Modern Bant is a midrange deck with a limited permission suite. It runs very efficient three-drops in the form of Geist of Saint Traft, Rhox War Monk, Loxodon Smiter, etc. to pressure opponents, taking advantage of Exalted bonuses from the support cards like Noble Hierarch and Qasali Pridemage. Many of its creatures are either resilient to hate or pack massive value, and the deck often has cheap answers to common problems.
Alternate configurations capitalize on resilience, running hexproof creatures, specifically trolls, and/or Kitchen Finks to maintain board presence through targeted removal and board sweeps. Worship is often employed to negate opponents' abilities to race the deck.
Bant mixes the aggressive G with elements of control in U and W's removal and utility. Essentially, Bant is a versatile deck with access to a massive array of key cards and strategies.
With the printing (and reprinting) of efficient enchantments such as Spectral Flight, Rancor and Spirit Mantle, many Bant lists have replaced swords with the cheaper and faster "blouses" suites.
Modern Bant is similar to Legacy Bant with a few key exceptions and advantages. Modern does not have access to some of the combo elements (Natural Order) found in Legacy Bant nor the highest quality permission, but it does have the advantage of denying some of the strategies that make such elements necessary. See here for the Legacy variants and discussion for many ideas relevant to the Modern meta.
This primer is committed to developing Bant towards consistent success in a tournament setting.
Playing the Deck:
Bant generally runs 5-8+ 1-drop mana dorks in the form of Hierarchs and Birds. A starting hand is best with a Hierarch and one of your threats, but settle for a Birds if you have to mulligan. I like to see 2-3 lands with a mana dork. Though there are circumstances where 1 land might be a keeper (particularly against a known opponent without removal), you must assume that your opponent has the capacity to destroy your mana dork. The typical build runs exactly 23 lands, which gives you approximately a 60% chance of hitting either 2 or 3 lands in your starting hand. 21-23 represent typical variations.
Turn two is key because the play determines how much pressure Bant can apply and how early. When weighing your starting hand, consider your turn 2 potential. An ideal play is a turn 1 hierarch followed by your turn 2 3-drop bomb. Geist is usually your go-to guy because getting him out early means he is going to come in under permission & stick (hexproof), and he is going to swing for 6 or 7 (or more) per turn from 3 on, usually putting opponents on a 3-turn clock.
Make use of Exalted. Never attack with more than one creature unless it makes sense to do so. This is a critical advantage because Bant players are able to hold mana dorks back for casting permission and removal if necessary, and able to keep blockers upright. Also keeps you from needlessly overextending your board by dumping your entire hand when all you need is one attacker.
It is often a good idea to play Bant similarly to tempo, and it kind of lends itself to that playstyle with Exalted. More often than not, you will not need to have an entire board full of creatures to win, but just one big threat and some permission/removal to back it up. Holding onto 1 or two creatures can also make the deck more resilient to board sweeps (as can Moorland Haunt, Treetop Village and Celestial Colonnade).
The Core (These cards appear in the majority of Modern Bant decklists)
Noble Hierarch
-Critical 1-drop for turn 2 shenanigans. Provides all necessary colors of mana, drops a turn 2 geist/war monk/kotr/finks, buffs them when they swing. In the event that your big guy is countered or removed or just unplayed, she can swing for 1 or more.
Birds of Paradise
-The presence of this card in the deck goes to show how important it is to ramp out a good 3-drop on turn 2 for tempo. Here mostly to be a weaker hierarch 5-8, but can also be a useful sword carrier where swords are present.
Qasali Pridemage
-Stops splinter twin, blows up any enchantment or artifact at instant-speed, even after attacking. A 2/2 body with Exalted.
Geist of Saint Traft
-A pain to get rid of, and packs a punch with its evasive token. With Exalted, a veritable scoop-inducing nightmare to most players if you can drop him early enough.
Mana Leak
-Closest approximation Modern has of a 2 mana hard counter.
Path to Exile
-The most ubiquitous removal in the format. Deals with resolved Wurmcoil Engines better than any other removal we have available to us, and it also stops all other effects that trigger on death.
Flexible (These cards fill necessary slots, but provide options)
Spell Pierce
-Stops a good deal of important combo pieces in their tracks, stops board sweeps, stops planeswalkers, stops counters. The only thing this doesn't stop is stuff Bant can already deal with with blockers. Easy to keep U up every turn.
Knight of the Reliquary
-Gets big, and can really put a lot of pressure on opponents when games drag past turns 5 or 6.
Elspeth, Knight-Errant
-Gives evasion to your threats or pumps out blockers. Her ultimate serves as a clock. Invaluable card.
Voice of Resurgence
-Replaces itself with an often larger creature, forces opponents to make more difficult decisions during your turn or play around it entirely.
Loxodon Smiter
-Dodges countermagic, punishes discard, and replaces kotr in lists that want the consistent 4/4 body.
Kitchen Finks
-Pesky to get rid of and keeps you alive. No one ever seems to want to swing into him.
Mirran Crusader
-Wreaks havoc on Jund and a good deal of other relevant decks. Double strike becomes very daunting with Exalted. A great sword-carrier.
Tarmogoyf
-The ubiquitous green fat is good here like it is in every other deck running green.
Thalia, Guardian of Thraben
-A hatebear that deals with many popular decks in the format while remaining an aggressive creature with First Strike. Good enough to be more than sideboard material in the current meta.
Vendilion Clique
-Neutralizes future threats at instant-speed, fixes your own hand, emergency blocks, carries a sword.
Mirran Crusader
-Swings through very relevant colors, and hits twice. Double-strike means he also has first-strike, so he kills blockers fairly handily.
Troll Ascetic
-Thrun's little brother is a pain in the behind to get rid of, and swings for a respectable 3.
Thrun, the Last Troll
-Great as a 1-of or 2-of in any build, even better in the sideboard. Practically impossible to get rid of.
Worship
-Combined with your trolls, Worship is an excellent back-up plan in those hyper-aggro matchups or games that simply go on longer than the strategy typically allows.
Strangleroot Geist
-An aggressive 2-drop that is pesky to remove. Evasion in the sense that it gets bigger when it dies is a big deal. With Exalted triggers, your opponents will want to path this guy fast.
Angelic Destiny
-Replaces swords, particularly in Troll lists where Hexproof makes it feel essentially like a giant sword.
Spectral Flight
-Cheaper, smaller version of Angelic Destiny that is enough to keep Geists and other Hexproof beaters safe from lethal damage and blockers.
Rancor
-Your best friend, especially in Troll Worship and hexproof blouses variants. Compare to... nothing, really. Plays a lot like equipment, only cheaper and even more resilient. Interested to see how this plays out alongside Spectral Flight and Spirit Mantle.
Steelshaper's Gift
-More than just extra copies of swords, it finds the right sword for the occasion. Many are beginning to realize that Stoneforge Mystic even without the body is a good card.
Rafiq of the Many
-Often overshadowed by better 4cc cards like Elspeth and Thrun. Good finisher, but vulnerable and slow for aggro.
Baneslayer Angel
-On the high end of the curve, but very strong. Again, vulnerable and slow.
Time of Need
-This card represents a specific type of Bant build that maindecks hatebears and other legendaries that work as a toolbox like Kataki, Kira, Thrun, etc. Fetches a good deal of important cards, but at sorcery speed it is vulnerable to countermagic and it's a bit slow.
Sigarda, Host of Herons
-Great against Jund, but high on the curve. Too high, in most cases. Maybe better with more ramp in the form of Lotus Cobra, etc.
Psionic Blast
-Blue burn. No one sees it coming, can end games, especially awesome in Worship.
Leyline of Sanctity
-Run 2+ in SB; lay it down t0; destroy RDW/rakdos/boros/fae/jund.
Kataki, War's Wage
-This card can be devastating to Affinity, but it is also a piece of cake to dispatch, sadly. Still a very versatile solution that can get in for damage.
Ratchet Bomb
-Blows up tokens. It has other uses, I guess, but most of its other uses hurt us, too.
