Sideboard

Enchantment (4)

Sorcery (1)

Creature (2)


This is a pretty fun Bant control deck with a lands-matter sub-theme.

Because this deck plans on winning late in the game, I need plenty of options to control what my opponent is doing. First, I'll review the counterspells and then I'll review the removal spells.

Cancel and Disallow are flexible counterspells to have, especially during the first round since I won't yet know what to expect from my opponent.

On the sideboard, I've included some Negates in the sideboard. In addition to the Cancels and Disallows, these will help me shutdown control decks.

For wrath effects, I have Cleansing Nova and Fumigate. Cleansing Nova is wonderful for its modal ability. Like, Disallow and Cancel, it provides some flexibility. Fumigate is useful against the aggro decks. In addition to the two in the mainboard, I have one in the sideboard to replace a Cleansing Nova in aggro matchups. However, I'm not sure how I feel about that taking up a slot in the sideboard. I've thought about removing it from the sideboard and have one Cleansing Nova and three Fumigates in the mainboard, but then that's another dead card for the first round against control decks. But currently, I think that my deck already disrupts control decks more than aggro decks. Perhaps I should have three Fumigates and one Cleansing Nova in the mainboard and one Cleaning Nova in the sideboard.

In the sideboard, I have a Naturalize, which is of course useful against control decks and artifact decks. Perhaps this should be a factor in the aforementioned decision between the Cleansing Novas and Fumigates?

In the mainboard, I have some Cast Outs for general-purpose removal. These are particularly useful against non-creature permanents since I already have more answers for creatures than non-creatures.

In the sideboard, I have some Seal Aways and an Ixalan's Binding. Against aggro decks, I really need to get the most bang for my buck, so Seal Away is useful in that regard. Ixalan's Binding is useful against cards that I don't want to see again (e.g. gods and planeswalkers). But because Cast Out costs the same, almost does the same thing at instant speed, and can be cycled, I only prefer an Ixalan's Binding over a Cast Out in niche circumstances, which is only one is in the sideboard.

In the sideboard, I've included one Cast Down and two Fatal Pushes. Ideally, I could use Vraska's Contempt instead, but I included these strictly to slow down aggro decks. Vraska's Contempt is too expensive for that. But I'm even a bit iffy on these too. Notice that I have two black sources but no black spells in the mainboard. This hurts my mana base, especially for matches in which I don't need these spells. I rely too much on white, so though some of my white removal spells can be replaced with similar black removal spells, I don't think that switching from Bant to Sultai would be a good idea. But building a successful four-color deck is a tall order. However, if it might be doable as long as I continue leaning heavily on green. I'll touch more on my mana base later. Which would be better against aggro decks: black removal or red removal?

Because this deck is all about getting lands onto the battlefield, this is by far the largest category of non-land cards in this deck and mostly comprises ramp spells that are difficult to disrupt.

This deck's only easily disruptable ramp spell is Llanowar Elves. But each of them only costs one mana to cast, so if the opponent wants to spend removal spells or counterspells on them, then they can be my guest. Note that I usually don't need a mana dork after I have three lands. They're definitely helpful to ramp into my land ramp, but after that, they're disposable chump blockers that can buy me more time. That said, they do help maximize the damage done via Sylvan Awakening.

This deck has had a strange history with Ranging Raptors. At one point, I ran four copies of him. More recently, I ran no copies and currently, I'm running on copy. White and black can easily answer them without triggering their ability, often rendering them as a waste of a card and mana, especially after I removed Savage Stomp (which I'll discuss later) from the deck. But I decided to make room for one, because I wanted a synergistic way to slow down aggro decks. Any bit helps.

Grow from the Ashes is by far my favorite land tutor in this deck. It costs three mana to search my library for a basic land card and put it onto the battlefield untapped. So it has a net cost of only two mana. Additionally, if I have extra mana (which will often be the case), I can kick it for an additional cost of two mana to get two basic lands instead of just one. This has such great value that I included four copies of it. I try to hold onto these until I can kick them, but I am certainly not willing to sit on four lands, hoping to top-deck a land card; that's a recipe for disaster.

