[Deck Discussion] Bant Control

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This thread will be for all things UWG-Control oriented, all flavors welcome. Our goal is to stall into our wincons and end the game on our terms. This is done by counterspells, removal, and utility spells.

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Critters

Kitchen Finks - Lifegain, dodges some removal
Chameleon Colossus - Solid, solid card
Mulldrifter - Seems a bit subpar
Battlegrace Angel - Exalted Angel 2.0
Guile - big beater with pseudo-evasion

Spells

Condemn - Quasi-removal
Broken Ambitions - Generic counterspell
Runed Halo - Can shut down attacks, buys time
Mind Stone - Accel w/ built in draw
Courier's Capsule - Draw
Dream Fracture - Counter w/ cantrip
Oblivion Ring - Removal
Bant Charm - Versatile awesomeness
Wrath of God - Mass removal
Elspeth, Knight Errant - Stall tactic, critter buff, ultimate is beast
Cryptic Command - Need I explain?

Real Estate

Painlands - Adarkar Wastes, Yavimaya Coast
Filterlands - Flooded Grove, Mystic Gate
Manlands - Mutavault
Vivid Lands - Slow, but useful
Seaside Citadel - Awesome
Reflecting Pool - Fixerific
Basic Lands

Plan B

Pithing Needle - Stops problematic stuff
Naturalize - Staple
Runed Halo - Good to stop expected wincons
Flashfreeze - R/G Hate, very useful now with all those hybrid and multicolor cards
Hindering Light - Not bad, cantrippiness
Sower of Temptation - Yoink goodness.
Feudkiller's Verdict - Lifegain, 5/5 beater


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Decklists






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This is in the process of being updated/fancied up. Going to post lists, etc. Hopefully, I will even have a banner soon!

Thanks to Hodoku, as always, and MrIndigo and tallowisp24.
Oh, the number of times this unification has been tried in the past few weeks. XD

I don't mind posting my junk here instead of my other thread. I'd be happy if people knew what Control looked like at all, let alone making 1400 000 threads.
I really like these controllish builds of the Bant type. Is Ponder a key card? Seems tough to cast reliably early-game, but of course, that could prove to not matter.
The thing with these decks, (this was pointed out to me at TCV) is that 5-color is probably just better. It let's you play better cards with very little drawback.
Not everyone wants to play 5 color.
I spent most of the night beating those slower 5-color decks because I could reliably cast 90% of my spells when I hit their mana costs. The mana base I run has not had a single stutter except at the hands of the Forbidden Programs absurd nonsense.

Ponder is a key card for me, especially when it almost always happens turn one. It really smoothes out mid- and late-game draws, too. Now, I haven't tried Courier's Capsule, because I don't really like to use my turn two on it (just in case I have a Broken Ambitions), but I am going to test it for sure.

Battlegrace Angel I tested early on, but it wasn't as good as it seemed. Colossus did a better job at getting through the chaff and dodging removal. I am debating on Tidings as a 1- or 2-of to replenish my hand late-game.

@MrIndigo - Yea, I can imagine. I know how rotation is on this board, but I am currently sold on this as an effective deck in the new Standard, so I will be keeping up with it. As long as you are willing to post here, this should (ideally) become the singular Bant thread.
Thread has been updated.
My list is currently 5-0.
Big supporter of Bant Control. Here's a modified version of the list I posted in IvyFanBoy's combo/control thread, which is also worth checking out.