Great Sable Stag
-This guy (along with Thrun/Troll Ascetic) is your best bet against Ux/Bx/UBx control. He also dodges half of Jund's hate.
Timely Reinforcements
-Buys you time, really. Great against faster aggro like RDW, Zoo and Affinity.
Wilt-leaf Liege/Obstinate Baloth
-These lovable critters make Blightning a fatal error. Baloth's lifegain is more of a direct response to Blightning's effect, where Liege is more aggressive. Sideboards often contain both.
Krosan Grip
-Stops Twin, hates on Affinity. Can't be countered.
Bojuka Bog
-Good against stuff that likes graveyards.. like Aggro Loam, Living End, and Melira.
Grafdigger's Cage
-Stops Melira. Honestly, Melira's not much of a problem for this deck, anyway, so this card is largely bad until GSZ is unbanned or until someone makes some kind of actually good Fauna Shaman, Vengevine, Bloodghast, Demigod of Revenge kind of thing..
A resilient build dedicating 5-7 slots to a long-game plan. Highly effective against aggro strategies that race Bant's clock, and against Twin, effectively neutralizing its win condition.
Initially based on Troll Worship, Blouses takes advantage of untouchable creatures by giving them efficient buffs that make swords look slow and pointless by comparison.
2/9/2012
-Added matchups for Affinity, Storm, Pod, and Twin, all courtesy of tamroo_16/Wolven's input below.
-Updated forum decklists.
-Added Stefano Lombardi's PTQ Bologna Top 8 list to Tournament Lists.
-Expanded Playing the Deck section.
-Added link for detailed meta outline.
2/10/2012
-Updated Sideboard section.
2/15/2012
-Added John Connor's top 8 list.
2/21/2012
-Added the increasingly popular Mirran Crusader, Troll Ascetic, and Worship to the Cards section.
2/22/2012
-Added gnome's Troll Bant list to Forum Decklists.
-Added Aggro Loam to matchups section, but needs data.
2/29/2012
-Upgraded Worship to Flexible.
-Added Angelic Destiny to Flexible.
-Added Strangleroot Geist to Developing.
-Downgraded Mana Leak and Spell Pierce to Flexible.
3/6/2012
-Added Variants section to showcase unique paths within the archetype.
3/17/2012
-Added Adam Schaff's PTQ list.
4/14/2012
-Added Thalia, Guardian of Thraben to Flexible.
-Upgraded Strangleroot Geist to Flexible.
-Upgraded Steelshaper's Gift to Flexible.
-Added Spectral Flight to Developing.
4/17/2012
-Added AVR spoiler section for potential additions from the new set.
9/13/2012
-Updated title. (Because what Modern Bant deck doesn't run Geist of Saint Traft?)
10/26/2012
-Updated forum lists with TheTanStar and Suechtler's Bant lists. Each represents exactly the two archetypes we're looking at right now, and both had success in the IQ's.
Looking for feedback from anyone with tournament experience running this deck. Up-to-date match write-ups and matchup feedback is top priority.*
I'm considering trying this out, but would like to know more before I spend the money on getting the necessary shock lands, so I'm looking forward to reading more on the matchups. One thing I noticed was that Cawblade isn't listed despite it being a very popular deck right now. Just an oversight or was there some reason for that ?
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Top 8 of SCG Invitational, Las Vegas, NV, Dec 13-15, 2013
Top 8 of SCG Invitational, Somerset, NJ, Aug 28-30, 2015
Winner of SCG Worcester Team Sealed Open with Gerard Fabiano and Curtis Sheu, September 28, 2013
I'm considering trying this out, but would like to know more before I spend the money on getting the necessary shock lands, so I'm looking forward to reading more on the matchups. One thing I noticed was that Cawblade isn't listed despite it being a very popular deck right now. Just an oversight or was there some reason for that ?
Cawblade, while in bant colors a good deal of the time, is a separate archetype all its own. I believe a primer is going up for that deck very soon, actually.
Cawblade, while in bant colors a good deal of the time, is a separate archetype all its own. I believe a primer is going up for that deck very soon, actually.
I was referring to the match-ups area. Sorry if that wasn't clear.
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Top 8 of SCG Invitational, Somerset, NJ, Aug 28-30, 2015
Winner of SCG Worcester Team Sealed Open with Gerard Fabiano and Curtis Sheu, September 28, 2013
I was referring to the match-ups area. Sorry if that wasn't clear.
Oh! I'm sorry. I had been considering lumping it in with Martyr Proc, as most of the good lists I have seen are Caw variants. Nevertheless, I may give it its own matchup description. I'll put it in for the time-being, and see what happens when I get to it. Looking at that growing list of matchups, I'm really seeing how diverse this meta actually is. Wow.
SB:
Must have every event:
3 Mindbreak Trap
3 Creeping Corrosion
1 Bojuka Bog
My other current slots:
3 Mana Leak
2 Oxidize
3 Open (likely Either Timely Reinforcements, Finks, War Monk)
The last slots are mostly to work out something to help the Jund/Boros match-ups. Been finding my build a little unprepared for them.
I’ve settled on F&I to be my sword of choice. I’ve played turn 4 Clique, cleared the way, then suited it up enough to be more then happy with it. In more controlling versions I’d likely be happier with F&F but my md counters cost just U so it isn’t really an issue.
I’ve found the UR Storm to be a fairly easy match-up. They CAN go off turn 2, but 3-4 is more often the result, Especially since you usually see 1-2 of your counter/cliques. Mid-combo clique is almost always GG. Post board:
+3 Mindbreak Trap
+3 Mana Leak
-4 PTE
-2 Knight
Reasoning here is unless they are getting cute with Demigod/Deaus, removal is dead, and Pride-mage is better then Knight. They can have ascension, swath, Blood Moon, or even Defence Grid. Too dangerous to sb them out.
Pod is another match-up that I feel is pretty good. They have thoughtseize, and tutor effects, for protection and redundancy, but their deck can just durdle around and do nothing. Obv Path and Clique are MVPs here. Post board the random Bojuka Bog off knight is NEVER seen coming. They will go off with impunity then you wreck them with the knight activation. Once again, a clock plus any piece of disruption is usually enough to seal the game.
Here I would:
-1 Finks
+1 Bojuka Bog
and maybe bring in the mana leaks for the spell snares if I was on the play.
The affinity Match-up is of course a coin flip. I recently started sbing Oxidize to deal with Scepter-Burn (the delver deck) and it’s nice here as well. Pre board if you don’t know you are vs. affinity you are in a rough way. You need a fast draw and to hopefully have a timely path or pride-mage to keep things sensible. Post-Board I’m on the fence regarding Creeping Corrosion vs. Kitaki, but...*shrug*
Sb plan:
+3 Creeping Corrosion
+2 Oxidize
+_ Life gain effect (Finks/Timely/War Monk)
-6 Counters
-_ Other
On the play I might keep the elspeth, it’s a big question mark. This is kind of a slug fest so it’s a tough call. Zero counters means zero dead cards once they commit to the board. It also makes you susceptible to them slow-rolling cards like Tezz or Tempered Steel.
Lastly vs. the Twin decks:
Point of note: if you need one mana... always leave 2 up. Having them tap your land out makes you look pretty silly. Once again in this match Clique is your best friend. I’ve sbed Threads of Disloyalty vs. them in the past. Stealling their Spellskite is back-breaking. They cant win so long as it’s in play. Also speaking of Spellskite: remove this immediately once it’s in play. Unless you have a clock it can’t block, and/or a barrel of counters, it will cause you nightmares.
This build:
-3 Knight
+3 Mana Leak and be sad I didn’t have more.
This isn’t a horrible match, but you just have to approach it with a mind set of “one more turn”. They have the inevitibility here, so having turn 2 Geist, and just keeping pressure on is really good. Sometimes they just will have trouble finding a piece/protection and you get them.
