I've been playing this deck for a few years now and I decided to seek some outside help for the deck. Any advice would be greatly appreciated but please no flaming I'm not claiming to be the best nor do I think I am.
I would at the least run some fetch lands to get your tundra's into play faster.... but that is just me.... flooded strand I think? You might even consider Polluted Delta
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"As the size of an explosion increases, the number of social situations it is incapable of solving approaches zero." -- Varsuvius, Order of the Stick
on a side note, I gotta say I love your sig and avy... it perfectly describes what me and Gigaguess want to have as our characters ultimate attacks in Magic the RPG
on a side note, I gotta say I love your sig and avy... it perfectly describes what me and Gigaguess want to have as our characters ultimate attacks in Magic the RPG
Thanks lol I got those two a couple years back when I used to be a regular at these forums. I got the idea when me and some friends all made decks based around our favorite color's epic spell. Mine was blue obviously
Cycling is not playing a spell; it's an activated ability. So you can cycle DoJ for tokens while keeping Standstill intact.
ah... still, the whole point of standstill is to draw the game to a halt. You only play it if you know what you have in hand (or don't have in hand) will result in the opponent being the one who plays into it not you. Decree of Justice, while good, is too expensive to really take advantage of in conjunction with standstill in my opinion. I would much rather make the decks control and win conditions stronger than rely on drawing into those conditions better. Plus the cycling condition of DoJ only gives you 1/1 creatures, which are weak in comparison to what your opponent will be playing by the point at which you are able to cycle DoJ.
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"As the size of an explosion increases, the number of social situations it is incapable of solving approaches zero." -- Varsuvius, Order of the Stick
Actually decree of justice is quite instanteous. I have won so many legacy games with cycling decree of justice underneath an resolved standstill. I have never really had a problem with decree of justice being too slow. I mean a enormous threat that can't be countered by normal means is bombstatic in my book. Decree of justice gives you the ability to grind out alot of matches especially combined with standstill.
I also disagree about your reasoning with standstill. Halting the game with standstill is not the card's primary function. It's primary function is to give you card advantage by drawing cards so you can have control of the game. The longer the game goes the more incrementally stronger landstill becomes against any deck in the format. Standstill is the main reason why Landstill is still viable in this format.
ah... still, the whole point of standstill is to draw the game to a halt. You only play it if you know what you have in hand (or don't have in hand) will result in the opponent being the one who plays into it not you. Decree of Justice, while good, is too expensive to really take advantage of in conjunction with standstill in my opinion. I would much rather make the decks control and win conditions stronger than rely on drawing into those conditions better. Plus the cycling condition of DoJ only gives you 1/1 creatures, which are weak in comparison to what your opponent will be playing by the point at which you are able to cycle DoJ.
If you have a single 1/1 one the board and your opponent doesn't, it means you've just netted a 3 card advantage. How is that a bad thing? In fact, if you know your opponent isn't playing manlands, you could play Standstill turn two and Draw-Go for the next 20 turns for all it matters, as soon as you get a threat on the board, they have to break standstill, and once they do, odds are your going to have an answer to what they're breaking it for be it Force, Swords, etc.
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No, your anime sig is NOT cool.
Currently Playing:
Modern - R/G Tron
Standard - RDW
If you have a single 1/1 one the board and your opponent doesn't, it means you've just netted a 3 card advantage. How is that a bad thing? In fact, if you know your opponent isn't playing manlands, you could play Standstill turn two and Draw-Go for the next 20 turns for all it matters, as soon as you get a threat on the board, they have to break standstill, and once they do, odds are your going to have an answer to what they're breaking it for be it Force, Swords, etc.
true enough, I still don't like Decree of Justice's casting cost... or its cycling cost...
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"As the size of an explosion increases, the number of social situations it is incapable of solving approaches zero." -- Varsuvius, Order of the Stick
Well the main thing is decree of justice is still used in white splash landstill decks and this particular splash of landstill has consistently done well throughout the years. Results speak alot louder then words my friend.
Anyway since its been awhile since I last posted a deck of mine on here. The deck itself isn't really UW angel control though it's UW landstill with a splash of black. Still its similar to the other UW control decks that have been shown here. Anyway here is my landstill deck that I have been testing for a little while now on and off.