I have four copies of spring / mind, which allows me to search my library for a basic land card and put it onto the battlefield tapped. If I have spare mana later in the game, then I can cast its aftermath to draw two cards, which is a nice bonus.

Additionally, I have two copies of Beneath the Sands. I'm not the biggest fan of this card, but it's the next best land tutor spell for this deck. I don't usually cycle it since I'd usually prefer to have an extra land, but the cycle ability helps dig for a card in a pinch.

Tatyova, Benthic Druid is wonderful in this deck. For getting lands onto the battlefield under my control, she rewards me by getting me to draw a card and giving me one additional life. She provides a very synergistic method of deck-thinning. The life-gain helps against aggro decks and the card draw helps keep my options open. However, because she costs five mana and is very vulnerable, I don't want to rely too heavily on her.

Nissa, Vital Force can ult on the second turn that she's out, and can often protect herself until then. She demands an answer from the opponent. If the coast seems clear, I'll be greedy and wait till the third turn that she's out to ult her so that I can keep her on the battlefield. However, killing her via her ult is often worth it, especially since I have three copies of her in this deck.

spring / mind's aftermath is decent at getting more cards in my hand. However, I need an at least somewhat stable board state to use it.

What's a landfall deck without effects that turn lands into creatures? For this, I have two copies of Sylvan Awakening and three copies of Nissa, Vital Force.

Sylvan Awakening is amazing at surprising the enemy with a lot of damage. However, it's a dead card early in the game.

Nissa, Vital Force is almost always a welcome card. Sometimes, I might want to just keep using her +1 loyalty ability, and other times, I might feel like taking things more slowly and using her -6 loyalty ability. Her -3 loyalty ability also helps when facing some pesky removal.

With a primarily green deck, I'd be remiss to not include some stompy creatures. I was only able to find room for two without sacrificing much synergy.

Multani, Yavimaya's Avatar is a beast in this deck. If the opponent gets caught without an answer, they'll usually be in a very sticky situation. And simply destroying him usually isn't enough since I can often pull him out of the graveyard and cast him again. Speaking of, the ability that allows me to do so also helps get more landfall triggers. He's so good that I would ideally have four copies of him. However, he's a legendary creature, so that would warrant only having three copies of him. But then, after considering his graveyard ability, having two copies feels right.

I also have two Carnage Tyrants in the sideboard. This card is very obviously a total pain to deal with. The primary way of getting rid of him is via board wipes or via combat. Most decks don't pack a plethora of wrath effects, so he often sticks on the battlefield for a bit. I mainly included him for control matchups since control decks usually have easy answers to most of my other win conditions.

Because I have so many basic land tutors, I decided to keep more basic lands than most three-or-more-color decks–eight Forests, three Islands, three Plains, and one Swamp. For non-basic lands, I have two Hinterland Harbors, three Sunpetal Groves, two Scattered Groves, one Reliquary Tower, and one Woodland Cemetery.

At first glance, one might think that I don't have enough non-green sources. However, I have so many land tutors that I can pick up the non-Forest basic lands as I go. Because all of the land tutors require green mana and I don't normally have an immediate need for non-green mana, having a disproportionately large number of green sources as possible helps prevent mulligans. Drawing the right number of lands but not the right lands can be quite upsetting. So I just let the land tutors take care of the mana-fixing. However, I'll also inevitably draw lands throughout the match, so I might as well have some dual lands to help even more with the mana fixing.

I really like having Reliquary Tower in this deck. There have been a non-negligible number of matches in which my card advantage effects were too much, forcing me to discard cards.

I'd like to find a place for Field of Ruin or Scavenger Grounds. Perhaps finding a way to stick to three colors would allow me to do so. Green is mandatory for a viable landfall deck. Blue is necessary for card advantage and to combat control decks. I'm not stuck on white, but I just don't see how red or black would be better than it. Plus, white has a lot of life-gain effects that could answer aggro decks, but I don't see a particularly synergistic way to include that.

Field of Ruin is great because not only does it get rid of pesky non-basic lands, it can also fix my mana or trigger a landfall ability.

