Tweaking some new cards into Bant exalted deck

12 posts / 0 new
Last post
Deck is played in a very casual, multi-player setting, usually 5 or 6 player free-for-all. Instead of ruining other ppl's night, everyone is usually worried about making their own deck go off, with only a minor bit of disruption for major threats.  Obviously, you will see that format is not an issue.

The deck:

4x Tropical Island
4x Savannah
4x Tundra
3x Seaside Citadel
1x Gaea's Cradle
2x Karakas
2x Maze of Ith
4x Krosan Verge

2x Rafiq of the Many
3x Sublime Archangel
2x Battlegrace Angel
3x Noble Hierarch
3x Birds of Paradise
3x Knight of New Alara
2x Murkfiend Liege
3x Stoic Angel
2x Jenara, Asura of War
2x Avacyn, Angel of Hope
2x Arcanis the Omnipotent

2x Finest Hour
3x Wrath of God
1x Ancestral Recall
1x Time Walk
2x Cryptic Command
2x Path to Exile
1x Return to Dust

3x Quicksilver Amulet


Now obviously that's too many cards. It's just what I WANT in the deck. The mana base is pretty set in stone, and I'm looking to trim the rest down to 38-40 cards, for a total of 62-64 cards, which is fine given the environment I play in. Means 2-4 cards have to go. Suggestions?
Knight of New Alara seems an easy cut. I count 15 mono colored creatures that wont gain anything by playing it. Plus your curve is a bit clogged with 4 cmc spells.
Quicksilver Amulet seems bad in this deck, you'd rather just play more ramp. Knight of New Alara doesn't do much. Murkfiend Liege isn't really synergistic with exalted. I'd also cut an Arcanis the Omnipotent and an Avacyn, Angel of Hope and add in a playset of Fauna Shaman that can fetch them when you want them. Then I'd replace the remaining Arcanis with Consecrated Sphinx, who's particularly powerful in multiplayer. Then with Shaman in the deck I'd replace Return to Dust with Acidic Slime. Then since your deck is still heavy on four drops and almost void of three drops I'd cut a Sublime Archangel, Stoic Angel, and the two Finest Hour. I'd then add three Dauntless Escort since they go so well with Wrath of God. You're still heavy on four drops at this point, but I don't want to end up changing your deck too much from the original concept. If you're looking to add things though then Knotvine Paladin is pretty good, it's basically like an early Sublime Archangel, in fact that might be what you want to cut for it.
OK, how come when I write out an entire post, then highlight something to erase it and hit backspace like normal, it bumps my browser page back? Most annoying. I lose everything I've written. 5AM, I'll try again tommorow...
OK, take 2....

I figured Quicksilver Amulet would work good here cause I have the possibility of dropping one 3rd turn, 4th turn start on the big nasties like Avacyn, Angel of Hope. I thought that would trump more generic ramp. This also explains the lack of three drops in the deck. More often than not, this is the way the deck comes out of the gate:
Turn1: Krosan Verge ((tapped)
Turn 2: Drop another land, a Noble Hierarch or Birds of Paradise, then do the Verge thing for two more tapped lands
Turn 3: I have 4 mana. Path to Exile is something saved for later in the game, so I can start on my 4 drops now, like Quicksilver.

I'm not sure I agree with everyone's hate for Knight of New Alara either. +3/+3 to Rafiq of the Many? How is this bad?  Esp. if I'm also gaining that same life through Battlegrace Angel. That much bonus to Rafiq, and after a Wrath of God, with Finest Hour in, it usually meant taking out two players at a time and gaining enough life that I didn't need to worry about what anyone could do to me. The exiling of Rafiq was this decks worst problem, something I save Cryptic Command for. I'll experiment with trimming the Knight down or out, but I'm not optimistic, becuse after I added it in the first place, the efficiency of this deck went way up. Probably not a 3-of card though.

Fauna Shaman. I like this. The addition would probably introduse a Reya Dawnbringer though. It would allow me to trim out some of the biggies, and show less of my hand as I went along too. That might be the secret to losing the Quicksilvers as well, since I wouldn't be casting any of those big creatures till later in the game. Definately gonna experiment with this one.

Now, Consecrated Sphinx. How did I miss this card? He's news to me. Good news. I like it MUCH better than Arcanis the Omnipotent. Direct swap there.  Probably will dictate the inclusion of a Feldon's Cane though, because that Sphinx has "lose to decking myself" written ALL over him.

I never thought about Dauntless Escort. It would definately make an early WoG an easier pill to swallow. I was running 2 Elspeth, Knight Errants, but cut them for the Avacyns. Nobody leaves Elspeth around for long, had issues getting her bomb to go off, and figured Avacyn had a bit better staying power in this deck.

Knotvine Paladin was in this deck from the beginning. The problem I ran into, and the reason it was cut, was that more often than not, I was blowing right by him with mana curve and cards coming out. By the time I moved from defense/set-up mode to attack mode, Rafiq was in place and he's the one that got the attacking duties. The Paladin really felt like just filler, and never really contributed much to the momentum of the deck. So he got cut.

