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Does Bant really suck that much? I don't know. I hope that it doesn't.

Allow me to present to you a Bant strategy that is not Knightfall or Eldrazi, Bant control. It operates like a traditional control deck, except with a little more of a tempo strategy.

You've got modern staple control spells like Path to Exile and Cryptic Command that conrol the board, with a few Supreme Verdicts to boot.

Then, you have planeswalkers that will spew tokens for you, buff them up, and give your opponent a very bad headache. These tokens will be troublesome enough that opponents will have to pay attention to them.

Meanwhile you have been dropping Tarmogoyfs all over the place that should have gotten huge by now. Did your opponent kill them? Well, then enter Ojutai's Command and you have an even bigger Tarmogoyf. Finally you should drop a Dragonlord Ojutai, and try to kill 'em. If he connects, you have a free Anticipate that will shore up your hand for the rest of the hopefully short game. Minamo, School at Water's Edge helps keep Ojutai out of harm's way. And if you ever need a spell again, Snapcaster Mage is there for you.

That's the strategy. I hope it at least will be somewhat competitive. If you liked it, upvote, if you didn't, comment why. Thanks for taking the time to read this.

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Date added 8 years
Last updated 8 years
Legality

This deck is not Modern legal.

Rarity (main - side)

14 - 1 Mythic Rares

28 - 8 Rares

12 - 0 Uncommons

2 - 6 Commons

Cards 60
Avg. CMC 2.56
Tokens Beast 3/3 G, Emblem Elspeth, Knight-Errant, Plant 0/1 G, Soldier 1/1 W
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