4 x <a href="http://gatherer.wizards.com/Pages/Card/Details.aspx?name=Seaside+Citadel" class="autocard-link" data-image-url="http://gatherer.wizards.com/Handlers/Image.ashx?type=card&amp;name=Seaside+Citadel">Seaside Citadel</a>
2 x <a href="http://gatherer.wizards.com/Pages/Card/Details.aspx?name=Mystic+Gate" class="autocard-link" data-image-url="http://gatherer.wizards.com/Handlers/Image.ashx?type=card&amp;name=Mystic+Gate">Mystic Gate</a>
2 x <a href="http://gatherer.wizards.com/Pages/Card/Details.aspx?name=Flooded+Grove" class="autocard-link" data-image-url="http://gatherer.wizards.com/Handlers/Image.ashx?type=card&amp;name=Flooded+Grove">Flooded Grove</a>
2 x <a href="http://gatherer.wizards.com/Pages/Card/Details.aspx?name=Adarkar+Wastes" class="autocard-link" data-image-url="http://gatherer.wizards.com/Handlers/Image.ashx?type=card&amp;name=Adarkar+Wastes">Adarkar Wastes</a>
2 x <a href="http://gatherer.wizards.com/Pages/Card/Details.aspx?name=Yavimaya+Coast" class="autocard-link" data-image-url="http://gatherer.wizards.com/Handlers/Image.ashx?type=card&amp;name=Yavimaya+Coast">Yavimaya Coast</a>
3 x <a href="http://gatherer.wizards.com/Pages/Card/Details.aspx?name=Island" class="autocard-link" data-image-url="http://gatherer.wizards.com/Handlers/Image.ashx?type=card&amp;name=Island">Island</a>
3 x <a href="http://gatherer.wizards.com/Pages/Card/Details.aspx?name=Forest" class="autocard-link" data-image-url="http://gatherer.wizards.com/Handlers/Image.ashx?type=card&amp;name=Forest">Forest</a>
2 x <a href="http://gatherer.wizards.com/Pages/Card/Details.aspx?name=Plains" class="autocard-link" data-image-url="http://gatherer.wizards.com/Handlers/Image.ashx?type=card&amp;name=Plains">Plains</a>
4 x <a href="http://gatherer.wizards.com/Pages/Card/Details.aspx?name=Reflecting+Pool" class="autocard-link" data-image-url="http://gatherer.wizards.com/Handlers/Image.ashx?type=card&amp;name=Reflecting+Pool">Reflecting Pool</a>



4 x <a href="http://gatherer.wizards.com/Pages/Card/Details.aspx?name=Rhox+War+Monk" class="autocard-link" data-image-url="http://gatherer.wizards.com/Handlers/Image.ashx?type=card&amp;name=Rhox+War+Monk">Rhox War Monk</a>
4 x <a href="http://gatherer.wizards.com/Pages/Card/Details.aspx?name=Stoic+Angel" class="autocard-link" data-image-url="http://gatherer.wizards.com/Handlers/Image.ashx?type=card&amp;name=Stoic+Angel">Stoic Angel</a>
3 x <a href="http://gatherer.wizards.com/Pages/Card/Details.aspx?name=Chameleon+Colossus" class="autocard-link" data-image-url="http://gatherer.wizards.com/Handlers/Image.ashx?type=card&amp;name=Chameleon+Colossus">Chameleon Colossus</a>



4 x <a href="http://gatherer.wizards.com/Pages/Card/Details.aspx?name=Ponder" class="autocard-link" data-image-url="http://gatherer.wizards.com/Handlers/Image.ashx?type=card&amp;name=Ponder">Ponder</a>
4 x <a href="http://gatherer.wizards.com/Pages/Card/Details.aspx?name=Rampant+Growth" class="autocard-link" data-image-url="http://gatherer.wizards.com/Handlers/Image.ashx?type=card&amp;name=Rampant+Growth">Rampant Growth</a>
4 x <a href="http://gatherer.wizards.com/Pages/Card/Details.aspx?name=Bant+Charm" class="autocard-link" data-image-url="http://gatherer.wizards.com/Handlers/Image.ashx?type=card&amp;name=Bant+Charm">Bant Charm</a>
4 x <a href="http://gatherer.wizards.com/Pages/Card/Details.aspx?name=Oblivion+Ring" class="autocard-link" data-image-url="http://gatherer.wizards.com/Handlers/Image.ashx?type=card&amp;name=Oblivion+Ring">Oblivion Ring</a>
4 x <a href="http://gatherer.wizards.com/Pages/Card/Details.aspx?name=Wrath+of+God" class="autocard-link" data-image-url="http://gatherer.wizards.com/Handlers/Image.ashx?type=card&amp;name=Wrath+of+God">Wrath of God</a>
4 x <a href="http://gatherer.wizards.com/Pages/Card/Details.aspx?name=Cryptic+Command" class="autocard-link" data-image-url="http://gatherer.wizards.com/Handlers/Image.ashx?type=card&amp;name=Cryptic+Command">Cryptic Command</a>
1 x <a href="http://gatherer.wizards.com/Pages/Card/Details.aspx?name=Elspeth%2C+Knight-Errant" class="autocard-link" data-image-url="http://gatherer.wizards.com/Handlers/Image.ashx?type=card&amp;name=Elspeth%2C+Knight-Errant">Elspeth, Knight-Errant</a>



