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Bant you not play control for once?

Standard GWU (Bant)

Maxread


Sideboard


This is my version of Bant Control, otherwise my idea of the most powerful deck in the format.

With the colors of Bant, you get Board-Control, Creature-Power, and Card-Advantage which all three is needed if you want if you want to compete against aggressive Jund or Rakdos decks.

Board-Control:

Supreme Verdict - Uncounterable Day of Judgment is perfect against aggresive decks, especially the turn before this is when you see Loxodon Smiter, Geist of Saint Traft or Sublime Archangel where I need to clear the board or take immense damage.

Terminus - Works like Supreme Verdict but with a higher casting cost, but effective Miracle cost. Also works significantly better against Zombies.

Feeling of Dread - I don't care if anyone calls this a bad card. This card is perfect for Control-decks. By keeping your opponent under lockdown, it forces them to overextend on the board, making more of their creatures susceptible to Supreme Verdict or Terminus. This card controls the tempo of early-game easily.

Centaur Healer - Against Rakdos-burn or Aggro decks, Centaur Healer stabilizes you with 3 life and a 3/3 on turn 3 which can keep Strangleroot Geist, Rakdos Cackler and other aggressive early-game threats off your back.

Thragtusk - Format-defining Thragtusk is a nightmare against Aggressive decks. By turn 5 if you haven't killed me then Thragtusk makes it much harder to kill me from then on. Once Thragtusk hits the board, they have failed to deal with Thragtusk. Thragtusk, Thragtusk, Thragtusk.

Azorius Charm - Screws up your opponent's draw and keeps a non-haste creature another two turns from attacking, giving me plenty of time to draw into more spells.

Tamiyo, the Moon Sage - A problem to an opponent if they can not respond immediately, and curving at the 5-spot, Tamiyo is the best possible spell to play after Supreme Verdict, almost making her impossible to destroy unless they Dreadbore her, which is still very much a possibility, but there isn't much I can do about that. She also forces an opponent to over-extend thus allowing me to hit more creatures with a Terminus the following turn.

Detention Sphere - Removes annoying threats like Planeswalkers, tokens, etc etc

Card-Advantage:

Think Twice - My favorite spell to get ahead early-game on the card-advantage, also helps for a Miracle Terminus on your opponent's turn.

Farseek - Helps me curve our an earlier Supreme Verdict or other spells if necessary, just overall great when I can grab Hallowed Fountain or Temple Garden.

Sphinx's Revelation - Reload my hand? Gain Life? Perfect for control, curves really well after a Terminus or Thragtusk.

Jace, Architect of Thought - I'm pretty sure we all know how bad Jace spells for an opponent.

Creature-Power:

Armada Wurm - Good luck dealing with this after I clear the board. Best-finisher for this deck.

Angel of Serenity - Super-Oblivion Ring on a 5/6 Body? I'll take it, especially if you kill it, I can just play the Thragtusk that you killed earlier.

Geist of Saint Traft - A "6/6" for 3 mana is always good. Plus late-game Saint Traft can easily curve after a Verdict or Tamiyo.

Restoration Angel - Synergy with every creature in this deck, but non-Angels. Too good.

I'm looking for suggestions on this deck such as the split between Terminus/Supreme Verdict, whether Supreme Verdict or Terminus should be at the 3. Help with the sideboard is also appreciated.

Suggestions

Updates Add

Elixir of Immortality redefined this deck. Being able to recast Thragtusk, Terminus, Sphinx's Revelation and Supreme Verdict any number of times is perfect. There was one game where I was play-testing this deck against THCourtney's Rakdos Control deck where he cast Rakdos's Return for 60 (Via Liliana of the Dark Realms) and I survived because I was able to gain so much life from Sphinx's Revelation that was cast five separate times throughout the game due to Elixir of Immortality.

Comments

Date added 11 years
Last updated 11 years
Legality

This deck is not Standard legal.

Rarity (main - side)

11 - 2 Mythic Rares

31 - 6 Rares

6 - 3 Uncommons

7 - 4 Commons

Cards 60
Avg. CMC 3.63
Tokens Angel 4/4 W, Beast 3/3 G, Emblem Tamiyo, the Moon Sage, Wurm 5/5 G w/ Trample
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