Sideboard


Welcome to the most fun deck in modern! Bant knightfall! There's a lot you can do with a plain bant shell, between beatdown, tempo and a straight up value town deck. So this is a bant beatdown shell that has Retreat to Coralhelm included in the mainboard for a surprise combo with Knight of the Reliquary that has the potential for a turn 3 kill.

Noble Hierarch- An early game mana producer who will pump your early game blockers. The exalted triggers that stack off multiple of these guys make some of your creatures able to make massive swings in the early game. He taps for all of our colors too, so he's always gonna be a 4 of. Only downside to him is his price.

Birds of Paradise- A slightly worse noble, he taps for all our colors and helps us ramp just the same. His flying is nice too seeing as he can block in the air or fly over the enemy with a couple exalted triggers or +1/+1 counters from Gavony Township. I'd run 4 of them as well, since this deck wants to be hitting a t1 mana dork as frequently as possible.

Qasali Pridemage- A mainboard answer to problematic artifacts or enchantments, plus he gives more exalted triggers. He strengthens our game 1 matchup a lot, but he's also one that we shouldn't hesitate too much to side out.

Voice of Resurgence- This guy is an absolute must have. He ruins any BG/x deck that wants to kill him, he ruins any U/R control decks that want to counter our guys (or kill him) and he makes control players cry. He's got so many good matchups and he should be run as a 3 or 4 of.

Scavenging Ooze- An amazing creature that has so many uses. He hates on opposing Tarmogoyfs, combo decks that are reliant on the graveyard, he helps against aggro with the capability of gaining 2 life a turn, he's incredibly helpful in a lot of situations. He's slightly worse since we aren't running any kill spells, but our creatures are big and are either going to be killing the opponent's or being targeted for the kill, making scooze a really good creature to keep around.

Knight of the Reliquary- This guys is part 1 of the knightfall combo. Getting +1/+1 for each land in the grave makes him often a 4/4 or a 5/5 for 3 mana, making him a very solid beater. But it's his potential to combo with Retreat to Coralhelm that really makes him interesting. Dropping a knight on t2 with a retreat on turn 3 makes a 3 turn kill possible in this deck, making it very capable of racing some of the fastest of combo decks. While it is a vulnerable combo, it's incredibly effective. The combo is explained a little further down if you aren't seeing it right away!

Geist of Saint Traft - Easily one of the best cards in the deck. He can't be killed with spot removal, meaning he needs to be blocker or boardwiped and once they do drop a blocker for the geist, I have plenty of ways of clearing the path for him to get through undefended. Being able to cast him as early as turn 2, he provides a solid 4 turn clock, before you start pumping him up and dumping other creatures onto the board.

Reflector Mage- Helps keep the board clear of clutter for your dudes to get through. He's an amazing tempo card and in this deck can be comparable to Remand. He resets opposing Scavenging Oozes, Delver of Secrets   and many other creatures, he's ruins the day of anyone who wants to delve in to Tasigur, the Golden Fang and he's super effective at stopping creatures with activated abilities requiring a tap activation, such as Grim Lavamancer , Mangara of Corandor or even a mana dork out of an opposing elf deck. Not to mention they can't cast that spell next turn, setting back their plan by a possible 2 entire turns. Worth running to disrupt a lot of decks.

Eternal Witness- a silver bullet to go grab anything in our grave and throw it back onto the battlefield. He's almost always a first pick when you find him in a CoCo since he can grab that CoCo right back for you and he's really good at grabbing those paths or commands out of your grave. He can be used to help keep the possibility of a knightfall online as well since he can go grab your combo pieces.

Kitchen Finks- He's almost always a 2 for 1, plus he gains you life. A nightmare for any aggro deck, finks is just pure value. if need be he can also be reset by your command by giving him a +1/+1 counter (therefore negating the -1/-1 counter) or be reset with a reflector mage. He's an amazing creature to hold onto in your mainboard and the numbers can very easily be increased should you run into a meta with a lot of aggro or grindy 1 for 1 decks like jund or abzan.

Courser of Kruphix - Used to be the bane of red decks in standard and is aiming to be the bane of red decks in modern. His 4 toughness means that any aggro deck aiming to kill him will be 2 for 1ed, plus he gains you life. He does give away some information to your opponent, but that downside I think is negated by all the value he brings to the deck. He has good synergy with the retreat since you can dig multiple cards deep by putting a land onto the field, then scrying off the land drop. He also helps you decide if you want to crack a fetch or save it if you really want that CoCo sitting on top. He's all around a tough body to kill mixed with lifegain and some synergies. Worth playing as a 1 or 2 of.

Retreat to Coralhelm- Part 2 of the knightfall combo. Again, the full combo is explained bellow if you don't see it quite yet. Besides helping you win on t3, the retreat can help you dig for the cards you need, when you need them. If you're already far enough ahead, go ahead and tap down opposing blockers letting your real threats sing in freely. You get two triggers of a single fetchland, so use those triggers wisely, either tapping their stuff, digging through your library or producing extra mana by untapping your mana dorks. Very versatile, even if it's not always the card you want. It often makes the game go on a little bit longer, which can be very beneficial against aggro decks that are weaker in the late game.

