The first three turns of the game aren't about landing threats, it's about playing defensive and countering their business spells, forcing them to get on the long game plan
Ophidian isn't really supposed to come down before turn three unless you get a nut draw of island lotus phid pierce or something like turn 1 drain setup.
Ok, so we have established that you understand what the "fundamental turns" are for Landstill. Since you concede that Ophidian does not help you during those fundamental turns, why is it in the deck? What matchups does it improve? You have not been able to answer some very basic questions about its inclusion. The fact of the matter is that when Landstill survives to the late game, it wins an overwhelmingly large amount of the time. It does not need Ophidian once it reaches that stage. Ophidian is dead in the early game, mediocre in the mid game, and strong in the late game. Landstill is already strong in the late game without Ophidian, so you are not shoring up any weaknesses by including it. You have essentially added 4 dead draws to the deck.
The deck runs a decent amount of threats as it is, I could see adding the fourth factory and maybe the 2nd mutavault, the list already runs BRing though.
Barbarian ring is not a "threat". Landstill does not have "threats". The win conditions are all very poor. The reason that this is irrelevant is because they produce mana, and are generally meant to be used as "threats" once the game is already won. When Landstill wins, it often would be able to win with a Mountain Goat, just as well as it would be able to win with a Mishra's Factory.
The point I am trying to make here is that you do not need "threats" that do not produce mana and are not lands. This is not a fish deck. You do not need: Gorilla Shaman, Ophidian, Sower of Temptation, etc, etc, etc. If you choose to play these cards, then you are playing a hybrid strategy that is no longer Landstill. It is more like old school UR Fish.
Ophidian is a very poweful card, especially when fire clears the way for him, I've ran him in MUC and a mono blue tez list, he's great in long games which is something that this list causes because it whittles down the opponent while keeping a handful of permission.
I am not sure what your point is here. Yes, there are decks in which Ophidian fits well. That does not mean that it fits in Landstill just because Landstill is a control deck that taps for blue mana.
I don't think I have to argue standstill's power in a deck built around it as it has already proven itself.
You really do not have to argue anything at all, but you have to be aware of the following facts:
- Your land count is low for a traditional Landstill deck (24 sources as opposed to 26-27).
- You run very few manlands (4 as opposed to 7-8)
- You run more dead cards under Standstill (Ophidian, Sower, Merchant Scroll)
... and most importantly:
- Your list is unproven.
I am posting because I have been playing this deck longer than anyone else who plays this game, and I have tried many different variations of this build, including the options you are currently exploring. If you wish to spend time going down the paths that I already have in the past, then by all means, feel free to do so. I am trying to relay my experiences and save you some time and effort, but if you think you are onto a good thing, then stick to your guns and please post your tournament results.
What would you run in Ophidian's place? I could see cutting a few to increase man land count and possibly augury adept seeing how the only cards that are threats to it are pretty much the same as ophidian with a few exceptions.
First of all, I think you are choosing the wrong deck for your metagame. However, if you insist on playing Landstill in an aggro metagame, you should look at playing UW instead. In regards to Ophidian, I would cut it for a few extra lands and Fire/Ice, and cut the Sowers for some bounce (Chain). That would be a good start.