Standstill in T1 - Where does it go?

Beyond Dominia: The Type One Magic Mill: Standstill in T1 - Where does it go?

By David "The Earl Of" Bruce (Bruce) on Tuesday, April 23, 2002 - 09:55 pm:

Here's a card that doesn't know where it goes.

There are two schools of thought that have generally touched on Standstill in T2. I'm going to rehash them in more general terms, here, in hopes this card can find home(s).

Firstly, there is the school of thought that you drop a static threat; a Millstone, Sligh creature or other source of recurring danger to target opponent; then force through the Standstill behind it and wait for your opponent to give you a free Ancestral.

Secondly, there is the Weissman school of thought that drops Standstill early with nothing on the board, hordes lands and spells until such time that it's ready to drop its bomb and ride it to victory, regardless of an opponent drawing 3 cards.

The first stream seems to be more synergistic (at least on the surface) to the overall play of Standstill. However, this then branches out into a couple of areas.

Firstly, there's the Mill/Grindstone road. Now, I admit there doesn't appear to be a Tier 1 Mill deck in circulation at the moment. Maybe Standstill can help with that. This effectively gives the Mill deck 5 Ancestrals (in theory), which is a TON of card-drawing. Recursion is a necessary evil in a deck like this, as you may end up decking yourself before you can mill the opponent out.

Actually, here's a thought to get things started; what about Standstill in CounterPost?

CounterPost, in theory, operates off of Kjeldoran Outpost token generation, overwhelming the opponent. This fits perfect with Standstill. Also, against aggro, you can establish early control, pack your deck full of instants to truly capatilize on the Standstill, and just wait. Against control, you could actually fight counter-battles over Standstill. How interesting...

I'd love to see anyone's data, decklists, etc., on this subject.

By Matt the Great (Matt) on Tuesday, April 23, 2002 - 10:17 pm:

I have tried to make a blue/white LandStill deck. First the list:

//NAME: Untitled Deck
// Artifacts
1 Zuran Orb
4 Powder Keg

// White Control
4 Abeyance
1 Balance
1 Seal of Cleansing
1 Dismantling Blow

// Card Drawing
1 Time Walk
1 Ancestral Recall
1 Fact or Fiction

// Counters
4 Force of Will
4 Mana Drain
4 Mana Leak

// Land Spells
2 Sacred Ground
3 Teferi's Response
4 Standstill

// Land
1 Strip Mine
4 Mishra's Factory
1 Kjeldoran Outpost
4 Island
3 Plains
4 Faerie Conclave
4 Tundra
1 Mox Pearl
1 Mox Sapphire
1 Library of Alexandria

// SB
SB: 2 Blue Elemental Blast
SB: 2 Circle of Protection: Blue
SB: 1 Circle of Protection: Red
SB: 2 Dismantling Blow
SB: 4 Tariff
SB: 3 Seal of Cleansing
SB: 2 Swords to Plowshares
SB: 1 Sacred Ground

Please excuse the Tariffs in the sideboard, they were a youthful indiscretion and shan't be mentioned again. For that matter, please don't bother mentioning how bad the entire SB is. Or the deck, bear in mind that I've long since given up on it.

Teferi's Response would seem to be a natural fit here, but should you get a Sacred Ground in play, they suddenly become very dead cards. Further Sacred Grounds likewise become dead, which is the reasoning behind my admittedly strange ratio of land-protecting spells. I would have liked to include a Consecrate Land as a fun (possibly more than fun?) card but there isn't much room.

Someone on here also tried abusing Standstill to the maximum, running Thawing Glaciers in addition to the normal Wastes, Factories, Conclaves, and occasional Post.

By Tracer Bullet, Voice of Reason (Tracer) on Tuesday, April 23, 2002 - 10:24 pm:

Unfortunately, a deck like you just mentioned generally doesn't have enough power to deal with some of the faster decks running around (I get the feeling Suicide would smash that). I personally like Standstill in some of the Mono-U zoo decks running around (with that deck, you can use Standstill both ways, as either a free draw with a threat or to stall them until you have a horde in hand). I don't have a sample list, but I'm sure somebody does.

