Bant Hexproof, because screw Esper

Standard GreyFawkes

SCORE: 81 | 95 COMMENTS | 16456 VIEWS | IN 33 FOLDERS


templarsfall says... #14

Just a couple suggestions for you, and I'll caveat the hell out of them, since they are jus:A) SuggestionsB) Require Money/Cards

-1 Bow of Nylea

+1 Bident of Thassa

While Bow has some awesome applications, draw power wins games, especially in an Aura's deck.

A reason to play Alpha Authority some of the best bant creatures are... not hexproof! This solves that problem while possible presenting things that can help against other decks. Some creatures I would consider, despire their lack of hex proof is Voice of Resurgence and Loxodon Smiter . Their isn't a current Geist of Saint Traft , so you have to make sure your cretures provide more and more advantage, such as Smiters discard effect or Voice's free creautre on spell cast on your turn. Most decks won't have enough removal to really surive a well balanced creature strategy. That and too me, this deck screams for Battlewise Hoplite ... just some idea's nice list though, +1'd.

November 7, 2013 12:44 p.m.

GreyFawkes says... #16

Well thankfully I already have the playset of Voice of Resurgence . So If I find out that my current build in's as effective as I want it to be after Friday, I'll definitely reevaluate things and take a look at those cards, and see what I can do. Thanks for the feedback! It's really appreciated .

I do think I will swap the Bow of Nylea for the Bident of Thassa though, it makes a lot of sense.

November 7, 2013 3:21 p.m.

Your white mana base falls pretty short. The most prominent color in your deck has the least mana producers for that color. That's never good. Plus 22 land does not seem like enough even with the 4x Sylvan Caryatid . Need to mana fix some. However i don't have any solid suggestions for you other than maybe lower the number of enchantments and uping your land count or mana ramp.

November 8, 2013 8:56 a.m.

GreyFawkes says... #19

I dont know how to fix it without compromising consistency or swapping out scrry lands. I dont want to add basic plains because i dont want to fuck up my turn one gladecover more than it already is.

Suggestions?

November 8, 2013 2:13 p.m.

kyuuri117 says... #20

First off, get rid of the guildgate. It's just going to slow you down. Toss in two forests. Then, take out a temple of mystery for a plains. Net result will be one less forest count than you have now, one less island, and one more plains... but you won't have the dead draw of a guildgate.

November 8, 2013 2:34 p.m.

MinscAndBoo says... #21

+1 for Esper hate and for using cool, underplayed cards like Righteous Authority !

November 8, 2013 2:38 p.m.

GreyFawkes says... #22

Thanks MinscAndBoo!

I guess the guildgates are pretty shoddy....next set ill have the other scry lands thankfully. Thanks again kyuuri117

November 8, 2013 2:57 p.m.

kyuuri117 says... #23

Yep np

November 8, 2013 3:14 p.m.

Bromjunaar says... #24

Why did you pull one of your Fountains? Your white mana is only getting more scarce.

November 8, 2013 3:29 p.m.

kyuuri117 says... #25

Yea, so, what I think you need to do is put that last Hallowed Fountain back in. Then, you probably want to drop three forests for three plains. You need more white mana, and if you have to drop the green mana to get it, that's what you have to do, regardless of missing a turn one creature drop. Missing a turn one scout is nothing compared to missing your three, four or fifth turn because you are missing white mana.

November 8, 2013 3:34 p.m.

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