To me, this looks like the Legacy version of Bant with obviously worse counterspells and lands--and the Legacy version is very powerful. This deck, like the Legacy version, thrives on the tempo gain of 3-cmc stuff on Turn 2, and those 3-cmc stuff hit like trucks, so I don't think Squadron Hawk is a good fit. In fact, I think Goyf is a better fit to smooth out hands without a mana dork in them and, well, hit like a truck.
What the Swords are really for is turning Noble Hierarch into a threat.
Hey all, I've been shadowing the old forum with a bit of input too. The last thread was really helpful and full of some good information. After a decent amount of playtesting (and a budget consideration... Goyfs and more importantly no cliques) this is the list I've settled on for the moment.
Rafiq and Finest Hour are coz I actually enjoy playing them (important reason for me :P). They probably are bad in those slots (at least Final Hour is) and I have swapped them out for swords of WaP or FaF too. Sword of FaI to me is the pick for this deck. It seems to be aggro/control with CA and versatile shock, whereas sword of war and peace is very much for aggro/ racing, and FaF is all about the card advantage. We don't need to untapped our lands, a 3-drop + pump abilities is all we need to sit on with 1 mana up for path and spell pierce.
Sideboard is pretty self explanatory, Kataki for affinity, alongside prison. Prison for creature based aggro and also twin. Leyline for gifts and mono r. Baloth for Jund and Lilliana. Bog for GY hate.
That's enough rambling this is on my phone an incoherent so sorry for the messy format. Hope it starts some good conversation.
I've been messing around with a Bant deck for a while. Wanted to live the old Type 1 days with Selkie Strike, but it's just not viable. So, I'll be testing this over the next few weeks.
"Cawblade, while in bant colors a good deal of the time, is a separate archetype all its own. I believe a primer is going up for that deck very soon, actually."
Not true. Its the same archetype. Most of the lists on mtgo mentioned under UW Blade play UW, but some splash green for Goyfy or play straight UWG and are still mentioned under UW Blade, if you take a closer look. Its just they play Squadron Hawkhs and Steelshaper´s Gift.
All you do is exchanging a few cards, who got of course nice synergies, but the system of the deck, fast clock combined with spell support, swords and countermagic stays same.
The "concept" is similar but the decks play differently. There are a whole slew of midrange aggro/control decks in modern (aggro/tempo if you will). Fae and both Delver decks are the exact same strat, but they use significantly different card pools. Perhaps one day one of these decks will be the dominant archetype.
Out of the blackness and stench of the engulfing swamp emerged a shimmering figure. Only the splattered armor and ichor-stained sword hinted at the unfathomable evil the knight had just laid waste.
"Cawblade, while in bant colors a good deal of the time, is a separate archetype all its own. I believe a primer is going up for that deck very soon, actually."
Not true. Its the same archetype. Most of the lists on mtgo mentioned under UW Blade play UW, but some splash green for Goyfy or play straight UWG and are still mentioned under UW Blade, if you take a closer look. Its just they play Squadron Hawkhs and Steelshaper´s Gift.
All you do is exchanging a few cards, who got of course nice synergies, but the system of the deck, fast clock combined with spell support, swords and countermagic stays same.
Cawblade is more of a control deck than an aggro-control deck, though. It's similar to Bant but also distinct imo. A Cawblade deck is only going to be running 10-14 creatures (4 Hawks, 4 Snapcasters, 2-4 Cliques and maybe 2 Geist), whereas Bant is a heavy creature deck (20ish creatures, 4-8 of them being mana dorks) with countermagic backup. While they are somewhat similar in overall strategy, I think they are different enough to warrant separate threads.
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Top 8 of SCG Invitational, Las Vegas, NV, Dec 13-15, 2013
Top 8 of SCG Invitational, Somerset, NJ, Aug 28-30, 2015
Winner of SCG Worcester Team Sealed Open with Gerard Fabiano and Curtis Sheu, September 28, 2013
@Wolven/aka tamroo, I would like to incorporate some of your stuff into the primer with your permission. You have had some proven success with your deck (i have your old list in decklists, in fact), so I'd like to use some of your suggestions.
To me, this looks like the Legacy version of Bant with obviously worse counterspells and lands--and the Legacy version is very powerful. This deck, like the Legacy version, thrives on the tempo gain of 3-cmc stuff on Turn 2, and those 3-cmc stuff hit like trucks, so I don't think Squadron Hawk is a good fit. In fact, I think Goyf is a better fit to smooth out hands without a mana dork in them and, well, hit like a truck.
What the Swords are really for is turning Noble Hierarch into a threat.
Goyf and KotR are sub-optimal in blade decks. not because they hit like a truck... but because they lack evasion. 7/7's and 8/8's with no evasion arent very good as sword carriers if they get chump blocked by 1/1's all day long.
Blade decks are made for flyers and tramplers. This is why squadron hawk is such a good card for this deck.
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Goyf and KotR are sub-optimal in blade decks. not because they hit like a truck... but because they lack evasion. 7/7's and 8/8's with no evasion arent very good as sword carriers if they get chump blocked by 1/1's all day long.
Blade decks are made for flyers and tramplers. This is why squadron hawk is such a good card for this deck.
Squadron Hawk is a great sword-carrier, which is why there is an entire deck around it. However, I'd rather just put it on a BoP or a Mirran Crusader and be done with it than dedicate 4 slots to Squadron Hawk. I just don't have the room. Don't forget that swords themselves can create evasion. Additionally, not all Bant lists run swords. It's probably closer to 50% right now.
This is an aggro deck, not a control deck. It runs some permission and plays a bit like tempo, but it is definitely an aggressive deck. Hawks are just better in control where CA is much more important.
So i've been following this thread for the last couple weeks and i really appriciate all who have input in it! As well as Raalic for making the new primer!
It seems to me that the builds running 2-3 goyf are the best and seem to test the best for when you lose the t1 ramp or just dont have it. That gives us 5-6 2CMC spells with 8-12 3CMC for when we do have it. Although as mentioned before they are not evasive and therefore not as good with swords. So swords should be a 2 of ish instead of the 2-4 with the flier based version.
Here is what I am currently testing now, I would love some input on it! What follows is what i would run if i could some how obtain goyf.
It seems this deck is very well positioned in this meta right now and I feel that my SB is just balanced enough to have answers Vs most decks. Though testing with one liege and one baloth vs jund atm. What do you guys think of my SB?
Dispel is there for a better game against control in general and specifically to hopefully help in the counter war with twin.
Ancient Grudge is in for Affinity mainly as it seems we do okay as long as we can keep the plating off of the field. It is also much more usable in other matches whereas something like Creeping Corrosion is an Affinity only Card. It is not in our coulors, but running 8 mana dorks and 8 Fetches it gives me 15 possible ways to get red.
Ethersworn Canonist is in this deck for combo MU's It gives a body to work with as well as an annoying ability. It shuts down storm unless dealt with, and it messes with Twin keeping them from being able to respond or play multiple search cards a turn. It is also no legendary so a multiple draw means just more to play around.
Snapcaster Mage is in to provide that extra spell against control or tempo to keep the game in my favor.
Great Sable Stag is here because of the large upswing of Tempo recently, he is just a champ against blue tempo and in many cases able to beast out on his own.
Kitchen Finks is in for MU like Jund where their removal is not exile, he probably would also go in against affinity as extra life gain and a body. General Card
Well thanks for reading hopefully I can get some input!
I tried to play cards that were useful in multiple MU instead of just 1 (like Creeping Corrosion/Mindbreak Trap) as i feel this meta is just to diverse to focus completely on only a few decks because the first few rounds will kill you that way. And with this deck seeming to have a good MU against most things 1st game (not including Martyr-Proc) I feel slight adjustments are more profitable!
I am playing this tomorrow. It has tested extremely well against the field and is an approach I have yet to see someone else take towards Bant. The midrange cards are all major threats which put the opponent on a clock and it has enough disruption to answer the major decks of the format.
I don't think there is any reason to not run a single Dryad Arbor. He is fetchable with the fetch lands and can be a surprise blocker against a Dark Confidant, plus he can wield a sword in a pinch.
