No, Bant again. Hexproof

by Itsmagic on 13 January 2014

Main Deck (60 cards)

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Deck Tags

  • Standard
  • Bant
  • Hexproof
  • Enchant

Deck at a Glance

Social Stats

22
Likes

This deck has been viewed 3,438 times.

Mana Curve

Mana Symbol Occurrence

2576028

Card Legality

  • Not Legal in Standard
  • Legal in Modern
  • Legal in Vintage
  • Legal in Legacy

Deck discussion for No, Bant again. Hexproof

Excuse me, may I ask why is Thassa in The deck? just for the unblockable+scry? Wouldn't Heliod or nylea be better?
I haven't played it, and maybe the unblockable is quite a big deal, but... it seems a little weird

2
Posted 05 February 2014 at 23:41

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Yeah it does, I just pulled a Thassa and I thought the whole enchantment, scry and unblockable might be quite nice for this deck

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Posted 05 February 2014 at 23:45

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haha, I thought that was it! Well, have you tested it? Maybe it really works well and you could adjust the deck to it

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Posted 05 February 2014 at 23:49

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Can't say I have no, but that will be fixed soon :)

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Posted 05 February 2014 at 23:54

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Aqueous Form makes one of your creatures permanently unblockable and you scry every time you attack with that creature, and it has a mana cost of U so I'd recommend that over Thassa. You're never going to get the devotion for Thassa unless you add a bunch of blue to this deck (as it is you have only the minimum required, you'd probably have to play most of your deck for Thassa to become a creature) so I think you're better off with Aqueous Form.

While Thassa has some advantages (you can make any creature(s) unblockable instead of just an enchanted one), I'd certainly pick Aqueous Form first.

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Posted 06 February 2014 at 00:11

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the scry from thassa is more relevant than the unblockable. Aqueos Form is easier to deal with, and often a 2 for 1.

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Posted 06 February 2014 at 00:53

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I doubt you're going to be blocking much, so aqueous form is basically 'scry each combat phase'. But the cheaper unblockable seems to outweigh indestructible, at least in my eyes. It also gets out faster, relevant especially in a deck with all those temples and guildgates.

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Posted 06 February 2014 at 03:21

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also playing with all the hexproof creatures means you won't be getting 2 for 1'd much if at all. Also what about eidolon of countless battles?

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Posted 06 February 2014 at 04:29

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with the amount of sac based removal and boardwipes, there are plenty of ways around hexproof.

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Posted 06 February 2014 at 04:34

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I believe you may overestimate the amount of people playing sac based removal and boardwipes but I guess I don't know your meta, if you says so.

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Posted 07 February 2014 at 00:29

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every black deck doing well at large tournaments is mainboarding 4 devour flesh. any Esper list popping up is running Devour Flesh and Far // Away. I dont know if you have heard, but UW control is the second best deck in the format, prior to BotG, and it runs 4 Supreme Verdict and most side a couple ratchet bomb. maybe you are UNDERestimating the amount of these things going on.

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Posted 07 February 2014 at 16:17

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I really like this deck. especially the addition of Hero of Iroas. Imagine being able to play two Unflinching Courage's turn 4 that would insane.

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Posted 05 February 2014 at 23:46

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Thanks very much man! That's what I thought! XD

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Posted 05 February 2014 at 23:50

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Unfortunately, none of the lands in this deck come into play untapped, so the soonest you could even get the hero out would be turn 3, then you could play one him the next turn.

I like the deck, I just think it needs to spread out more. 12 Scry lands is a little much, and unless you're trying to save a couple bucks, you should definitely run shock lands over scry lands. Having nothing cost more than three mana makes it seem aggro, but all the lands come in tapped!

3
Posted 05 February 2014 at 23:52

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Thanks VintageFTW! Yeah Shocks over temples any day, but as you said i am trying to save da monnez so teples will have to do.

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Posted 05 February 2014 at 23:55

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an aggro deck where all your lands come into play tapped....this seems like a bad idea. Even if you dont want to pony up for Breeding Pools, Temple Gardens, and Hallowed Fountains, throw some basic lands in there so you can have something to do on turns 1-3.

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Posted 05 February 2014 at 23:54

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agreed, i would say cut like 2 of each guild gate and play 3 plains 3 forests, or cut all the gates and go 4,4 and like 2 islands

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Posted 06 February 2014 at 00:02

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I think It'd run a little smoother without the blue. D spehere is awesome and all, but there's enough White hate that I think you'd be able to side for those problems.

Too bad no more invisbile stalker, right? lol

1
Posted 06 February 2014 at 00:54

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Then where would unblockable come from?

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Posted 06 February 2014 at 01:41

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You don't have to do it as unblockable. Gift of orzova is still evasion

1
Posted 06 February 2014 at 02:57

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craigarey has deleted this comment.

