bant decklist for IQ

Deck Help forum

Posted on March 10, 2014, 8:34 p.m. by pokeking

so far i'm 24-0 with the deck, but i'm really trying to refine it for an upcoming IQ. Would love people's thoughts on it http://tappedout.net/mtg-decks/bant-force-1/

flyguy says... #2

For the lazy- this or


Bant Force Playtest

Standard pokeking

SCORE: 0 | 1 COMMENTS | 56 VIEWS

March 10, 2014 8:37 p.m.

Servo_Token says... #3

Just playtested your build against mine:


Devotion to the Council Playtest

Standard ThatBlueMage

SCORE: 1 | 0 COMMENTS | 184 VIEWS

You lost 3 games out of 3.

I don't believe that this is because I didn't know how to run the deck; I had played UW control variants up until the release of BotG. I think that 24 mana just isn't enough for this. You had mana issues every game in some fashion. Game one it was mana drought, game two it was a mull to 5 on zero land hands, and game three you didn't have any green mana to get the caryatid out. Granted, I am running Encroaching Wastes to some success here, and I don't think that you'll face that at all, but that's just something to think about.

Also, you have far too many creatures for Supreme Verdict to be relevant. Game two, you had a 5/6 Archangel of Thune out, and 2 dead supreme verdicts in hand. I would cut back on either the creatures in favor of counterspells, or the verdicts in favor of Jace, Architect of Thought .

March 10, 2014 9:03 p.m.

Servo_Token says... #4

If you wanted to go the midrange route, which I believe that you are based on the composition of the deck, I'd say that cutting back to 2 each of the planeswalkers and to 3 verdicts Main in favor of draw power or cheaper, relevant creatures like Fleecemane Lion .

March 10, 2014 9:06 p.m.

pokeking says... #5

are you sure you played the deck correctly? you're generally holding on to the verdicts as long as you can and then just valuing them. once you draw verdict you're in solid shape, and you just let them throw down creatures. idk though

March 10, 2014 9:11 p.m.

Servo_Token says... #6

My game plan was to play a little guy (Smiter, Caryatid) in the first 4 turns, wipe the board when necessary, and then use creatures / revelation to win.

However, anything past turn 6 was a rare occurrence due to the nature of my deck. If you want to survive the early game, you can't start your curve at three with zero forms of protection until then.

March 10, 2014 9:49 p.m.

This discussion has been closed