Having the right Sword for a situation is incredibly powerful, so running Steelshaper's Gift lets you essentially have three copies of the best sword for the situation, including having the singleton War and Peace in the sideboard against Boros.
The sideboard is the result of a lot of playtesting. The only thing I wish I had room to add is a singleton Mortarpod as a Gift target to help against Melira Pod.
Stony Silence is pretty awesome against affinity, as it does affect mana abilities, meaning not only can they not activate Ravager or Cranial Plating, but they can't even tap their Drums, Moxen, or Darksteel Citadel for mana. It is also effective against some other decks, such as Tron or Pod, so it is not as narrow as Creeping Corrosion. The metagame is too diverse to spend sideboard slots on things which are only good against one specific deck.
Faith's Shield is not only a good counterspell for the removal packages of Boros and Jund, but it can work as a trump card against Storm. If they Grapeshot you down to five life you can cast it in response to the rest of the Grapeshot iterations and gain protection from red, nullifying the combo for the turn. If they used up their hand to do the combo, which is fairly common, you could put yourself insurmountably ahead.
Arena can be difficult for Splinter Twin and Faeries to deal with, as it is tutorable by the Knight and you'll win all the Arena fights those decks can put up. (Remember to use your Geist Angel to fight when you get the chance!)
Looking at each of your sideboards, I'm seeing some interesting stuff. Linvala is fascinating against the Twin matchup, I'm just not sure she's really gonna be better than just running your own spellskites or just Ghostly Prison. Often harder to remove enchantments. Or Krosan Grip.
I tried stony silence for some time against affinity, and found it lacking compared to Kataki, War's Wage or Creeping Corrosion. Seems way better against Legacy Affinity. Ancient Grudge? I just don't see this being as good as, say, Shattering Spree, which is awesome, btw... just not so much in this deck. Is this card the only reason you've mainboarded a Stomping Ground?
I think in general shattering spree is better but the fact that grudge is instant and can be used on two separate occasions is huge! It means you can take care of their manlands or the plating they top decked for the win. It's much more versatile and doesn't require the huge red commitment. And affinity just doesn't have the reach it needs without a cranial plating the rest is just filler.
Gnome I saw you were running lotus cobra. I'm really curious as to why and how that's doing for you. It just seems like this deck wants to drop the bomb t2 whether it be goyf or giest and cobra just doesn't do that..
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Modern: UWThe End ForetoldUW
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Modern Bant
GWU
1.3.1 3/2/2013
Intro:
Modern Bant is a midrange deck with a limited permission suite. It runs very efficient three-drops in the form of Geist of Saint Traft, Rhox War Monk, Loxodon Smiter, etc. to pressure opponents, taking advantage of Exalted bonuses from the support cards like Noble Hierarch and Qasali Pridemage. Many of its creatures are either resilient to hate or pack massive value, and the deck often has cheap answers to common problems.
Alternate configurations capitalize on resilience, running hexproof creatures, specifically trolls, and/or Kitchen Finks to maintain board presence through targeted removal and board sweeps. Worship is often employed to negate opponents' abilities to race the deck.
Bant mixes the aggressive G with elements of control in U and W's removal and utility. Essentially, Bant is a versatile deck with access to a massive array of key cards and strategies.
With the printing (and reprinting) of efficient enchantments such as Spectral Flight, Rancor and Spirit Mantle, many Bant lists have replaced swords with the cheaper and faster "blouses" suites.
Modern Bant is similar to Legacy Bant with a few key exceptions and advantages. Modern does not have access to some of the combo elements (Natural Order) found in Legacy Bant nor the highest quality permission, but it does have the advantage of denying some of the strategies that make such elements necessary. See here for the Legacy variants and discussion for many ideas relevant to the Modern meta.
This primer is committed to developing Bant towards consistent success in a tournament setting.
Playing the Deck:
Bant generally runs 5-8+ 1-drop mana dorks in the form of Hierarchs and Birds. A starting hand is best with a Hierarch and one of your threats, but settle for a Birds if you have to mulligan. I like to see 2-3 lands with a mana dork. Though there are circumstances where 1 land might be a keeper (particularly against a known opponent without removal), you must assume that your opponent has the capacity to destroy your mana dork. The typical build runs exactly 23 lands, which gives you approximately a 60% chance of hitting either 2 or 3 lands in your starting hand. 21-23 represent typical variations.
Turn two is key because the play determines how much pressure Bant can apply and how early. When weighing your starting hand, consider your turn 2 potential. An ideal play is a turn 1 hierarch followed by your turn 2 3-drop bomb. Geist is usually your go-to guy because getting him out early means he is going to come in under permission & stick (hexproof), and he is going to swing for 6 or 7 (or more) per turn from 3 on, usually putting opponents on a 3-turn clock.
Make use of Exalted. Never attack with more than one creature unless it makes sense to do so. This is a critical advantage because Bant players are able to hold mana dorks back for casting permission and removal if necessary, and able to keep blockers upright. Also keeps you from needlessly overextending your board by dumping your entire hand when all you need is one attacker.
It is often a good idea to play Bant similarly to tempo, and it kind of lends itself to that playstyle with Exalted. More often than not, you will not need to have an entire board full of creatures to win, but just one big threat and some permission/removal to back it up. Holding onto 1 or two creatures can also make the deck more resilient to board sweeps (as can Moorland Haunt, Treetop Village and Celestial Colonnade).
The Core (These cards appear in the majority of Modern Bant decklists)
4 Birds of Paradise
3 Qasali Pridemage
3 Geist of Saint Traft
4 Mana Leak
4 Path to Exile
Noble Hierarch
-Critical 1-drop for turn 2 shenanigans. Provides all necessary colors of mana, drops a turn 2 geist/war monk/kotr/finks, buffs them when they swing. In the event that your big guy is countered or removed or just unplayed, she can swing for 1 or more.
Birds of Paradise
-The presence of this card in the deck goes to show how important it is to ramp out a good 3-drop on turn 2 for tempo. Here mostly to be a weaker hierarch 5-8, but can also be a useful sword carrier where swords are present.
Qasali Pridemage
-Stops splinter twin, blows up any enchantment or artifact at instant-speed, even after attacking. A 2/2 body with Exalted.
Geist of Saint Traft
-A pain to get rid of, and packs a punch with its evasive token. With Exalted, a veritable scoop-inducing nightmare to most players if you can drop him early enough.
Mana Leak
-Closest approximation Modern has of a 2 mana hard counter.
Path to Exile
-The most ubiquitous removal in the format. Deals with resolved Wurmcoil Engines better than any other removal we have available to us, and it also stops all other effects that trigger on death.
Flexible (These cards fill necessary slots, but provide options)
3 Knight of the Reliquary
2 Elspeth, Knight-Errant
3 Ajani, Caller of the Pride
4 Voice of Resurgence
4 Loxodon Smiter
2 Kitchen Finks
4 Tarmogoyf
3 Thalia, Guardian of Thraben
2 Vendilion Clique
2 Mirran Crusader
2 Troll Ascetic
1 Thrun, the Last Troll
2 Worship
4 Strangleroot Geist
3 Angelic Destiny
4 Spectral Flight
4 Rancor
1 Steelshaper's Gift
1 Sword of Feast and Famine
1 Sword of Fire and Ice
1 Sword of War and Peace
1 Sword of Light and Shadow
Spell Pierce
-Stops a good deal of important combo pieces in their tracks, stops board sweeps, stops planeswalkers, stops counters. The only thing this doesn't stop is stuff Bant can already deal with with blockers. Easy to keep U up every turn.
Knight of the Reliquary
-Gets big, and can really put a lot of pressure on opponents when games drag past turns 5 or 6.
Elspeth, Knight-Errant
-Gives evasion to your threats or pumps out blockers. Her ultimate serves as a clock. Invaluable card.
Ajani, Caller of the Pride
Voice of Resurgence
-Replaces itself with an often larger creature, forces opponents to make more difficult decisions during your turn or play around it entirely.
Loxodon Smiter
-Dodges countermagic, punishes discard, and replaces kotr in lists that want the consistent 4/4 body.
