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Author Topic: U/R Landstill, whats the best build?  (Read 6403 times)
MarkPharaoh
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MruthyuMOTL
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hmm
« Reply #30 on: February 12, 2004, 07:31:40 pm »

They might be replaced if I find room for any in the MD.
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Arvid
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« Reply #31 on: February 15, 2004, 04:39:35 pm »

@TheRock:

Ok, thanks. But what's the SB cards for Blood Moon, Null Rod and Back to Basics? I guess Red Elemental Blast could take care of BTB but against the other cards there aren't anything (except countering them). I guess Chain of Vapor could be a SB card but it seems pretty poor ...
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TheRock
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« Reply #32 on: February 16, 2004, 11:36:26 am »

Blood Moon and Back to Basics can be handled with a well-placed Disk, provided that your mana base is still intact.

Null Rod is completely different.  Early on, you have to counter it or use a Chain to get rid of it for a turn and then pop your Disk.  

U/R doesn't give us many good answers to enchantments other than counters and bounce spells.  You could use artifact hate like Rack and Ruin in the sideboard, but against Null Rod, it's worthless as it needs two targets and there rarely is a second target.

Chain would probably be the best answer to those kind of cards, unless Pern or MarkPharoah know of another card that I may have missed.  It's card disadvantage but it will still work out in the end as your Disk and countermagic will take over afterwards.  Even if you don't need it to bounce of your opponent's permanents, you can always bounce your own Disk.
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MarkPharaoh
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hmm
« Reply #33 on: February 16, 2004, 01:05:38 pm »

I made Top8 at GM with my Landstill list, I made a few small changes, i'll have a report up within the next day or two, hopefully Smile
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jazzykat
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« Reply #34 on: February 29, 2004, 10:45:54 am »

I am resurrecting this thread. After being boggled with the choices in hulk on every turn I decided to try a new deck. I looked around at my meta saw very few combo decks 1 TPS, 1 Dargon out of 20+ people and decided its a I like to drop disks and break stuff!

So here is the question, I have been using shockwave's post mirrodin list, can this deck use a few one ofs like dreams grip (super twiddle) and such to be absolutely janky? Or is the list too tight to mess with.

Also am I right to assume this is a very straight forward deck to play. In the primer it says it is unforgiving like all control (I usually play keeper or hulk smash) but to me I just drop manlands, standstills when the board is at "parity", drain into disks, and screw with the opponents mana base. Unless I can race my opponent I have to counter or kill their creature , decks that use permanents against me loose, and combo decks kill me. Is that about right?

Also for acid rain tech how many do you guys run in the board? 2?



Shockwave's list:
U/R Landstill 2003, post Mirrodin

// Mana Sources 4 Island 4 Volcanic Island 4 Faerie Conclave 4 Wasteland 4 Mishra's Factory 1 Wooded Foothills 1 Flooded Strand 1 Mountain 1 Strip Mine 1 Library of Alexandria 1 Black Lotus 1 Mox Sapphire 1 Lotus Petal

// Card Drawing and Utility 4 Standstill 1 Ancestral Recall 1 Time Walk

// Removal 4 Lightning Bolt 4 Fire/Ice 4 Nevinyrral's Disk

// Permission 4 Mana Drain 4 Force of Will 3 Misdirection 3 Stifle
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The Priory
RIP: Team Blood Moon
Arvid
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« Reply #35 on: February 29, 2004, 12:50:56 pm »

I don't think it's true that you lose to combo, note that I play 4 Stifle. And in the sideboard you've got a lot: Maze of Ith takes care of MaskNought and GAT/Hulk, if you see a lot of Rector or Dragon Tormod's Crypt should be nice.

And I, in the latest tournament, lost to a permanent base deck: wMud. I never even got near to play a Disk or Rack and Ruin. The worst thing was that he wasted my Volcanics, not my man-lands as you could think, so I couldn't play my red spells. Therefore I was contemplating replacing one land with a Mountain (for the moment I play no mountain, one reef) and the blue fetchlands with red fetchlands. Any thoughts on that?
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Tim the Enchanter
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« Reply #36 on: February 29, 2004, 01:52:58 pm »

Tormod's crypt can help out vs some mud/prison/slaver decks...letting you remove their valuable artifacts altogether. Cave in and pyrokinesis could be interesting tech if you run enough red cards as they don't require the red mana. They would be pretty nice against weenie decks like fish as well. Or you could run energy fluxes in the SB - with plenty of basic island you should be able to get that one out.

With stifles, force of wills, misdirections and maybe even chalice in the side you have a decent chance vs combo. Chain of vapor, and tormod's crypt hoses dragon.
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jazzykat
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« Reply #37 on: February 29, 2004, 02:33:43 pm »

Re: WMUD I have played games vs. it. I play a basic mountain instead of the reef. I have lost a few times but it had more to do with not drawing a burn or force to stop welder and smokestack.

I am going to say this once: NEVER let welder live. I play 4 fire/ice, and 4 bolts. I serve goblin fricassee! Just get your drain mana up (2 islands, maybe 3 if they have a sphere out) waste their shops. Drain into disk and ask them if they want to concede. R&R is the pawnage just keep getting basics and stifle their strips. Some how MUD does get lucky but you should crush it.

Replace manland= NO!!!!!

Replace shivan reef with mountain=What i am doing.

also if they have you under only under a wire with no welder or karn/etc on the board, drop the standstill if possible. They have to cast things to win. You just have to keep playing land Smile Just play your land a turn and you will eventually catch up with them in permanents.
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The Priory
RIP: Team Blood Moon
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