4 x <a href="http://gatherer.wizards.com/Pages/Card/Details.aspx?name=Naturalize" class="autocard-link" data-image-url="http://gatherer.wizards.com/Handlers/Image.ashx?type=card&amp;name=Naturalize">Naturalize</a>
2 x <a href="http://gatherer.wizards.com/Pages/Card/Details.aspx?name=Primal+Command" class="autocard-link" data-image-url="http://gatherer.wizards.com/Handlers/Image.ashx?type=card&amp;name=Primal+Command">Primal Command</a>
2 x <a href="http://gatherer.wizards.com/Pages/Card/Details.aspx?name=Cloudthresher" class="autocard-link" data-image-url="http://gatherer.wizards.com/Handlers/Image.ashx?type=card&amp;name=Cloudthresher">Cloudthresher</a>
3 x <a href="http://gatherer.wizards.com/Pages/Card/Details.aspx?name=Runed+Halo" class="autocard-link" data-image-url="http://gatherer.wizards.com/Handlers/Image.ashx?type=card&amp;name=Runed+Halo">Runed Halo</a>
4 x <a href="http://gatherer.wizards.com/Pages/Card/Details.aspx?name=Remove+Soul" class="autocard-link" data-image-url="http://gatherer.wizards.com/Handlers/Image.ashx?type=card&amp;name=Remove+Soul">Remove Soul</a>
Every time I play Elspeth, I want more of her. She completely recovers my bad starts.

I drop her make a token. Opponent swings in for 3 or so. Untap, make a token, kill their evasive guy. They swing into the chump.
You just repeat this process until you stall them out long enough that you assemble your mana and handful of answers.
See, I am having issues of staying power against some decks. I think I need to test Elspeth out, because I think that is the answer I am looking for. As it stands, though, I am still 7-2 with my above list. Not bad, but Grixis-Toast decks are eating me up if I let them get too far ahead (albeit, the forbidden program crapped on me a ton, giving me a dozen mulligans last night in testing).

@Spandy - How is the Monk working for you?
Grixis Toast decks are really reliant on Ultimatum in this matchup, I think. I've found when I've tested them, they tend to get behind early because their manabases are so bad and need such careful draws.

Note that Ultimatum is nameable with Runed Halo, counterable with Hindering Light. I wish there was a spelljack in this format though.

EDIT: ... I thought Guile was in Time Spiral. Sweet.
HAH! That is funny. Guile isn't the worst finisher either, since he has some evasion and any counters we have become seriously nasty. I might test that out over a single Stoic.

Grixis Toast decks are really reliant on Ultimatum in this matchup, I think. I've found when I've tested them, they tend to get behind early because their manabases are so bad and need such careful draws.

Note that Ultimatum is nameable with Runed Halo, counterable with Hindering Light. I wish there was a spelljack in this format though.

EDIT: ... I thought Guile was in Time Spiral. Sweet.

I was going to SB 2-3 of them with a few Cancel or Dream Fracture.
@OldHat

Oblivion Ring seems less than necessary with a host of unconditional counters, creature kill, and maindeck artifact hate. I'd rather have a fourth Bant charm and two other cards. At the very least, a fourth Bant charm over one of the O Rings seems superior.
@Spandy - How is the Monk working for you?