The deck as a whole has been running smoothly so far. It has alot of draw, counters, and removal to make it a solid landstill deck at least in my opinion. Both Elspeth and Ajani from the board have been quite good whenever I want to be the aggressor like in the aggro loam and control matchups. Of course I am thinking of adding in another Elspeth just for consistency purposes.
Well the main thing is decree of justice is still used in white splash landstill decks and this particular splash of landstill has consistently done well throughout the years. Results speak alot louder then words my friend.
Anyway since its been awhile since I last posted a deck of mine on here. The deck itself isn't really UW angel control though it's UW landstill with a splash of black. Still its similar to the other UW control decks that have been shown here. Anyway here is my landstill deck that I have been testing for a little while now on and off.
The deck as a whole has been running smoothly so far. It has alot of draw, counters, and removal to make it a solid landstill deck at least in my opinion. Both Elspeth and Ajani from the board have been quite good whenever I want to be the aggressor like in the aggro loam and control matchups. Of course I am thinking of adding in another Elspeth just for consistency purposes.
I really, really, really hate Spell Snare. I know its good....in theory, but every time I try playing it I always end up saying to myself "I wish this was a Daze right now."
How often are you boarding in Meddling Mage? Seems like a card that might be better off 2 MD and and SB. Also, if your playing black, why no Innocent Blood or Diabolic Edict? Seems like the non-targeting creature removal would be helpful.
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"What's a dead man but a live man without any life?" --- Tom Servo
No, your anime sig is NOT cool.
Currently Playing:
Modern - R/G Tron
Standard - RDW
I really, really, really hate Spell Snare. I know its good....in theory, but every time I try playing it I always end up saying to myself "I wish this was a Daze right now."
How often are you boarding in Meddling Mage? Seems like a card that might be better off 2 MD and and SB. Also, if your playing black, why no Innocent Blood or Diabolic Edict? Seems like the non-targeting creature removal would be helpful.
Well with Tendrils combo dancing around in alot of metagames right now thanks to AD Nauseam. I find meddling mage quite necassary in games 2 and 3. The only reason why I leave them in the board because they can be dead weight in various matchups while Ajani and Elspeth can be apparent in the same matchups.
I have played spell snare in landstill for awhile now and since the format has gotten much faster thanks to certain cards like counterbalance and tarmogoyf. I find spell snare to be optimal in a relevant manner. Besides when your dealing with a long list of various two casting cost cards in this format. Spell Snare can be close to being as cost efficient as force of will in the first 1-3 turns which can be critical turns. Daze is not that efficient in control decks because generally you want to drop a land every turn to make control decks as strong as possible. Control Decks get incrementally more powerful with each land drop and cards like daze will just cause conflict to that basic concept. Daze in a control deck would fit the role of giving your opponent a Time Walk since land drops are that necassary in the archetype.
2 Eternal Dragon
2 Exalted Angel
2 Meddling Mage
Instants
4 Brainstorm
4 Counterspell
2 Disenchant
3 Fact or Fiction
4 Force of Will
2 Renewed Faith
3 Swords to Plowshares
2 Akroma’s Vengeance
3 Decree of Justice
3 Wrath of God
Lands
4 Tundra
Basic Lands
20 Island
I know the land could really use some help and I'm definitely willing to drop some money on that.
Experimental Kraj
http://forums.mtgsalvation.com/showthread.php?t=291220
I had been considering buying a playset of the Flooded Strand just haven't come across any yet.
Any suggestions besides fetch lands?
Experimental Kraj
Hmmm interesting suggestion...
Possibly remove all 3 Decree's for like... 2 Exalted and 1 Vengeance.
I'm gonna have to play test that but I gotta say it sounds like a good idea.
Experimental Kraj
Spam Infraction - YuanTi.
2 Eternal Dragon
4 Exalted Angel
2 Meddling Mage
Instants
4 Brainstorm
4 Counterspell
2 Disenchant
3 Fact or Fiction
4 Force of Will
2 Renewed Faith
3 Swords to Plowshares
3 Akroma’s Vengeance
3 Wrath of God
Lands
4 Flooded Strand
4 Tundra
Basic Lands
10 Island
6 Plains
Thanks lol I got those two a couple years back when I used to be a regular at these forums. I got the idea when me and some friends all made decks based around our favorite color's epic spell. Mine was blue obviously
Doubleposts Merged.
Experimental Kraj
In any case the new list looks really good so far....