Kitchen Finks
-Pesky to get rid of and keeps you alive. No one ever seems to want to swing into him.
Mirran Crusader
-Wreaks havoc on Jund and a good deal of other relevant decks. Double strike becomes very daunting with Exalted. A great sword-carrier.
Tarmogoyf
-The ubiquitous green fat is good here like it is in every other deck running green.
Thalia, Guardian of Thraben
-A hatebear that deals with many popular decks in the format while remaining an aggressive creature with First Strike. Good enough to be more than sideboard material in the current meta.
Vendilion Clique
-Neutralizes future threats at instant-speed, fixes your own hand, emergency blocks, carries a sword.
Mirran Crusader
-Swings through very relevant colors, and hits twice. Double-strike means he also has first-strike, so he kills blockers fairly handily.
Troll Ascetic
-Thrun's little brother is a pain in the behind to get rid of, and swings for a respectable 3.
Thrun, the Last Troll
-Great as a 1-of or 2-of in any build, even better in the sideboard. Practically impossible to get rid of.
Worship
-Combined with your trolls, Worship is an excellent back-up plan in those hyper-aggro matchups or games that simply go on longer than the strategy typically allows.
Strangleroot Geist
-An aggressive 2-drop that is pesky to remove. Evasion in the sense that it gets bigger when it dies is a big deal. With Exalted triggers, your opponents will want to path this guy fast.
Angelic Destiny
-Replaces swords, particularly in Troll lists where Hexproof makes it feel essentially like a giant sword.
Spectral Flight
-Cheaper, smaller version of Angelic Destiny that is enough to keep Geists and other Hexproof beaters safe from lethal damage and blockers.
Rancor
-Your best friend, especially in Troll Worship and hexproof blouses variants. Compare to... nothing, really. Plays a lot like equipment, only cheaper and even more resilient. Interested to see how this plays out alongside Spectral Flight and Spirit Mantle.
Steelshaper's Gift
-More than just extra copies of swords, it finds the right sword for the occasion. Many are beginning to realize that Stoneforge Mystic even without the body is a good card.
Sword of Feast and Famine
Sword of Fire and Ice
Sword of War and Peace
Sword of Light and Shadow
-Swords can swing games by themselves. Some players swear by them, some players do not find them necessary.
Developing (These cards appear in unproven lists)
2 Baneslayer Angel
4 Time of Need
1 Sigarda, Host of Herons
2 Psionic Blast
Rafiq of the Many
-Often overshadowed by better 4cc cards like Elspeth and Thrun. Good finisher, but vulnerable and slow for aggro.
Baneslayer Angel
-On the high end of the curve, but very strong. Again, vulnerable and slow.
Time of Need
-This card represents a specific type of Bant build that maindecks hatebears and other legendaries that work as a toolbox like Kataki, Kira, Thrun, etc. Fetches a good deal of important cards, but at sorcery speed it is vulnerable to countermagic and it's a bit slow.
Sigarda, Host of Herons
-Great against Jund, but high on the curve. Too high, in most cases. Maybe better with more ramp in the form of Lotus Cobra, etc.
Psionic Blast
-Blue burn. No one sees it coming, can end games, especially awesome in Worship.
Sideboard (These cards make up sideboard options)
1 Kataki, War's Wage
1 Ratchet Bomb
1 Relic of Progenitus
1 Great Sable Stag
1 Timely Reinforcements
1 Wilt-leaf Liege
1 Threads of Disloyalty
1 Surgical Extraction
1 Bant Charm
1 Mindbreak Trap
1 Creeping Corrosion
1 Oxidize
1 Krosan Grip
1 Bojuka Bog
1 Grafdigger's Cage
Leyline of Sanctity
-Run 2+ in SB; lay it down t0; destroy RDW/rakdos/boros/fae/jund.
Kataki, War's Wage
-This card can be devastating to Affinity, but it is also a piece of cake to dispatch, sadly. Still a very versatile solution that can get in for damage.
Ratchet Bomb
-Blows up tokens. It has other uses, I guess, but most of its other uses hurt us, too.
Relic of Progenitus
-Hurts Melira, Living End, Aggro Loam, maybe Pyro?
Great Sable Stag
-This guy (along with Thrun/Troll Ascetic) is your best bet against Ux/Bx/UBx control. He also dodges half of Jund's hate.
Timely Reinforcements
-Buys you time, really. Great against faster aggro like RDW, Zoo and Affinity.
Wilt-leaf Liege/Obstinate Baloth
-These lovable critters make Blightning a fatal error. Baloth's lifegain is more of a direct response to Blightning's effect, where Liege is more aggressive. Sideboards often contain both.
Threads of Disloyalty
-A number of applications for this card, including hijacking an opponent's Spellskite, Bob, etc.
Surgical Extraction
-Particularly effective against Martyr of Sands
Bant Charm
-Versatile removal and counter. Stops Twin, nukes artifacts.
Mindbreak Trap
-Generally GG against Storm.
Creeping Corrosion
-More affinity hate. (Everyone hates affinity, right?)
Oxidize
-More affinity hate..
Krosan Grip
-Stops Twin, hates on Affinity. Can't be countered.
Bojuka Bog
-Good against stuff that likes graveyards.. like Aggro Loam, Living End, and Melira.
Grafdigger's Cage
-Stops Melira. Honestly, Melira's not much of a problem for this deck, anyway, so this card is largely bad until GSZ is unbanned or until someone makes some kind of actually good Fauna Shaman, Vengevine, Bloodghast, Demigod of Revenge kind of thing..
Manabase (Common options)
Breeding Pool
Hallowed Fountain
Temple Garden
Misty Rainforest
Verdant Catacombs
Marsh Flats
Arid Mesa
Scalding Tarn
Moorland Haunt
Celestial Colonnade
Horizon Canopy
Sejiri Steppe
Eiganjo Castle
Tectonic Edge
Razorverge Thicket
Mystic Gate
Seachrome Coast
Stirring Wildwood
2 Thrun, the Last Troll
2 Worship
A resilient build dedicating 5-7 slots to a long-game plan. Highly effective against aggro strategies that race Bant's clock, and against Twin, effectively neutralizing its win condition.
Full primer here.
1 Sword of Fire and Ice
1 Sword of Feast and Famine
1 Steelshaper's Gift
A versatile, aggressive build, committing 3-6 slots to swords and equipment-tutoring.
3 Kitchen Finks
4 Spectral Flight
3 Rancor
1 Spirit Mantle
Initially based on Troll Worship, Blouses takes advantage of untouchable creatures by giving them efficient buffs that make swords look slow and pointless by comparison.
1 Unburial Rites
1 Iona, Shield of Emeria
1 Elesh Norn, Grand Cenobite
A build dedicating 7 slots to a potent reanimation combo to end most matches in one fell swoop.
2 Eldrazi Conscription
4 Lotus Cobra
Taking advantage of cobra ramp, Sovereigns tutor up a conscription for an aggro-combo-ish exalted victory. By no means a new strategy.
Full primer here.
