Bant Control

Started by Kamikazekiel, November 08, 2012, 11:47:45 PM

Previous topic - Next topic

Kamikazekiel


Bant Control

60 cards, 0 sideboard


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

25 lands


4 {Thragtusk}
4 {Misthollow Griffin}

8 creatures


2 {Supreme Verdict}
3 {Rest in Peace}
2 {Jace, Architect of Thought}
1 {Dissipate}
1 {Detention Sphere}
2 {Sphinx's Revelation}
3 {Farseek}
3 {Terminus}
3 {Syncopate}
2 {Entreat the Angels}
1 {Oblivion Ring}
4 {Azorius Charm}

27 other spells


Sideboard

Kaleo42

I actually really like this. I can tell it hasnt been tested a whole lot, but great build really. My only initial thought is it needs one more RiP. It might seem like too much, but you absolutley need it in play and if one gets answered youll want a back up at all times.

Kamikazekiel

Thank you. I am more of an aggro player but wanted to take a shot at control. Your assumption is correct; I haven't play tested this very much, but rather built to what I thought might control my meta (graveyard hate will definitely hurt my meta).

I agree with adding the 4th RIP, but Im not entirely sure what to take out. The only thing I think I could take out for another RIP would be either a  {Syncopate} or a  {Terminus}.  Thoughts on either or something else you think I could live without?

Kaleo42

In my experience, {oblivion ring} is generally a lot more helpful in this deck than counter spells, especially if you have {alchemist's refuge}. Also, don't under estimate keyrunes, they survive wrath and strike hard over several turns.

Kamikazekiel

Thanks for the suggestions...I have a lot to play around with.

Calebestes

Keep terminus.  Sideboard syncopate and throw in some
Nevermores.   Mirror matchups suck hardcore.