Elspeth, Knight-Errant- Elspeth is an amazing card at any point in the game. She gave make a geist as 5/5 flying on t3, making games explosive, she can create chump blockers for days delaying games insanely, plus if she ever reacher her ult (which she's ALWAYS working towards), it's game as your opponent faces down an indestrictible army of massive creatures.

Collected Company- this card is nothing but value in a deck running 28 creatures.

Dromoka's Command- almost never a dead draw. Can be used to pump your creatures, kill theirs, deal with problematic enchantments or negate an Anger of the Gods. It's relevant in just about every matchup I can think of and it probably one of the last cards I'd think about siding out.

Path to Exile- simply the best removal available in our colors. One white to get rid of something while getting around indestructible, regenerate or persist effect. The downside of giving them a land is minimal in comparison to the benefits, and the card gains value the later into the game you get. Can also be used as a surprise to protect your Knightfall combo. When you swing with your knight, they can go to kill it and in response you can path your own creature, get a land, untap your knight, tap him to go get a Sejiri Steppe and continue your beats.

For the most part, the land is pretty self explanatory, but there are some interesting deck building decisions in here.

Plains, fores, Island- pretty obvious, all of my basic lands. Mostly forests and plains so that I have lands that I can sac to my Knight of the Reliquary.

Flooded Strand, Windswept Heath- they both grab all of my shocklans

Cards listed in accordions

With a Knight of the Reliquary and a Retreat to Coralhelm on the field, I can tap my knight and sac a land, growing the knight by one. Then I can go grab a fetchland. When the fetchland enters the battlefield, I can untap my knight off the Retreat to Coralhelm. Then sac the fetch and go get something, getting a second landfall trigger off the retreat, tapping one of their creatures. You repeat this process over and over until all their creatures are tapped and you have only 1 shock land left in your library along with a Sejiri Steppe, with a fetchland on the battlefield. This to protect your combo. If they try to Terminate when you attack, you can sac the fetch, untap your knight, sac the shock and grab the Sejiri Steppe giving your knight protection from black. If you're playing against an uninteractive deck, you probably don't need to worry the protection, but it's helpful against decks like BG/x or control decks.

Check out JoshRigone's bant CoCo deck!

deck-large: Saint Traft for President

deck-large: zooooo :D

Round 1: scapeshift ( 2-0 )

Game 1 I turn 3 knightfalled, not much you can do. Game 1 t2 Geist, t3 elspeth with a burrenton forge on field on t4 and a Meddling Mage in hand... Two fantastic draws, but it certainly isn't the norm.

Round 2: infect ( 1-2 )

Game 1 he had a super slow start and I managed to combo kill again.Game 2 he had inkmoth and I made that insane misplay of being at 8 poison when he had one card in hand and bouncing his Noble Hierarch with Reflector Mage instead of keeping back my Birds of Paradise to chump next turn. It was really stupid and it should've been 2-0 for me, but misplays for days is a thing. So oh well.

Game 3 he just exploded. I mulled to 5, so I was sitting there with a single path and figured it was as good a keep as I was gonna get. So whatever, not the end of the world, but lost to a flurry of Mutagenic Growth and Might of Old Krosa. I attempted to do a Dromoka's Command fight to kill his creature as my saving grace move, but he had a vines in hand, so whatever.

Round 3: G/R Tron ( 2-0 )

Game 1 I landed threat after threat. He mulled to 4 which was super painful, but landed a t3 Wurmcoil Engine abyways, but I was on the play and already had a field full of threats with two Reflector Mage in hand. Game 2 R/G Tron is mostly sorcery speed interacting, so on the draw I kept a hand of 2 land (1 sejiri steppe though, so it entered tapped), 1 noble, 2 knight and a retreat. The game didn't last too long. Also apprently people get pretty salty when they lose to a combo they've never seen before.

Also went 2-1 against bant eldrazi as a side game, but I don't remember how those matchups went, they were before FNM ever started, so I can't recall.

I also got to play with THIS DECK: the avengers of zendikar! One guy had two decks and wanted to test standard, so I played with him. 19 planeswalkers, Deploy the Gatewatch, removal, Oath of Nissa and Oath of Gideon. Beat the guy 4-0 with it, it's actually insane, check it out if you're into standard. I don't play it anymore, but God this one deck was fun.

I'm just starting building the deck, so I'm trying out a lot of different iterations to it, currently the knightfall version.

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Date added 8 years
Last updated 8 years
Legality

This deck is Modern legal.

Rarity (main - side)

3 - 0 Mythic Rares

35 - 12 Rares

12 - 3 Uncommons

4 - 0 Commons

Cards 61
Avg. CMC 2.31
Tokens Angel 4/4 W, Elemental */* GW
Folders Modern
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