1 Breeding Pool
1 Celestial Colonnade
2 Forest
1 Hallowed Fountain
1 Horizon Canopy
1 Island
4 Misty Rainforest
1 Moorland Haunt
1 Mystic Gate
1 Plains
1 Razorverge Thicket
1 Sejiri Steppe
1 Tectonic Edge
2 Temple Garden
3 Verdant Catacombs
3 Geist of Saint Traft
1 Jotun Grunt
3 Knight of the Reliquary
3 Mirran Crusader
4 Noble Hierarch
4 Qasali Pridemage
3 Rhox War Monk
3 Elspeth, Knight-Errant
4 Mana Leak
3 Path to Exile
2 Sword of Feast and Famine
1 Sword of Fire and Ice
1 Bant Charm
3 Creeping Corrosion
1 Jotun Grunt
2 Negate
1 Obstinate Baloth
1 Path to Exile
1 Rhox War Monk
2 Spell Pierce
1 Thrun, the Last Troll
2 Wilt-Leaf Liege
1 Celestial Colonnade
1 Eiganjo Castle
2 Forest
2 Hallowed Fountain
2 Horizon Canopy
1 Island
4 Misty Rainforest
1 Okina, Temple to the Grandfathers
1 Plains
2 Scalding Tarn
2 Temple Garden
2 Verdant Catacombs
1 Birds of Paradise
3 Geist of Saint Traft
2 Kitchen Finks
4 Knight of the Reliquary
4 Noble Hierarch
2 Qasali Pridemage
1 Snapcaster Mage
3 Tarmogoyf
3 Vendilion Clique
4 Mana Leak
4 Path to Exile
2 Spell Pierce
1 Sword of Feast and Famine
1 Sword of Fire and Ice
2 Dispel
2 Engineered Explosives
1 Ethersworn Canonist
2 Gideon Jura
2 Kitchen Finks
3 Mindbreak Trap
1 Ratchet Bomb
2 Spell Pierce
4 Misty Rainforest
2 Hallowed Fountain
3 Temple Garden
2 Breeding Pool
1 Ghost Quarter
1 Moorland Haunt
1 Treetop Village
1 Mystic Gate
2 Forest
1 Island
1 Plains
4 Tarmogoyf
4 Knight of the Reliquary
3 Vendilion Clique
3 Geist of Saint Traft
2 Kitchen Finks
3 Elspeth Knight-Errant
4 Mana Leak
3 Spell Pierce
3 Bant Charm
4 Path to Exile
3 Mindbreak Trap
2 Negate
2 Nature's Claim
2 Creeping Corrosion
2 Celestial Purge
2 Gideon Jura
1 Kitchen Finks
1 Qasali Pridemage
1 Breeding Pool
1 Celestial Colonnade
1 Forest
1 Hallowed Fountain
2 Horizon Canopy
1 Island
4 Misty Rainforest
1 Plains
1 Sejiri Steppe
1 Stomping Ground
1 Tectonic Edge
2 Temple Garden
1 Treetop Village
3 Verdant Catacombs
3 Geist of Saint Traft
4 Knight of the Reliquary
4 Noble Hierarch
3 Qasali Pridemage
2 Rhox War Monk
3 Tarmogoyf
2 Bant Charm
3 Mana Leak
4 Path to Exile
1 Spell Pierce
3 Elspeth, Knight-Errant
1 Sword of Feast and Famine
1 Sword of War and Peace
1 Ajani Vengeant
2 Ancient Grudge
1 Bant Charm
2 Combust
1 Creeping Corrosion
1 Engineered Explosives
1 Negate
1 Obstinate Baloth
1 Snapcaster Mage
1 Spell Pierce
1 Thrun, the Last Troll
2 Vendilion Clique
4 Forest
1 Hallowed Fountain
4 Misty Rainforest
2 Plains
4 Razorverge Thicket
2 Temple Garden
4 Verdant Catacombs
4 Birds of Paradise
3 Geist of Saint Traft
4 Noble Hierarch
4 Qasali Pridemage
2 Thrun, the Last Troll
4 Troll Ascetic
2 Mana Leak
4 Path to Exile
1 Steelshaper's Gift
1 Sword of Feast and Famine
1 Sword of Fire and Ice
2 Sword of War and Peace
2 Worship
4 Leyline of Sanctity
3 Negate
3 Qasali Ambusher
2 Refraction Trap
3 Spell Pierce
These two lists are basically the best of the two major Bant archetypes:
4 Birds of Paradise
4 Geist of Saint Traft
4 Troll Ascetic
4 Qasali Pridemage
1 Thrun, the Last Troll
4 Spell Pierce
2 Path to Exile
4 Spectral Flight
3 Rancor
2 Daybreak Coronet
3 Psionic Blast
4 Misty Rainforest
4 Verdant Catacombs
2 Forest
1 Island
2 Breeding Pool
1 Hallowed Fountain
1 Temple Garden
1 Eiganjo Castle
1 Okina, Temple to the Grandfathers
2 Torpor Orb
2 Relic of Progenitus
3 Mindbreak Trap
2 Creeping Corrosion
3 Worship
3 Leyline of Sanctity
2 Birds of Paradise
4 Geist of Saint Traft
4 Knight of the Reliquary
4 Noble Hierarch
2 Qasali Pridemage
2 Sublime Archangel
2 Vendilion Clique
4 Mana Leak
4 Path to Exile
2 Psionic Blast
1 Steelshaper's Gift
1 Sword of Feast and Famine
1 Sword of Fire and Ice
1 Sword of Light and Shadow
3 Breeding Pool
1 Cathedral of War
1 Dryad Arbor
2 Ghost Quarter
2 Hallowed Fountain
4 Misty Rainforest
1 Moorland Haunt
2 Sejiri Steppe
2 Temple Garden
2 Forest
1 Island
2 Plains
1 Bojuka Bog
2 Grafdigger's Cage
3 Kataki, War's Wage
3 Negate
2 Qasali Pridemage
2 Sigarda, Host of Herons
2 Thalia, Guardian of Thraben
Needs updated
CG
2/7/2012
-Updated card details up to sideboard.
2/9/2012
-Added matchups for Affinity, Storm, Pod, and Twin, all courtesy of tamroo_16/Wolven's input below.
-Updated forum decklists.
-Added Stefano Lombardi's PTQ Bologna Top 8 list to Tournament Lists.
-Expanded Playing the Deck section.
-Added link for detailed meta outline.
2/10/2012
-Updated Sideboard section.
2/15/2012
-Added John Connor's top 8 list.
2/21/2012
-Added the increasingly popular Mirran Crusader, Troll Ascetic, and Worship to the Cards section.
2/22/2012
-Added gnome's Troll Bant list to Forum Decklists.
-Added Aggro Loam to matchups section, but needs data.
2/29/2012
-Upgraded Worship to Flexible.
-Added Angelic Destiny to Flexible.
-Added Strangleroot Geist to Developing.
-Downgraded Mana Leak and Spell Pierce to Flexible.
3/6/2012
-Added Variants section to showcase unique paths within the archetype.
3/17/2012
-Added Adam Schaff's PTQ list.
4/14/2012
-Added Thalia, Guardian of Thraben to Flexible.
-Upgraded Strangleroot Geist to Flexible.
-Upgraded Steelshaper's Gift to Flexible.
-Added Spectral Flight to Developing.
4/17/2012
-Added AVR spoiler section for potential additions from the new set.
6/13/2012
-Added Rancor to M13 section.
6/15/2012
-Added Ajani, Caller of the Pride to M13 section.
7/16/2012
-All sections updated.
9/13/2012
-Updated title. (Because what Modern Bant deck doesn't run Geist of Saint Traft?)
10/26/2012
-Updated forum lists with TheTanStar and Suechtler's Bant lists. Each represents exactly the two archetypes we're looking at right now, and both had success in the IQ's.
Looking for feedback from anyone with tournament experience running this deck. Up-to-date match write-ups and matchup feedback is top priority.*
*Jund, UWR, Robots, Zoo, Tron, Scapeshift, Pod, Twin, Infect, Bogle, Elves all priority.
CG
Top 8 of SCG Invitational, Las Vegas, NV, Dec 13-15, 2013
Top 8 of SCG Invitational, Somerset, NJ, Aug 28-30, 2015
Winner of SCG Worcester Team Sealed Open with Gerard Fabiano and Curtis Sheu, September 28, 2013
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Cawblade, while in bant colors a good deal of the time, is a separate archetype all its own. I believe a primer is going up for that deck very soon, actually.
CG
I was referring to the match-ups area. Sorry if that wasn't clear.
Top 8 of SCG Invitational, Las Vegas, NV, Dec 13-15, 2013
Top 8 of SCG Invitational, Somerset, NJ, Aug 28-30, 2015
Winner of SCG Worcester Team Sealed Open with Gerard Fabiano and Curtis Sheu, September 28, 2013
twitter
Oh! I'm sorry. I had been considering lumping it in with Martyr Proc, as most of the good lists I have seen are Caw variants. Nevertheless, I may give it its own matchup description. I'll put it in for the time-being, and see what happens when I get to it. Looking at that growing list of matchups, I'm really seeing how diverse this meta actually is. Wow.