Pre-Wrath, the Finks are a lot more useful as you get more lifegain and gives you an edge in board position right off the bat. I often don't want to play creatures if I plan on Wrathing soon, even the Finks, and Rhox is a much more valuable creature to have on the board late game, both because of the extra two-toughness and the extra health it gives you.

I'd recommend giving Rampant Growth a try more than anything else different in my list, even the Rhox. With the number of double and triple colour costs in your 4-drops Growth is just invaluable, especially since you can play them all on turn 3.
4 Mulldrifter
3 Chameleon Colossus
3 Stoic Angel
1 Knight-Captain of Eos

2 Elspeth
1 Ajani Vengeant
3 Naya Charm
4 Bant Charm
3 Wrath of God
2 Primal Command
4 Oblivion Ring
4 Rampant Growth
3 Ponder

3 Jungle Shrine
4 Seaside Citadel
1 Mountain
4 Reflecting Pool
3 Vivid Meadow
2 Vivid Creek
3 Plains
2 Island
1 Forest

The manabase is probably terrible, but this is my take on Stoic Angel control. Let me know what you think.
They say that life's a carousel, spinning fast you've got to ride it well, the world is full of kings and queens, who blind your eyes and steal your dreams, it's heaven and hell, oh well!
Stoic Angel is basically not worth it.

I tried this deck, but found that it was markedly improved by playing a more solid win condition. The untap benefits were never particularly relevant, as she is not a tap-out answer like wrath is, when there is so much cheap removal that just eats her up without her doing anything other than stall their tempo for a turn.

As long as you don't try and build around her, she is playable, but really a 3/4 is not worth it for trying to be a control deck finisher. I won so many more games from playing colossus than angel back when I played her.

Eventually I decided that I wanted to splash into black because I wanted access to probably the best card draw in the format, and so i could play 2 copies of mannequin, which are awesome as extra finks in aggro matches, extra mulldrifters in control matches, and random extra win conditions, not to mention they are blockers that have flash.

I still think this deck -can- work without having to splash, but I am very sure that stoic angel is not the card to carry this deck.
Stoic Angel is basically not worth it.

I tried this deck, but found that it was markedly improved by playing a more solid win condition. The untap benefits were never particularly relevant, as she is not a tap-out answer like wrath is, when there is so much cheap removal that just eats her up without her doing anything other than stall their tempo for a turn.

As long as you don't try and build around her, she is playable, but really a 3/4 is not worth it for trying to be a control deck finisher. I won so many more games from playing colossus than angel back when I played her.

Eventually I decided that I wanted to splash into black because I wanted access to probably the best card draw in the format, and so i could play 2 copies of mannequin, which are awesome as extra finks in aggro matches, extra mulldrifters in control matches, and random extra win conditions, not to mention they are blockers that have flash.

I still think this deck -can- work without having to splash, but I am very sure that stoic angel is not the card to carry this deck.

I agree that Angel shouldn't be the finisher, because she just isn't. Colossus is an excellent finisher, and that should be the creature you play in this deck with counter mana left open. Also, "dies to removal" is never a good argument against a card.

5-colour could very well be just a better version of this, but I'm still holding my judgement on that until we see some tourny results.
I'm not using 'dies to removal' in the general sense that, you know, akroma is terrible, because she dies to condemn.

The angel is only relevant in aggro matches. Period. Control decks don't mind only untapping oona when they want to win, and generally, don't mind not untapping dudes at all in control mirrors. When said aggro matches do not actually have that much trouble removing her, she isn't really that fantastic a play even in the few situations where she is relevant to the game at all.

Compare this to finks, or hierarch, for a anti-aggro 3-drop. Both are vulnerable, sure, but both did not need to survive for any meaningful period of time to defy aggro. If the aggro player wanted to point his char at hierarch, they are down a burn spell, and you put yourself back up out of burn range.

Angel may still stall their guys for one turn, and eat a burn spell, but that's not quite on the same level, when you consider that she is only noticably relevant when the opponent has overextended.