By Matt the Great (Matt) on Tuesday, April 23, 2002 - 10:27 pm:

Heh, that is exactly the reason I abandoned the project. It had a hard enough time against control, much less aggro. It played a good game versus Oath, however. :D

By Rakso, Patriarch & Rules Ayatollah (Rakso) on Wednesday, April 24, 2002 - 02:04 am:


Secondly, there is the Weissman school of thought that drops Standstill early with nothing on the board, hordes lands and spells until such time that it's ready to drop its bomb and ride it to victory, regardless of an opponent drawing 3 cards.



That wasn't what I told you, was it?

By Azhrei, Paragon of Vintage (Azhrei) on Wednesday, April 24, 2002 - 07:50 am:


(note the 's' preventing this from being an all caps post; also, see this very parenthetical)

By Lava (Lava) on Wednesday, April 24, 2002 - 08:14 am:

hers's the landstill deck I was useing for a while, if your meta game is total control baced it the best if you play aggro it dies to often.

Protection 5
1 Nether Spirit
4 Nevinyrral's Disk

Draw 5
1 Fact or Fiction
4 Standstill

Counters 20
4 Force of Will
4 Forbid
4 Mana Drain
4 Counterspell
4 Force Spike

Mana 30
1 Rath’s Edge
1 Strip Mine
2 Thawing Glaciers
4 Mishra's Factory
4 Faerie Conclave
18 Island

By Cavalry19D (Cavalry) on Wednesday, April 24, 2002 - 12:45 pm:

I actually play with a local type 1 player who plays a fully powered counter/rebel with 4 standstills.

It works amazingling well even if the title (and even decklist) looks like jank. It's quick, immune to The Abyss, has strong removal (swords and disenchant), lots of card advantage, and some great countermagic to back it up.

It also helps that he's a good player.

He gives some keeper players around here a run for their money alot of the time.

I don't have the decklist, but I can try and get it if you'd like !

By Cavalry19D (Cavalry) on Wednesday, April 24, 2002 - 12:52 pm:

It's also very strong against aggro. The deck has unlimited blockers - barring Tormod's Crypt wiping out the graveyard and cancelling Lin-Sivvi's 'bottom a rebel' ability. I'm not sure how he does against suicide or nether void, but the deck handles sligh without a problem. The Funker and Stacker II is more of an evened match.

By Merlin (Merlin) on Wednesday, April 24, 2002 - 01:54 pm:

I have been thinking about building either a black beatdown deck that added blue for ancestral and standstill or a modified version of the blue stacker deck with the same changes. I like the first idea of playing the threat and then going from there. I really don't want anything else in the deck but the biggest fastest creatures available.

Almost any beatdown deck should be able to use three extra cards in response to a threat being removed. Can you imagine letting stompy ancestral five times in one game?

Cavalry could you post your friends rebel deck. I have never seen a type one version and am curious about the build?

By 3rd Wheel in Legend's Love Triangle (Yamo) on Wednesday, April 24, 2002 - 02:22 pm:

I must admit that it had never occured to me how Standstill might be optimal in a Keeper-style deck. Is there a deck listing of an attempt at this anywere? Frankly, I'm skeptical, but I'll give anything a look.

By Kirdape3, the Court Jester of Beatdown (Kirdape3) on Wednesday, April 24, 2002 - 02:59 pm:

Notice how Standstill's used in Type Two... either as a turn two Ancestral with no threats on the board whatsoever or as a momentum-sealing bomb. (Unfortunately, these are both used in the same deck.) For once, I think this strategy can be effectively used in Type One, also in the same deck. Landstill's got a lot of potential here, but I'm not sure how to do more than just annoy aggro decks with it yet.

By Tracer Bullet, Voice of Reason (Tracer) on Wednesday, April 24, 2002 - 08:30 pm:

Well, seeing the combo between Oath and Standstill seems like it would have some potential. Perhaps some form of Sapphire Oath, attempting to drop either Oath or Standstill turn 1 against most aggro decks?