I don't have any grave hate, so Scavenger Grounds is useful against decks do grave shenanigans via The Scarab God , The Eldest Reborn, Torrential Gearhulk, etc.

Before I added white to the deck, I tried playing Blink of an Eye. Usually, I'd try to kick it for the card draw, but the permanent that I'd bounce would usually just come right back a turn or two later. After adding white, I had access to more powerful removal.

I've also tried using card:Wake of the Wilds, but every time that I had her on the battlefield, I've seemed to have bigger priorities than activating her ability on one measly land. Additionally, the effect is indefinite, rendering lands that have been affected by her vulnerable to removal for much longer than other similar effects do. Cards such as The Mending of Dominaria and counterspells can make that not too big of an issue, but using that in this deck is largely a “non-bo”.

I heavily considered Evolving Wilds since it'd give an extra landfall trigger, but without any landfall abilities in play, it's largely detrimental to the deck. I already have plenty of land tutors to get my mana fixing, so it's effectively a basic land that enters the battlefield tapped. I want my lands to enter the battlefield tapped as least often as possible.

I previously used Arch of Orazca when this deck was originally mono-green. But after adding blue, it's largely unnecessary. It taps for colorless, so I felt that taking it out would be the safest move.

When I first built this deck, I had more than sixty cards because I was indecisive. After playing it several times, I eventually figured out what to cut. Thunderherd Migration was one of those. Being able to cast it for one fewer mana on occasion was nice (since I had a few dinosaurs in the deck at the time), but the card draw that spring / mind offers later is more beneficial than the occasional reduced cost that Thunderherd Migration offers.

I had two copies of Consulate Skygate as early blockers, but I found a number of problems with them. Mainly, they're awful top decks because they don't synergize with the deck. They also die to Abrade, which is one of the cards that I wanted such a blocker to be able to dodge. Wall of Mist and Surge Mare could be better but this strategy of handling aggro decks seems less than ideal.

If Reclamation Sage had flash, then I'd totally prefer it over Naturalize, because it's removal on a body and can be pulled out of the graveyard via Nissa, Vital Force. But I think that instant-speed removal for one less mana trumps those benefits.

I used to run Pull from Tomorrow, but I found that it was often burning a hole in my hand while I waited for a good time to use it. I feel that I have sufficient card draw effects through other cards.

Kefnet the Mindful was good for a variety of reasons. He's an indestructible flyer, he provides card advantage, and allows me to trigger landfall abilities more often. But I found that I'd too often fixate on keeping him capable of combat that I'd often neglect casting other much-needed spells. An easy solution to that is to address that bad habit, but if I don't plan to keep him capable of combat, why should I choose him over Pull from Tomorrow?

treasure map was wonderful, especially when I had a Kefnet the Mindful, but it ended up being one of those cards that simply didn't provide enough benefit to the deck. Why bother scrying my way through my deck when I'm already deck-thinning and drawing my way to the cards that I need?

Llanowar Scout is a card that was previously in this deck when I had a Kefnet the Mindful in this deck, but after removing Kefnet the Mindful, he simply wasn't as useful anymore.

Previously, this deck formerly had a dinosaur sub-theme. But after removing Ranging Raptors and Wayward Swordtooth, I no longer had as many uses for Savage Stomp or Commune with Dinosaurs. I already discussed Ranging Raptors in the section titled “Ramp”. Wayward Swordtooth was great (especially with Kefnet the Mindful), but I felt that having more control spells was more beneficial than being able to play an additional land per turn. After adding white, Savage Stomp was suboptimal. Commune with Dinosaurs was great at ensuring that I'd more often have a land to play, but such an effect turned out to be not as helpful as removal spells or counterspells.

Suggestions

Updates Add

Comments

Casual

91% Competitive

Date added 6 years
Last updated 6 years
Legality

This deck is not Standard legal.

Rarity (main - side)

6 - 2 Mythic Rares

17 - 3 Rares

12 - 2 Uncommons

13 - 8 Commons

Cards 60
Avg. CMC 3.78
Tokens Emblem Nissa, Vital Force, Emblem Teferi, Hero of Dominaria
Votes
Ignored suggestions
Shared with
Views