Is a 4cc sorcery speed play that only stalls overextended aggro opponents for a turn really a good enough play? When you can be playing wrath to clear their board permanently?

She conflicts with wrath in a rather annoying way, actually. One can not even make an argument for playing them together seeing as overextending into wrath to get around the angel is not a real option.

Basically, she is worthless unless you are playing against a board you would rather cast wrath on. Concentrating on playing wrath, and having some backup removal has worked much, much more smoothly for me than trying to tap out on turn 4 for angel and watching her die.
I skipped post-shm standard, and I just assumed that since I never saw Plumeveil in any decklists that it was deemed unplayable.

Is that so much the case? Most of the time isn't it essentially a removal spell that leaves behind a 4/4 flying wall?

I appreciate the classic logic that creatures in a control deck are for winning the game, but wall of roots served as acceleration first then a wall, can't plumeveil serve as a removal spell then a (better) wall?

It also allows for a bit more of a draw-go style on turn 3, though if you have a finks in your hand you'll probably be tapping out to play that instead.
On the topic of Stoic Angel, I agree with Erasmus. She sits in my hand 99% of the time and I am usually wishing "Man, why can't this be a game-ender?" As it stands, despite some good showings in testing (which I will chalk up to me being a decent player over my actual decklist), I am going to re-evaluate what this deck needs to look like.

I think Guile and more maindeck counters would work, as well as the basic removal (Condemn/Wrath). In other words, this turns into UWg control, with the splash mostly for Bant Charm and maybe Rhox War Monk/Chameleon Colossus. Still, I am leaning more and more on the control spells than anything right now. Sure, we lost Rune Snag, but the format has slowed to a crawl (I mean, there is a viable Mill deck, for crying out loud!), so Broken Ambitions, Cancel, Cryptic Command, and even Dream Fracture could be sufficient with a big finisher to seal games up.

I will post a few new lists soon with some testing results soon.
On the topic of Stoic Angel, I agree with Erasmus. She sits in my hand 99% of the time and I am usually wishing "Man, why can't this be a game-ender?" As it stands, despite some good showings in testing (which I will chalk up to me being a decent player over my actual decklist), I am going to re-evaluate what this deck needs to look like.

I think Guile and more maindeck counters would work, as well as the basic removal (Condemn/Wrath). In other words, this turns into UWg control, with the splash mostly for Bant Charm and maybe Rhox War Monk/Chameleon Colossus. Still, I am leaning more and more on the control spells than anything right now. Sure, we lost Rune Snag, but the format has slowed to a crawl (I mean, there is a viable Mill deck, for crying out loud!), so Broken Ambitions, Cancel, Cryptic Command, and even Dream Fracture could be sufficient with a big finisher to seal games up.

I will post a few new lists soon with some testing results soon.

Fracture is better than Cancel and there is never a viable mill deck.

Since the likelihood is that the great Angel matchups won't show up as commonly as Grixis Toast, 'preSB' lists of this deck will be best. Guile and counters MD, Angel in the board.
Anyone considered Rafiq of the Many as a beater?

He kinda lacks on Toughness side, but is capable of 8 damage/turn for 4 mana.


P.S.: also makes mimic ridiculous, though mimic`s place is not in the control deck anyway.
Actually, MrIndigo, I was just handily beaten many times with multiple decks by a UW Mill deck that was just absurd. It really was strong, though it was played well which makes a huge difference. Seriously, though, I didn't think it would work either, but I will be damned if it didn't mill me for the win more than a few times. Of course, I was sporting R(b)DW, so maybe that is the key, that is trashes aggro and not control. No idea.

Anyhow, here is a new list for my testing purposes:
Lands (24)
4x Mystic Gate
4x Adarkar Wastes
4x Reflecting Pool
8x Island
4x Plains

Creatures (10)
3x Guile
4x Kitchen Finks
3x Plumeveil

Spells (26)
4x Cryptic Command
4x Broken Ambitions
3x Wrath of God
3x Courier's Capsule
4x Dream Fracture
4x Ponder
3x Hindering Light
1x Oona's Grace

Sideboard (15)
3x Rune Halo
4x Remove Soul
2x Feudkiller's Verdict
3x Condemn
3x Dispeller's Capsule

Not sure if that is going to work or not, but it might. It reminds me a lot of SonicBoom.