Posted 06 February 2014 at 04:36

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You were right, Waferlawrence. I don't know why it's back to Bant but Selesnya seems a better choice. The mix earlier today was way tighter. D- sphere is good but this deck should be proactive not reactive. Thassa's good but I don't know if she's necessary.

And besides which if you are determined to run Bant please put in Ascended Lawmage. That's the only reason I see it.

And lastly fix your manabase. Like this is the worst manabase I can think of for a deck that has to get on board quickly like Auras. Try this:

4 Temple Garden
3 Breeding Pool
3 Hallowed Fountain
4 Temple of Plenty
4 Plains
4 Forest

0
Posted 06 February 2014 at 23:28

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Even if you can't do the Shocks, I'd avoid the Guildgates,. You're playing every mana tapped. In situations where you need one more mana for a spell, you're always gonna need at least two turns to cast, if you top deck a land

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Posted 07 February 2014 at 18:42

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check out mine
http://www.mtgvault.com/craigarey/decks/bant-aura-madness/

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Posted 06 February 2014 at 01:07

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I was reading some of the comments at the top and I think if your going for unblock able and enchantment you should throw in some tricks of the trade. Just some advice.

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Posted 06 February 2014 at 01:39

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tricks of the trade is not standard

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Posted 08 February 2014 at 14:03

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I have a really similar deck.

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Posted 06 February 2014 at 01:40

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you have too many scry lands and id lose the guildgates they slow you down way too much put in shock lands. and I wouldnt go less than 23 lands. add aqueous form for some unblockable.

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Posted 06 February 2014 at 04:45

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too many lands that come in tapped

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Posted 06 February 2014 at 04:49

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way too many I wouldnt even use full playsets of the scry lands

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Posted 06 February 2014 at 04:53

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since every ones main issue seems to be the mana, all i have to say is running 12 scry lands is fine, however if you don't want to run shocks you NEED to replace the guild gates with basics, if you don't you might as well add 1 to the cost of every card in the deck with the cheapest spell being a 1/1 with no real evasion for 2 mana.

at that point you are already very far behind, against an aggro deck you basically start playing on turn 4 when they are hitting the final stretch of their game with no resistance, and against control or midrange they already have enough board presence or card advantage that you just cant catch up.

next point, i agree with some of the others you should cut thassa reason being this is an aggressive deck you want to drop a creature or an aura and swing in, but thassa forces you to commit 2 mana to give unblockable which should be going towards resolving another aura or a creature. if you need to run aqueous form for the unblockable , but i feel blue doesn't do enough here to be relevant, you should probably run just green white, replace the detention spheres with pacifism or arrest, both still buff up ethereal armor while taking your opponents blockers out of the way to swing in.

that's all my opinion any ways.

2
Posted 06 February 2014 at 08:34

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This deck might be a better version of bant hexproof

http://www.mtgvault.com/jvtheepic/decks/bant-auras/

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Posted 06 February 2014 at 11:26

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Posted 06 February 2014 at 12:29

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why would you leave the guildgates in and take out the scry lands?

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Posted 06 February 2014 at 14:06

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Why so many guildgates? They're so slow, you'll always be a turn behind. Replace them with Shock lands, better yet, basic lands.

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Posted 06 February 2014 at 13:10

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Thanks for the comments everyone! So take out some guildgates for basics, and fit in a few aqueous forms, or tricks of the trade?

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Posted 06 February 2014 at 21:18

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Whoever said tricks of the trade? It's not standard.

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Posted 06 February 2014 at 21:19

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But I sort of want to keep Thassa. What should I take out for aqueous form?

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Posted 06 February 2014 at 21:24

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you should just keep Thassa and not add another card that does a similar thing, but does it worse.

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Posted 06 February 2014 at 21:33

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Think I'll just cut the blue, it only gave me two cards really

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Posted 06 February 2014 at 21:34

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Nooooo put in some invisibles talkers and some tricks of the trade!!

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Posted 07 February 2014 at 01:37

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Read the deck tags. Standard.

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Posted 07 February 2014 at 01:40

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soo what about archetype of endurance? i know thats a huge mana cost, but I don't see anything in here thats hexproof.

1
Posted 06 February 2014 at 23:06

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Witchstalker and Gladecover?

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Posted 06 February 2014 at 23:08

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well thats embarrassing. didnt see that witchstalker had hexproof. didnt see gladecover scout either. but I think archetype of endurance could be a good addition.

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Posted 06 February 2014 at 23:12

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Yeah, but the cost is too high

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Posted 06 February 2014 at 23:47

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yeah sadly. if it was 6 like the other one it might be ok.

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Posted 07 February 2014 at 05:10

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need some help with my deck please.
http://www.mtgvault.com/cylindershadow/decks/bant-heroic-hexproof/

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Posted 07 February 2014 at 09:25

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like it a lot but with countless battles playable now would you swap it in for boon.
could you take a look at this deck for me.
http://www.mtgvault.com/cuznflick3r/decks/naya-hexproof/

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Posted 11 February 2014 at 01:16

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