Z
Zadok001
Guest
A turn two play in all control decks? A follow-up to a threat in beatdown? A piece of trash? Where does Standstill stand?
Possible synergies:
Bounce: Bounce opposing permanents and/or spells at EoT, then drop Standstill. It leaves your opponent in a ditch, without their early threats. And playing them again means you draw three cards. Bad Deal.
Countermagic/Control: Play Standstill on turn 2. When your opponent finally bails and casts a spell, allow Standstill's trigger to resolve, then counter whatever they play. Standstill gives you the time to work up to powerful counters (and lots of 'em), as well as removal for anything that does sneak through.
Anything else?
Possible synergies:
Bounce: Bounce opposing permanents and/or spells at EoT, then drop Standstill. It leaves your opponent in a ditch, without their early threats. And playing them again means you draw three cards. Bad Deal.
Countermagic/Control: Play Standstill on turn 2. When your opponent finally bails and casts a spell, allow Standstill's trigger to resolve, then counter whatever they play. Standstill gives you the time to work up to powerful counters (and lots of 'em), as well as removal for anything that does sneak through.
Anything else?