Finally, we come to Murkfiend Liege and Stoic Angel. This has been part of the deck since the beginning. I think the Liege IS very synergistic with the deck. Stoic keeps everyone in semi-Stasis, and I get to untap my mana ramp. The Stoics were also an excellent attacking choice before bringing Rafiq into the mix.  It also makes the tap-down choice on Cryptic Comm VERY powerful in multi-player. The downfall is that it also puts a huge bulls-eye on my forehead. I'm torn. I feel like it's a part of this decks flavor and backbone, yet maybe the deck is evolving away from it? We'll see. I could also mean the difference in being able to take out two players at a time or just one with Rafiq and Finest Hour after a WoG.

All-in-all, some excellent suggestions Sleeping, thanks much. It's exactly what I'm looking for. Still can't believe I've never taken note of that Sphinx, I'm almost embarrassed. Back to tweaking, and maybe I'll put up a new list later tonight.
Tweaked:

4x Tropical Island
4x Tundra
4x Savannah
3x Seaside Citadel
1x Gaea's Cradle 
2x Karakas
2x Maze of Ith
4x Krosan Verge
2x Reliquary Tower

2x Rafiq of the Many
2x Sublime Archangel
1x Battlegrace Angel
3x Noble Hierarch
3x Birds of Paradise
2x Knight of New Alara
2x Murkfiend Liege 
3x Stoic Angel
2x Avacyn, Angel of Hope
1x Reya Dawnbringer
2x Consecrated Sphinx
3x Fauna Shaman
3x Dauntless Escort 

2x Finest Hour
3x Wrath of God
1x Time Walk
3x Cryptic Command
2x Path to Exile
1x

3x Quicksilver Amulet
1x Feldon's Cane  

Thinking of calling it "I'm taking an awful chance Vader, this had better work" cause, well, with that Sphinx, I'm playing a 71 card deck. I am gonna get to play tonight, so I think I'm gonna give it a shot as is, see what happens and trim from there. I got to proxy quite a bit, but friends will understand it's a work in progress.      
                      

Since you're running original dual lands you may want to consider Ranger's Path instead of Quicksilver Amulet. It doesn't make your creatures any cheaper, but it gives you a lot of mana to play around with.


Wheel of Sun and Moon would probably be a better option than Feldon's Cane. Though if you're going to keep Amulet in your deck you might as well run Worldspine Wurm instead. Since your maximum hand size is seven you can always discard it to shuffle your graveyard into your library if you're drawing a bunch off Consecrated Sphinx, it's also a good play with Amulet before casting a Wrath of God.


A final thought is that the new Supreme Verdict might be a good replacement for Wrath if counterspells are a thing in your playgroup. However if regeneration is big in your playgroup you should keep it how it is.

Well, I can tell you that "drawing a bunch off Consecrated Sphinx" is an understatement. Geez. Cards galore. 

Played 3 games. 1st one was a joke, everyone lost to an Armageddon deck. 2nd game was close, had a lot of creatures exiled, but finally won with a Stoic Angel, 3rd game played exactly as I had hoped and I won that one by the book. I'm glad I added the Reliquary Towers though.

I had fun, although I think everyone has been clued in on the philosophy of "Kill the Sphinx, NOW" I need more counterspells. And probably another Cane, or maybe I'll give that Wheel of Sun and Moon a shot.
Knight of the Reliquary is a card that you can fetch with Fauna Shaman who can then fetch Reliquary Tower among other useful things like Sejiri Steppe to protect your creatures like Mother of Runes, as well as your other special lands like Karakas, Cradle, and Maze. If you want a Fauan Shaman who doesn't die to creature removal or Wraths you can try Survival of the Fittest. It's a more expensive card though, and being a creature it can't attack or block. I find Survival more useful when you need to activate the effect more than once a turn to dump a bunch of Vengevine or something else into your graveyard.
I was pretty happy with the way the deck played in this group of friends. I have an idea of what/how to tweak to get some more counterspells in there, and TBH, I'm wouldn't even be scared of a 70+ card deck with way I was going through card draw. I think what I'm gonna do now is start work on a 2nd deck for more competitive play, maybe 1-on-1, and take advantage of some of your suggestions that I shot down for this deck. I do that pretty often (ending up with 2 versions of same deck) because this group is a pretty "Johnny" kind of bunch. These guys mostly worry about making their own decks go off instead of wrecking yours', and honestly, I enjoy playing that way too.  But some of the other groups I play with are much more, shall we say, "interactive". This deck would have never worked in those other groups.
Well against comboey decks that try to do their own thing, stuff like Beast Within or Detention Sphere would be good.
I like Beast Within, planeswalker hate No so much a fan of cards that will exile another card UNTIL it leaves play. then I just have to deal with the problem aggain. They have their uses, agreed, but if I can avoid it, I will, although the Sphere is awesome against a lot of token decks.