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Decks (Magic The Gathering) => Standard => Topic started by: Calebestes on January 15, 2013, 03:58:51 AM

Title: Bant Control 3.0
Post by: Calebestes on January 15, 2013, 03:58:51 AM

Bant Control 3.0

60 cards, 0 sideboard


1 {Forest}
2 {Island}
4 {Sunpetal Grove}
4 {Hinterland Harbor}
4 {Temple Garden}
4 {Glacial Fortress}
1 {Plains}
4 {Hallowed Fountain}

24 lands


2 {Restoration Angel}
4 {Thragtusk}
4 {Angel of Serenity}

10 creatures


2 {Supreme Verdict}
3 {Detention Sphere}
4 {Jace, Architect of Thought}
4 {Farseek}
4 {Terminus}
4 {Sphinx's Revelation}
2 {Tamiyo, the Moon Sage}
3 {Azorius Charm}

26 other spells


Sideboard
Title: Re: Bant Control 3.0
Post by: Calebestes on January 15, 2013, 03:59:12 AM
Let me know what you think.
Title: Re: Bant Control 3.0
Post by: Kaleo42 on January 15, 2013, 04:08:01 AM
Dont forget {alchemist refuge} as a 2 or 3 of (generally 22 color land and the rest ability land, so two refuge for 24 land three of them for 25 land decks). It really makes a difference, not having to tap out and being able to most appropriately respond to your opponent's actions is the basis of a good control deck. Plus instant speed o-ring effects win games. 
Title: Re: Bant Control 3.0
Post by: Calebestes on January 15, 2013, 06:46:55 AM
True!   I need those refuges though.  I have none. :(