Fracture is better than Cancel and there is never a viable mill deck.

Since the likelihood is that the great Angel matchups won't show up as commonly as Grixis Toast, 'preSB' lists of this deck will be best. Guile and counters MD, Angel in the board.

The lack of Twilight Shepherd in this thread saddens me.
I can't see anything better than cloudthresher and colossus as far as win conditions go. Pro-black 4/4 for 2GG that forces aggro to remove it, or send a creature to it's death each turn is decent. Dodging a fair chunk of removal is good too. It also has great synergy with elspeth. I love playing elspeth, giving him flying and +3/+3, then doubling his power for the win.

Thresher is just huge, blocks pesky flyers, removes opposing mulldrifters and others on the way in, and will be relevant as long as faeries still exists in any form, or people start playing bitterblossom in their sarkhan decks.

EDIT: oldhat, I know this thread is purportedly for bant control, but I cannot justify playing couriers capsule, when you can play 4 arcane sanctum without hurting your curve, and play esper charm over it. (especially in straight UW).

It also makes unmake more easily playable, which I think you should play if you won't play bant charm (which is better, really, because of colossus.

Basically, those two cards are the reason that I am playing UWGb control, instead of UW. The fact that green provides better win conditions is awesome, but those two cards are just amazing, and deserve to be played.

To be fair, I don't think the permission is strong enough to support the deck you want to play there. I would also argue that hindering light is less useful than remove soul, at least in the MD. RDW and GWb/GWu aggro are going to be fairly popular, either the bant builds, or the sculler/doran/teeg builds, and they will not feel threatened by you having a hard counter for a burn spell when they want to kill you with teeg stopping wrath and cryptics, or figures and demigods.
Mill always LOOKS viable early on. But then it just isn't. I'm not convinced on the 4th colour splash is worth it for those two cards (Unmake is good, but I'm already running 4 Bant Charm so w/e), and Capsule is good enough that I don't think it merits the splash. I have consistency problems as it is.

Cloudthresher is still my homeboy, but for the moment I'm leaving him aside because the major players in this environment are not 1/1 flyers. He'll come back when they do.

I want to test the Guile thing, because either deterring or reversing Cruel Ultimatum is basically a game win in that matchup.
@Erasmus - Well, for "Bant Control", you are right. I was tweaking up basically a SonicBoom deck with slower counters and more permission via White. That is really a totally different deck.

@MrIndigo - I will have some results tonight and a revised list shortly thereafter, I am sure. As for the Mill deck, I managed to lose ~30-40 cards off big plays, like a Twincast on a Sanity Grinding, with another revealed under a Shelldock Isle (and with most cards being UU or UUU or even UUUUU, it hurt). Seriously, it was the best milling deck I have seen ever, if you can believe it.
Since I might as well post in this forum too, my option is a semi-midrangeish controllish deck:


Creatures: 17
4x Birds of Paradise
4x Silkbind Faerie
4x Stoic Angel
3x Vendilion Clique
2x Rafiq of the Many

Instants/Sorceries: 17
4x Hindering Light
3x Excommunicate
4x Bant Charm
4x Naya Charm
2x Cryptic Command

Planeswalkers: 2
1x Elspeth, Knight Errant
1x Ajani Vengeant

Lands: 24
4x Seaside Citadel
2x Wooded Bastion
2x Flooded Grove
2x Mystic Gate
2x Cascade Bluffs
3x Faerie Conclave
2x Forest
4x Plains
3x Island

Sideboard: 15
4x Dispeller's Capsule
4x Goldmeadow Harrier
4x Burrenton Forge-Tender
3x Runed Halo
I know the mana base needs work, but here's my UWGr list:

Lands:
2 Flooded Grove
1 Cascade Bluffs
1 Mystic Gate
2 Fire-Lit Thicket
2 Adarkar Wastes
2 Yavimaya Coast
2 Shivan Reef
2 Plains
4 Treetop Village
4 Seaside Citadel
1 Vivid Creek
1 Vivid Grove
24 Lands

Creatures:
4 Kitchen Finks
4 Mulldrifter
3 Stoic Angel
2 Oona, Queen of the Fae
13 Creatures

Other Spells:
4 Cryptic Command
4 Condemn
3 Firespout
2 Wrath of God
4 Bant Charm
3 Naya Charm
2 Primal Command
1 Oona's Grace
23 Other Spells

Sideboard:
3 Naturalize
2 Runed Halo
2 Story Circle
4 Flashfreeze
3 Cloudthresher
1 Empyrial Archangel

Stoic Angel after the first FNM seems somewhat ok... i like it being able to get in for 3 damage and still block, but i definitely need more than that as a wincon, such is the case with the inclusion of Oona, but i suppose anything can really be used (i just still really enjoy using Oona). Flashfreeze in the board is just awesome against so many decks now because a majority of the decks are at least something red or green. I've decided that I like playing more creature control elements over more counterspells because my meta tends to have alot of aggro (elves, WW, etc.) this is why I've splashed red for Firespout and Naya Charm. Naya Charm is just awesome in a control deck, by the way. I can tap down my opponents army, which combos well with Stoic Angel, I can get back a good card from the yard, or just use it as another removal spell. My deck also likes to use Mulldrifter because it can attack/block plus it can be tutored with Primal Command.

Let me know what you think.

Record last night: 1-2-1

my two loses (ultimately keeping from top 8 and beyond) came from elves

Round 1: Rogues
Against this girl playing U/B rogues... she's not very good. not much to say, pretty easy victory in 2 games.
Record 1-0-0

Round 2: Elves
Game 1 I mulled down to 4 with one Cascade Bluffs and I drew no other lands. Game 2 I keep killing all his elves and eventually get in with Oona for the win. Game 3, he just gets down more things than I can deal with and he gets it.
Record 1-1-0

Round 3: RGW Zoo
Disappointingly after a well control board victory in Game 1, it ends up going to time in the round in game 2 and he gets an Oversoul of Dusk down and my Oona can't block so he gets game 2 and we draw.
Record 1-1-1

Round 4: Elves
I pump on the removal and get down Stoic Angel and Kitchen Finks and start beating, and he scoops shortly after with nothing to play. Game 2, I get stalled on lands and he gets many dudes and manlands. Game 3 was really disappointing because I do a good job of removing his creatures and I start attacking, getting him down to 1, but he ends up resolving a Profane command killing my angel, and he gets his chameleon colossus back. I'm at 17 after a much needed Primal command the turn before, but he is able to attack for a pumped 16. I can't draw a removal spell, but it didn't matter because he had mutavaults and treetops to get that last point.
Record 1-2-1

All in all, I like the build and will continue to make adjustments, but I feel I may need something else (other than a better land base, which will come in the future)

Comments welcomed...

Blue is the best color ever. How do you deal?  ------------------------------  Team GFG - "gulf, foxtrot, gulf" 

 

 

I produce Dubstep and House beats:

https://soundcloud.com/burning_forest

 

Best Pauper Deck in the format, not close:

http://community.wizards.com/content/forum-topic/2974646#comment-49713276

 

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// New Counter-heavy list.