By David "The Earl Of" Bruce (Bruce) on Thursday, April 25, 2002 - 02:55 pm:

Standstill really needs to be worked UNDER, not to slow an opponent. Basically, you need to drop Standstill and FORCE your opponent to blow it, somehow.

There's alot of focus on Standstill's applications in aggro amongst the more serious pursuers of breaking the card, however, I put my money where my mouth was last night and tested about 5 extremely long and drawn out matches against Sligh.

While I won't insulte anyone with the highly untuned decklist, I basically took some BSB, some Parfait and mashed the most synergistic cards together (60 cards, I at least kept it down to that). It completely handed Sligh it's ass, and Sligh was happy that someone was keeping it safe for it.

Ivory Tower became a beating as the deck would drop land, Tower, go. Land, Standstill, go. Land, go. Kjeldoran Outpost, go. And from thence to infinite blockers. Sligh had to find a Wasteland/Strip Mine in a hurry and hope that the deck couldn't find 1 of its other manlands (Factories and other Outposts) to stop the onslaught. However, once the deck got the Tower/Standstill/Argivian Find combo going (turns 4+), Sligh was forced to concede.

I ran the deck counter-heavy with some utility, very little power, some life gain and so on. No Tax/Rack or things like that, no Moxen or Lotus, as this deck needs cards in hand to fuel life gain, HOWEVER, I put this little combo together to react TO Sligh and Stompy, as I wanted to make certain the deck could first beat aggro (as that's priciply what is found around here), then tune the decklist as it faces Suicide, discard/LD, and finally the litmus test of control and combo.

However, just wanted to tell y'all that the deck, as is, beats on Sligh. For whatever that's worth. :)

And, Oscar, the Weissman reference was just me talking in general terms about how The Deck and other true control decks wait-wait-wait-nullify opponent-drop bomb and win kind of thing. Sorry. :)

By Freddie Williams II (Freddie) on Friday, April 26, 2002 - 10:09 am:

I am going to run the following Standstill pile tonight in a nonsanctioned semi powered enviornment:

Red: 19
Jakal Pup: 4
Mogg Fanatic: 4
Gorrilla Shaman: 2
Bolt: 4
Incinerate: 4
Wheel Of Fortune: R

Blue: 15
Serindib Efreet: 4
Psionic Blast: 4
Ancestral: R
Time Walk: R
Timetwister: R
Standstill: 4

Artifact: 1
Black Vise: R

Mana: 25
Mox Sapphire: R
Mox Ruby: R
Sol Ring: R
Lotus: R

Volcanic Island: 4
Shivan Reef: 4
Island: 2
Mountain: 3

Mishra's Factory: 4

Side Board: 15
REB: 3
Pyro: 3
BEB: 4
Powder Keg: 3
Masticore: 2

I usually stay away from Black Vise, but since this deck could utilize the vise even in the mid game (and possibly late game), since it can turn Standstill into a double edged sword, threatening the opponent with being locked with a full or filling hand, and forcing him to make me ancestral, or die to vise, or you could break the standstill and make them 3 cards richer for the vise.

I thought of playing 1 Ghithu Encampment and 1 Fairie Conclave, to have additional man lands, but decided that the basic lands were better (what do any of you think?).

I usually stay away from agressive decks, because I always get the worse draws with aggro.

I usually play contol, cause I like the drawing of cards to "Fix" my had.

I have been looking for a way to utilize/ break standstill since I first saw it on the spoiler... Having 5 Ancestrals is awesome.

What I am hoping for, is the consistancy of 1st turn threat (including Black Vise :) ) then 2nd turn standstill, or 1st turn standstill with mox with Mishra's factory on table or in hand.

I will let you all know how it goes.


By Freddie Williams II (Freddie) on Friday, April 26, 2002 - 10:36 am:

oops, +1 Stripmine, + 1 Wasteland too.

By Freddie Williams II (Freddie) on Friday, April 26, 2002 - 10:46 am:

D'OH!! AND +1Island +1 Mountain!


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