CG
4 Noble Heirarch
3 Birds of Paradise
3 Geist of Saint Traft
4 Knight of the Reliquery
3 Tarmogoyf
3 Vendillion Clique
2 Quasili Pride-Mage
1 Kitchen Finks
(23 D00ds)
2 Elspeth
2 Sword of Fire & Ice
(4 haymakers)
4 Path to Exile
4 Spell Peirce
2 Spell Snare
(10 Support Spells)
2 Breeding Pool
2 Hallowed Fountain
2 Temple Garden
4 Misty Rainforest
2 Scalding Tarn
2 Verdant Catacomb
2 Forest
1 Island
1 Plains
2 Horizion Canopy
2 Techtonic Edge
1 Sejeri Steppe
(23 Lands)
SB:
Must have every event:
3 Mindbreak Trap
3 Creeping Corrosion
1 Bojuka Bog
My other current slots:
3 Mana Leak
2 Oxidize
3 Open (likely Either Timely Reinforcements, Finks, War Monk)
The last slots are mostly to work out something to help the Jund/Boros match-ups. Been finding my build a little unprepared for them.
I’ve settled on F&I to be my sword of choice. I’ve played turn 4 Clique, cleared the way, then suited it up enough to be more then happy with it. In more controlling versions I’d likely be happier with F&F but my md counters cost just U so it isn’t really an issue.
I’ve found the UR Storm to be a fairly easy match-up. They CAN go off turn 2, but 3-4 is more often the result, Especially since you usually see 1-2 of your counter/cliques. Mid-combo clique is almost always GG. Post board:
+3 Mindbreak Trap
+3 Mana Leak
-4 PTE
-2 Knight
Reasoning here is unless they are getting cute with Demigod/Deaus, removal is dead, and Pride-mage is better then Knight. They can have ascension, swath, Blood Moon, or even Defence Grid. Too dangerous to sb them out.
Pod is another match-up that I feel is pretty good. They have thoughtseize, and tutor effects, for protection and redundancy, but their deck can just durdle around and do nothing. Obv Path and Clique are MVPs here. Post board the random Bojuka Bog off knight is NEVER seen coming. They will go off with impunity then you wreck them with the knight activation. Once again, a clock plus any piece of disruption is usually enough to seal the game.
Here I would:
-1 Finks
+1 Bojuka Bog
and maybe bring in the mana leaks for the spell snares if I was on the play.
The affinity Match-up is of course a coin flip. I recently started sbing Oxidize to deal with Scepter-Burn (the delver deck) and it’s nice here as well. Pre board if you don’t know you are vs. affinity you are in a rough way. You need a fast draw and to hopefully have a timely path or pride-mage to keep things sensible. Post-Board I’m on the fence regarding Creeping Corrosion vs. Kitaki, but...*shrug*
Sb plan:
+3 Creeping Corrosion
+2 Oxidize
+_ Life gain effect (Finks/Timely/War Monk)
-6 Counters
-_ Other
On the play I might keep the elspeth, it’s a big question mark. This is kind of a slug fest so it’s a tough call. Zero counters means zero dead cards once they commit to the board. It also makes you susceptible to them slow-rolling cards like Tezz or Tempered Steel.
Lastly vs. the Twin decks:
Point of note: if you need one mana... always leave 2 up. Having them tap your land out makes you look pretty silly. Once again in this match Clique is your best friend. I’ve sbed Threads of Disloyalty vs. them in the past. Stealling their Spellskite is back-breaking. They cant win so long as it’s in play. Also speaking of Spellskite: remove this immediately once it’s in play. Unless you have a clock it can’t block, and/or a barrel of counters, it will cause you nightmares.
This build:
-3 Knight
+3 Mana Leak and be sad I didn’t have more.
This isn’t a horrible match, but you just have to approach it with a mind set of “one more turn”. They have the inevitibility here, so having turn 2 Geist, and just keeping pressure on is really good. Sometimes they just will have trouble finding a piece/protection and you get them.
card advantage + sword carrier?
What the Swords are really for is turning Noble Hierarch into a threat.
4 Noble Heirarch
4 Birds of Paradise
2 Qasali Pridemage
3 Knight of the Reliquary
3 Rhox War Monk
3 Geist of Saint Traft
2 Mirran Crusader
1 Rafiq, of the Many
4 Path to Exile
4 Spell Pierce
2 Sword of Fire and Ice
3 Elspeth, Knight Errant
1 Finest Hour
4 Verdant Catacombs
2 Marsh Flats
2 Hallowed Fountain
2 Temple Garden
1 Breeding Pool
1 Dryad Harbor
1 Moorland Haunt
1 Sejiri Steppe
2 Plains
2 Island
2 Forest
2 Kataki, War's Wage
3 Ghostly Prison
4 Leyline of Sanctity
3 Obstinate Baloth
2 Mirran Crusader
1 Bojuka Bog
Rafiq and Finest Hour are coz I actually enjoy playing them (important reason for me :P). They probably are bad in those slots (at least Final Hour is) and I have swapped them out for swords of WaP or FaF too. Sword of FaI to me is the pick for this deck. It seems to be aggro/control with CA and versatile shock, whereas sword of war and peace is very much for aggro/ racing, and FaF is all about the card advantage. We don't need to untapped our lands, a 3-drop + pump abilities is all we need to sit on with 1 mana up for path and spell pierce.
Sideboard is pretty self explanatory, Kataki for affinity, alongside prison. Prison for creature based aggro and also twin. Leyline for gifts and mono r. Baloth for Jund and Lilliana. Bog for GY hate.
That's enough rambling this is on my phone an incoherent so sorry for the messy format. Hope it starts some good conversation.
--23--
4 Birds of Paradise
4 Noble Hierarch
4 Geist of Saint Traft
3 Qasali Pridemage
2 Thrun, the Last Troll
2 Vendilion Clique
4 Snapcaster Mage
Instants
--10--
4 Spell Pierce
2 Mana Leak
4 Path to Exile
Artifacts
--2--
2 Sword of Fire and Ice
Planeswalkers
--3--
3 Elspeth, Knight-Errant
--22--
2 Breeding Pool
2 Hallowed Fountain
1 Temple Garden
1 Horizon Canopy
4 Misty Rainforest
2 Scalding Tarn
3 Razorverge Thicket
2 Moorland Haunt
1 Stirring Wildwood
1 Tectonic Edge
1 Forest
2 Island
--15--
2 Ethersworn Canonist
2 Obstinate Baloth
1 Relic of Progenitus
1 Kataki, War's Wage
2 Surgical Extraction
2 Creeping Corrosion
1 Nature's Claim
2 Ghostly Prison
2 Leyline of Sanctity
Whatever I feel like building.
The "concept" is similar but the decks play differently. There are a whole slew of midrange aggro/control decks in modern (aggro/tempo if you will). Fae and both Delver decks are the exact same strat, but they use significantly different card pools. Perhaps one day one of these decks will be the dominant archetype.
http://forums.mtgsalvation.com/showthread.php?t=381780 is the current home of Caw/Blade. If you scan the lists you won't see any goyfs, but you'll see Snapcaster Mages and Cryptic Commands.
Cawblade is more of a control deck than an aggro-control deck, though. It's similar to Bant but also distinct imo. A Cawblade deck is only going to be running 10-14 creatures (4 Hawks, 4 Snapcasters, 2-4 Cliques and maybe 2 Geist), whereas Bant is a heavy creature deck (20ish creatures, 4-8 of them being mana dorks) with countermagic backup. While they are somewhat similar in overall strategy, I think they are different enough to warrant separate threads.