D=
Experimental Kraj
No, your anime sig is NOT cool.
Currently Playing:
Modern - R/G Tron
Standard - RDW
How exactly does Standstill have synergy with Decree of Justice? Other than allowing you to stall into the Justice?
Cycling is not playing a spell; it's an activated ability. So you can cycle DoJ for tokens while keeping Standstill intact.
ah... still, the whole point of standstill is to draw the game to a halt. You only play it if you know what you have in hand (or don't have in hand) will result in the opponent being the one who plays into it not you. Decree of Justice, while good, is too expensive to really take advantage of in conjunction with standstill in my opinion. I would much rather make the decks control and win conditions stronger than rely on drawing into those conditions better. Plus the cycling condition of DoJ only gives you 1/1 creatures, which are weak in comparison to what your opponent will be playing by the point at which you are able to cycle DoJ.
I also disagree about your reasoning with standstill. Halting the game with standstill is not the card's primary function. It's primary function is to give you card advantage by drawing cards so you can have control of the game. The longer the game goes the more incrementally stronger landstill becomes against any deck in the format. Standstill is the main reason why Landstill is still viable in this format.
If you have a single 1/1 one the board and your opponent doesn't, it means you've just netted a 3 card advantage. How is that a bad thing? In fact, if you know your opponent isn't playing manlands, you could play Standstill turn two and Draw-Go for the next 20 turns for all it matters, as soon as you get a threat on the board, they have to break standstill, and once they do, odds are your going to have an answer to what they're breaking it for be it Force, Swords, etc.
No, your anime sig is NOT cool.
Currently Playing:
Modern - R/G Tron
Standard - RDW
true enough, I still don't like Decree of Justice's casting cost... or its cycling cost...
Anyway since its been awhile since I last posted a deck of mine on here. The deck itself isn't really UW angel control though it's UW landstill with a splash of black. Still its similar to the other UW control decks that have been shown here. Anyway here is my landstill deck that I have been testing for a little while now on and off.
2 Island
3 Mishra's Factory
3 Polluted Delta
2 Scrubland
1 Swamp
2 Underground Sea
3 Flooded Strand
1 Dust Bowl
2 Plains
4 Tundra
Creatures
2 Eternal Dragon
4 Brainstorm
4 Force of Will
4 Swords to Plowshares
3 Decree of Justice
3 Wrath of God
2 Counterspell
2 Spell Snare
3 Engineered Explosives
4 Standstill
2 Fact or Fiction
3 Vindicate
1 Elspeth Knight-Errant
1 Ajani Goldmane
3 Extirpate
2 Blue Elemental Blast
2 Hydroblast
4 Engineered Plague
3 Relic of Progenitus
The deck as a whole has been running smoothly so far. It has alot of draw, counters, and removal to make it a solid landstill deck at least in my opinion. Both Elspeth and Ajani from the board have been quite good whenever I want to be the aggressor like in the aggro loam and control matchups. Of course I am thinking of adding in another Elspeth just for consistency purposes.
I really, really, really hate Spell Snare. I know its good....in theory, but every time I try playing it I always end up saying to myself "I wish this was a Daze right now."
How often are you boarding in Meddling Mage? Seems like a card that might be better off 2 MD and and SB. Also, if your playing black, why no Innocent Blood or Diabolic Edict? Seems like the non-targeting creature removal would be helpful.
No, your anime sig is NOT cool.
Currently Playing:
Modern - R/G Tron
Standard - RDW
Well with Tendrils combo dancing around in alot of metagames right now thanks to AD Nauseam. I find meddling mage quite necassary in games 2 and 3. The only reason why I leave them in the board because they can be dead weight in various matchups while Ajani and Elspeth can be apparent in the same matchups.
I have played spell snare in landstill for awhile now and since the format has gotten much faster thanks to certain cards like counterbalance and tarmogoyf. I find spell snare to be optimal in a relevant manner. Besides when your dealing with a long list of various two casting cost cards in this format. Spell Snare can be close to being as cost efficient as force of will in the first 1-3 turns which can be critical turns. Daze is not that efficient in control decks because generally you want to drop a land every turn to make control decks as strong as possible. Control Decks get incrementally more powerful with each land drop and cards like daze will just cause conflict to that basic concept. Daze in a control deck would fit the role of giving your opponent a Time Walk since land drops are that necassary in the archetype.