks. This is decent against Dredge if used properly. Relic of Progenitus is a Tormod's Crypt that cycles. If you love to suck the fun out of Yawgmoth's Will, then Cage is your kind of Magic card. I did not win that game.Īnti-Oath and anti-Dredge, Cage is highly efficient at making graveyards irrelevant. While playing Shops one day in a D.E., Shockwave played one of these against me on turn one using a Black Lotus. Four bolts aren't enough when playing against some of the disruptive aggro decks that have been creeping into the Magic Online metagame.Īnti-artifact hate card. I sideboard this card in when I'm facing a deck that runs more than just a handful of creatures. Other than that use, it can hit other powerful creatures like Young Pyromancer, Dark Confidant and many more. Sudden Shock is a fantastic answer to a resolved Monastery Mentor. It's built for consistency, and it targets the popular decks in the MTGO Vintage metagame. The sideboard that Shockwave uses in this Landstill list looks solid. I feel that Time Walk is self-explanatory and doesn't really fit into any of the other groups, so I omitted it from the other groups. The rest of the cards in this deck are mana-producers with the exception of Time Walk. However, when you've ground-down an opponent to little or no cards in hand, weakening your opponent's draw steps drastically lowers the chances that they may stage a comeback. Most of my experience using (Jace, the Mind Sulptor) has involved Brainstorming every turn, but while piloting Landstill I've found that it's better to try to build up counters.Īll of the win-conditions in this list are glacially slow, and Jace is no exception. As a matter of fact, I've used Jace to fateseal my opponents more than I've Brainstormed or bounced creatures. In this deck, Jace is both card advantage and a win-condition. The name Landstill is a portmanteau of Standstill and Land, and I'm sure that Mishra's Factory has something to do with that. Much like "Draw-Go" often closed out games with Stalking Stones, Landstill often wins games with its man-lands. Fighting over whether or not a Standstill resolves is likely worth it as long as it doesn't put you too far behind on cards. This list eschews such sweeper cards, therefore drawing extra cards is vital. Some Landstill pilots choose to run Engineered Explosives somewhere in the seventy-five to give them access to a bit of sweeper effect. Many control decks, past and present, have used sweepers such as Wrath of God as a sort of hybrid of card advantage and control. The objective that the deck has of countering every spell that the opponent plays wouldn't be possible without the ability to out-draw any deck it faces. This is where the deck gets all the gas it needs to keep going. Landstill gets to play its games with six and one-half Ancestral Recalls. The Strip Mine and Wastelands also constrain the opposition's mana, and with Crucible of Worlds they can be used repeatedly and lock-up the game. This in turn makes the task of countering all relevant spells much more manageable. All of a sudden, people's decks have several potential dead draws, and the number of threats that they can produce on any given turn is severely hampered. All of the Moxen in an opponent's deck become useless, and most Vintage decks cheat on lands by running artifact mana. Decks like Belcher or Steel City Vault can't function at all with a Rod on the battlefield. Many Vintage decks can't function optimally while Null Rod is in play. In addition to the permission suite this deck contains the mana-denial cards pictured above. To play Landstill well enough to place highly in tournaments takes a skilled pilot and a strong knowledge of the expected metagame. This Landstill list utilizes a full play-set of the four Counterspells pictured above. With sixteen Counterspells, keeping control over a game looks easy. The point of this deck is simply to counter everything that needs to be countered, and to disrupt the opponent's mana development with Null Rod and Wasteland. This deck can have a Counterspell ready at any point in the game, including turn zero with Force of Will and Mental Misstep. In Vintage we (thankfully) have Mana Drain so things aren't so bleak. Ever since the kind folks at Wizards tacked on one more generic mana to Counterspell, giving birth to the abomination know as Cancel, Magic players haven't been able to play control in the "Draw, Go" fashion. Those decks, much like this Landstill list, played a metric ton of Counterspells. Decks like "Draw-Go", CMU Blue, and anything played by Randy Buehler at the time. This is how I remember control decks from my youth. If you can't tell by reading the deck list, this is a control deck.
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