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Author Topic: [Deck Concept] Ubw Landstill  (Read 1224 times)
BoomChild
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« on: May 30, 2007, 01:52:25 pm »

Hello ladies and gents.  Lately I have been playing a lot of Ichorid and have seen moderate success with it.  Although I enjoy playing the deck, it has a major downfall that it will nearly die to most forms of concentrated hate.  Using this idea and the fact that I don't own the Bazaars for gencon I have decided to move to a deck that is a little less powerful yet has a decent game.  Ubw Landstill.

Landstill

4x Standstill
4x Force of Will
4x Mana Drain
4x Remand
2x Misdirection
3x Crucible of Worlds
1x Hurkyl's Recall
1x DSC
4x Brainstorm
1x Tinker
1x Chain of Vapor
1x Plat Angle
1x Disk
1x FoF
1x Sol Ring
1x Mana Vault

3x Underground Sea
3x Tundra
4x Wasteland
1x Stripmine
4x Stalking Stones
4x Mishra's Factory
4x Polluted Delta
3x Island


The idea of the deck is simple.  Just rock the standstill and sit back.  If anyone has ideas for a sideboard let me know, I'm currently working with 30 or so cards cutting them down.  Maindeck ideas are also welcome.  Remember this is a deck that I find fun to play and even though I own drains I don't really want to play gifts or slaver.  Lets hear some Ideas!!
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Sarah Angel
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« Reply #1 on: May 30, 2007, 03:40:45 pm »

Hmmm, rocking the standstill is fine, but there are only 4 in the whole deck and you can’t rely on always getting them.  Not to mention limited mana sources.  Is there a reason you choose not to use mana crypt, moxen, lotus, lotus petal, etc….  You don’t have the speed to keep up with vintage decks here.

As is, you can’t even get a turn 1 standstill in play.  Turn two you could get one in play and then 98% of the time be completely tapped out, with the only threat to your opponent of having him make you draw 3 cards.  Not to mention, your mishras wont really start to take effect (after you’ve played your “must play” cards) until turn 4.  Even then, you have to be careful because you are supposedly wasting/stripping their land but also need to leave yourself blue mana to play remand and/or mana drain.

So in all likelihood you are going to have a standstill out, with no potential threats.  The opponent could just bide his time playing land and setting up his hand while you sit and do nothing with a standstill on the board.

You have essentially one card in your deck that you must draw (tinker) and only 2 really viable targets (crucibles at 3 mana are getting a bit high in cost to consider a quick sac to tinker).  And the crux of the problem here, you have no way to get to that tinker.  You MUST have tutors in this deck.  Add mystical, demonic, vampiric, imperial seal for starters and probably some merchant scrolls.

Also, lastly, Landstill decks just have to run nether void, at least in my opinion.  Standstill is not much of a threat in vintage.  I understand that there is a lot of counterspell disruption here, but there just isn’t enough to keep you in the game early.

And regarding Stalking Stones.  Just take ‘em out.  Even Fairy Conclave seems slow to me when I play it and it’s only 2 mana to use.  6 mana for stalking stones??  You’re long dead in vintage before you have the convenience to play it and pay the mana.

Glad to see the interest in the deck.  Definitely one of my favorite types to play.
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Current Record (in tournament play) for cards removed with Demonic Consultation before finding a card that I have 4 of in the deck:  39
Current Record (in tournament play) for largest Mind's Desire whiff: 12
BoomChild
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« Reply #2 on: May 31, 2007, 04:22:58 am »

I definitely agree with you on most of your points.  The deck does need some tutorage and the ability to active manlands early.  I played at the grand prix and I never felt completely out of any game that I played I went 1-2-1 with the deck in a side event and could have won each match.  I was missing the drains at that point and was playing Counterspell instead. 

The main allure of the two artis I have is that they don't hurt me by playing them.  Sol ring lets me activate two Factories, and Vault helps me get a quick Stalking Stones active.  The others are all either 0cc artifacts or things that can potentially hurt me in the long game, as most of the games I test go beyond turn 8 or 9.  Also I did not post my sb but there are 4 chalice for sure that turn off lots of my arti speeds.

I am very interested in building this to be a tweaked version with decent game but I have  a very limited playtest group to play against.  I refuse to play on MWS because most people will argue about simple rulings or just play illegal decks.  I am very open to any changes in the decklists but I want to keep it as non proxy as possible so I can play it at gencon if I can't find the Bazaars I need for Ichorid.  These are the restricted/power cards I own...

Petal
Diamond
4x Drains
Demonic Tutor
Vamp Tutor
Mystical Tutor
4x FoW
2x Mis-D
Tinker
DSC
Memory Jar
FoF
4x Gifts

If anyone sees fit to mess around with the deck a little or is willing to test with me let me know.  I don't play nearly as much vintage as I would like to.

Boomer
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Mindriders
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« Reply #3 on: July 04, 2007, 01:24:25 am »

Here's a deck I tinkered with about a month ago, not ubw, but just ub. It's actually an upgrade of a legacy deck. I find color variety seriously destabilize a deck of this archetype, so I avoided ading a third color. But I'd like a second opinion...

1 Ancestral Recall
1 Mystical Tutor
1 Vampiric Tutor
1 Echoing Truth
4 Standstill
4 Impulse
1 Gifts Ungiven
4 FoW
4 Manadrain
3 Spellsnare
2 Engineered Plague
3 Extirpate
2 Haunting Echoes
2 Engineered Explosives
2 Nevinyrral's Disk
2 Crucible of Worlds

1 Black Lotus
1 Mox Saphire
1 Lotus Petal
4 Mishra's Factory
2 Polluted Delta
2 Flooded Strands
3 Underground Sea
1 Strip Mine
3 Wastelands
1 Academy Ruins
1 Library of Alexandria
3 Island
1 Swamp

SB:
3 Massacre
3 Duress
3 Tormod's Crypt
3 Pithing Needle
3 Energy Flux

Play Strategy: take your time! Unlike other versions of LS, this deck doesn't have a broken play. Unlike URLS, it cannot barrage your opponent with burn spells, unlike UWLS, it cannot slam an insane number of soldiers into play. What this deck CAN do, is take massive amount of card advantage. If Extirpate isn't annoying enough, Echoes will do the trick. When it takes control, then your factories can finish the job.
I'd like to know your view of this deck. It was quite successful in playtesting, and got me a 3-1 in a tournament. I survived a Manaless chorid, a Stax, a hate deck, lost to Oath.
Thanks
« Last Edit: July 07, 2007, 07:42:53 am by Mindriders » Logged

There is time for one more... This is the last. It is important to have them all.
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