Top 8 of SCG Invitational, Las Vegas, NV, Dec 13-15, 2013
Top 8 of SCG Invitational, Somerset, NJ, Aug 28-30, 2015
Winner of SCG Worcester Team Sealed Open with Gerard Fabiano and Curtis Sheu, September 28, 2013
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CG
Goyf and KotR are sub-optimal in blade decks. not because they hit like a truck... but because they lack evasion. 7/7's and 8/8's with no evasion arent very good as sword carriers if they get chump blocked by 1/1's all day long.
Blade decks are made for flyers and tramplers. This is why squadron hawk is such a good card for this deck.
Squadron Hawk is a great sword-carrier, which is why there is an entire deck around it. However, I'd rather just put it on a BoP or a Mirran Crusader and be done with it than dedicate 4 slots to Squadron Hawk. I just don't have the room. Don't forget that swords themselves can create evasion. Additionally, not all Bant lists run swords. It's probably closer to 50% right now.
This is an aggro deck, not a control deck. It runs some permission and plays a bit like tempo, but it is definitely an aggressive deck. Hawks are just better in control where CA is much more important.
CG
It seems to me that the builds running 2-3 goyf are the best and seem to test the best for when you lose the t1 ramp or just dont have it. That gives us 5-6 2CMC spells with 8-12 3CMC for when we do have it. Although as mentioned before they are not evasive and therefore not as good with swords. So swords should be a 2 of ish instead of the 2-4 with the flier based version.
Here is what I am currently testing now, I would love some input on it! What follows is what i would run if i could some how obtain goyf.
4 Birds of Paradise
4 Noble Hierarch
3 Qasali Pridemage
3 Geist of Saint Traft
3 Knight of the Reliquary
2 Rhox War Monk
3 Vendilion Clique
Spells:
4 Path to Exile
2 Spell Pierce
4 Mana Leak
1 Sword of Feast and Famine
1 Sword of Fire and Ice
1 Sword of War and Peace
2 Elspeth, Knight-Errant
2 Breeding pool
2 Celestial Colonnade
2 Forest
1 Hallowed Fountain
1 Island
4 Misty Rainforest
1 Moorland Haunt
1 Plains
1 Sejiri Steppe
1 Stomping Ground
1 Tectonic Edge
1 Temple Garden
4 Verdant Catacombs
1 Dispel
3 Ancient Grudge
3 Ethersworn Canonist
2 Snapcaster Mage
2 Great Sable Stag
2 Kitchen Finks
1 Obstinate Baloth
1 Wilt-Leaf Liege
4 Birds of Paradise
4 Noble Hierarch
3 Qasali Pridemage
3 Geist of Saint Traft
3 Knight of the Reliquary
3 Tarmogoyf
3 Vendilion Clique
Spells:
4 Path to Exile
2 Spell Pierce
4 Mana Leak
1 Sword of Feast and Famine
1 Sword of Fire and Ice
2 Elspeth, Knight-Errant
2 Breeding pool
2 Celestial Colonnade
2 Forest
1 Hallowed Fountain
1 Island
4 Misty Rainforest
1 Moorland Haunt
1 Plains
1 Sejiri Steppe
1 Stomping Ground
1 Tectonic Edge
1 Temple Garden
4 Verdant Catacombs
It seems this deck is very well positioned in this meta right now and I feel that my SB is just balanced enough to have answers Vs most decks. Though testing with one liege and one baloth vs jund atm. What do you guys think of my SB?
Dispel is there for a better game against control in general and specifically to hopefully help in the counter war with twin.
Ancient Grudge is in for Affinity mainly as it seems we do okay as long as we can keep the plating off of the field. It is also much more usable in other matches whereas something like Creeping Corrosion is an Affinity only Card. It is not in our coulors, but running 8 mana dorks and 8 Fetches it gives me 15 possible ways to get red.
Ethersworn Canonist is in this deck for combo MU's It gives a body to work with as well as an annoying ability. It shuts down storm unless dealt with, and it messes with Twin keeping them from being able to respond or play multiple search cards a turn. It is also no legendary so a multiple draw means just more to play around.
Snapcaster Mage is in to provide that extra spell against control or tempo to keep the game in my favor.
Great Sable Stag is here because of the large upswing of Tempo recently, he is just a champ against blue tempo and in many cases able to beast out on his own.
Kitchen Finks is in for MU like Jund where their removal is not exile, he probably would also go in against affinity as extra life gain and a body. General Card
Obstinate Baloth/Wilt-Leaf Liegethese are in here for mainly jund but also for decks like Death cloud, Smallpox, Life from the Loam and Raven's Crime just not sure if the life gain is more relivant or the +1/+1. Liege also interacts nicely with finks.
Well thanks for reading hopefully I can get some input!
I tried to play cards that were useful in multiple MU instead of just 1 (like Creeping Corrosion/Mindbreak Trap) as i feel this meta is just to diverse to focus completely on only a few decks because the first few rounds will kill you that way. And with this deck seeming to have a good MU against most things 1st game (not including Martyr-Proc) I feel slight adjustments are more profitable!
Cards Considering but not in yet:
Threads of Disloyalty Hits Goyf, Bob, spellskite, vault skirge. who else?
Engineered Explosives
Modern:
UWThe End ForetoldUW
I don't think there is any reason to not run a single Dryad Arbor. He is fetchable with the fetch lands and can be a surprise blocker against a Dark Confidant, plus he can wield a sword in a pinch.
Having the right Sword for a situation is incredibly powerful, so running Steelshaper's Gift lets you essentially have three copies of the best sword for the situation, including having the singleton War and Peace in the sideboard against Boros.
The sideboard is the result of a lot of playtesting. The only thing I wish I had room to add is a singleton Mortarpod as a Gift target to help against Melira Pod.
Stony Silence is pretty awesome against affinity, as it does affect mana abilities, meaning not only can they not activate Ravager or Cranial Plating, but they can't even tap their Drums, Moxen, or Darksteel Citadel for mana. It is also effective against some other decks, such as Tron or Pod, so it is not as narrow as Creeping Corrosion. The metagame is too diverse to spend sideboard slots on things which are only good against one specific deck.
Faith's Shield is not only a good counterspell for the removal packages of Boros and Jund, but it can work as a trump card against Storm. If they Grapeshot you down to five life you can cast it in response to the rest of the Grapeshot iterations and gain protection from red, nullifying the combo for the turn. If they used up their hand to do the combo, which is fairly common, you could put yourself insurmountably ahead.
Arena can be difficult for Splinter Twin and Faeries to deal with, as it is tutorable by the Knight and you'll win all the Arena fights those decks can put up. (Remember to use your Geist Angel to fight when you get the chance!)
4 Noble Hierarch
3 Birds of Paradise
4 Lotus Cobra
3 Geist of Saint Traft
4 Knight of the Reliquary
3 Baneslayer Angel
Planeswalkers
4 Elspeth, Knight-Errant
Spells
4 Mana Leak
3 Path to Exile
1 Dismember
2 Steelshaper's Gift
Aritfacts
1 Sword of Fire and Ice
1 Sword of Feast and Famine
Lands
1 Dryad Arbor
1 Treetop Village
1 Sejiri Steppe
1 Moorland Haunt
1 Eiganjo Castle
1 Horizon Canopy
3 Razorverge Thicket
4 Verdant Catacombs
4 Misty Rainforest
1 Hallowed Fountain
1 Breeding Pool
1 Temple Garden
1 Plains
1 Island
1 Forest
3 Krosan Grip
3 Faith's Shield
1 Arena
1 Path to Exile
2 Linvala, Keeper of Silence
2 Obstinate Baloth
1 Sword of War and Peace
2 Stony Silence
I tried stony silence for some time against affinity, and found it lacking compared to Kataki, War's Wage or Creeping Corrosion. Seems way better against Legacy Affinity. Ancient Grudge? I just don't see this being as good as, say, Shattering Spree, which is awesome, btw... just not so much in this deck. Is this card the only reason you've mainboarded a Stomping Ground?
CG
Gnome I saw you were running lotus cobra. I'm really curious as to why and how that's doing for you. It just seems like this deck wants to drop the bomb t2 whether it be goyf or giest and cobra just doesn't do that..
Modern:
UWThe End ForetoldUW