// Lands
4 [TE] Reflecting Pool
2 [EVE] Flooded Grove
2 [MR] Plains (3)
2 [LRW] Island (4)
4 [ALA] Seaside Citadel
3 [SHM] Mystic Gate
3 [LRW] Vivid Creek
2 [MOR] Mutavault
2 [10E] Adarkar Wastes

// Creatures
2 [MOR] Chameleon Colossus
3 [LRW] Guile

// Spells
4 [LRW] Broken Ambitions
2 [ALA] Oblivion Ring
4 [LRW] Cryptic Command
3 [ALA] Courier's Capsule
3 [u] Wrath of God
4 [ALA] Bant Charm
2 [ALA] Elspeth Knight-Errant
4 [WL] Mind Stone
2 [SHM] Runed Halo
3 [EVE] Dream Fracture

// Sideboard
SB: 3 [ALA] Stoic Angel
SB: 2 [ALA] Oblivion Ring
SB: 1 [u] Wrath of God
SB: 2 [10E] Condemn
SB: 1 [SHM] Runed Halo
SB: 4 [ALA] Hindering Light
SB: 2 [ON] Naturalize

Plumeveil might go in somewhere, but there's not much room.
This, Sir, is why you are a hero. That looks solid. It has a lot of the stuff I wanted to fit in, but wasn't sure where. I will test it and any tweaks I will post with some results later tonight.
@mrindigo:I like the list, but I think I'd take out a guile to play the fourth capsule.

@qilongia: with so much instant removal available, I don't think excommunicate should ever see play...
I think story circle might return to grace as a hoser.

I like Runed Halo naming demigod, but a circle naming red would be even better.

Of course, like any rotation we have little to go on as to what to expect for a meta, but naming green against aggro would be pretty nice too. Worth a try.
Circle needs too much of a mana investment, I feel. It may be usable, but I prefer Halo (note: You can name Mind Shatter, Ultimatums, Oona, Profane Command, none of which can be stopped by Story Circle).
Lands (24)
Technology

Creatures (13)
4 Garruk Wildspeaker
4 Rhox War Monk/ Kitchen Finks
3 Stoic Angel
2 Empyrial Archangel

Other (23)
4 Fertile Ground
4 Cryptic Command
4 Wrath of God
4 Condmen
3 Broken Ambitions
2 Shield of Oversoul
2 Mind Spring

SB
4 Sower
4 Runed Halo
4 Naturalize
3 Other

This is a list I was seriously considering testing hardcore for states, but decided against it as Wrath (although can be easily substituted for Firspout), Cryptic, and Garruk (not to mention the lands and Stoic Angel) would cost me an arm and a leg. Thus why I didn't care to make a mana base or finish a SB.

basically, this deck is awesome. It plays plenty of removal. It plays counters. It can make retarded good creatures. It can drop Empyrial on turn 5 fairly easily. I might be playing this if I was't broke.
Tidings is better than Mind Spring. So is Fathom Trawl (arguably), Mulldrifter, and Covenant of Minds (which could just be nuts, or maybe bad. It looks breakable).
Lands (24)
Technology

Creatures (13)
4 Garruk Wildspeaker
4 Rhox War Monk/ Kitchen Finks
3 Stoic Angel
2 Empyrial Archangel

Other (23)
4 Fertile Ground
4 Cryptic Command
4 Wrath of God
4 Condmen
3 Broken Ambitions
2 Shield of Oversoul
2 Mind Spring

SB
4 Sower
4 Runed Halo
4 Naturalize
3 Other

This is a list I was seriously considering testing hardcore for states, but decided against it as Wrath (although can be easily substituted for Firspout), Cryptic, and Garruk (not to mention the lands and Stoic Angel) would cost me an arm and a leg. Thus why I didn't care to make a mana base or finish a SB.

basically, this deck is awesome. It plays plenty of removal. It plays counters. It can make retarded good creatures. It can drop Empyrial on turn 5 fairly easily. I might be playing this if I was't broke.

I'm not sure garruk really fits here. His overrun ability isn't very useful in this deck. Four def seems like too many. mrindigo already covered mind spring. I don't really like fertile ground. Where's the bant charm?



Tidings is better than Mind Spring. So is Fathom Trawl (arguably), Mulldrifter, and Covenant of Minds (which could just be nuts, or maybe bad. It looks breakable).

Functionally I feel like covenant of mind reads:
-Draw three cards, and show them to your opponent. At 5cc and sorcery speed not sure it's great.
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