Bant control

by NinjaSheeps on 25 January 2019

Main Deck (60 cards)

Sideboard (15 cards)

Artifacts (4)

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Deck Description

Semi budget bant control deck. Land base was built using stuff I had which is why it looks so janky. I also already own karn, ulamog, and tracker so you could take them out if you wanted a budget version. Suggestions welcome, especially on the sb.

How to Play

Remove everything they play basically. Always try and leave mana up because opt and growth spiral are instant so if you dont need to counter or play removal you can can trip on their end step, keeps them guessing. Lumbering falls and ulamog are the main win cons but kiora tracker or karn can win if it comes to that.

Deck Tags

  • Modern
  • Control
  • Bant

Deck at a Glance

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Mana Curve

Mana Symbol Occurrence

1932009

Deck Format


Modern

NOTE: Set by owner when deck was made.

Card Legality

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

Deck discussion for Bant control

I positively love the theme in here, especially for a budget, but I see a couple big problems.

You are going to be miles behind on tempo because of the land situation. 12 of your lands come in tapped no matter what, and 4 that come in conditionally untapped (with semi- hard conditions to fulfill in this build), so in most games you will be a turn behind in development which is absolute death for control.

There are also some, in my opinion, weak slots going to things you either don't need or have better alternatives.
Farseek isn't necessary, as you're running 25 lands, 4 opts, and 4 growth spirals. If you don't have the white or blue mana you need while having 2 lands out to play farseek, its your destiny to lose that game. On top of that, you can't count on it as there are only 2 copies, and 1 extra land won't speed you into ulamog quickly enough to justify the spot or trigger tracker enough to justify the spot.
I like mainboarded negates over mana leak. You have 7 mainboarded direct critter hate (including 3 nukes), 5 flexible critter or non-critter hate, and only 5 conditional counters for non-critters, so negate would go a long way to keeping the balance.
Kiora looks weak in here to me, as the win condition is fantastic once activated, but takes a decent amount of time to get to, and she is weak on loyalty anyway so any interference means the win condition won't connect. Plus, you don't want to field it turn 4 as you can't protect it or respond during the next turn, so you will be better off running something more proactive.

Just my thoughts, not trying to put the deck down.

1
Posted 14 February 2019 at 21:05

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Thanks! I have gone back and forth on a lot of the things you mentioned like the farseeks and the mana leaks were things I took out and put back in a lot during testing. The kiora also seemed very matchup dependent so I can see why it would be weak here. Any suggestions on some stuff I could put in if I drop some of the things you mentioned? Also if I were to spend any more significant money on this lands would be the first thing I would fix haha

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Posted 14 February 2019 at 22:52

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https://www.mtgvault.com/dknight27/decks/modern-bant-control-budget/

This is how I would structure the deck you're going for with the bones you've got at hand. I would go with garruk, primal hunter over kiora, but that might be outside the budget so no biggie.

The basic idea for the swap-ins is to fix the tempo problem with the lands, as censor is about the biggest cheap utility belt I've found in modern. Works like a regular counterspell in the opening and early middle game, and if you don't need it you cycle it off for U and say thank you as you thin your deck for minimal cost. In other words, you want it in the opening hand, and you are ok with top decking it. Find me another 25 cent card in modern that does that and I'll bake you a cake.

Torrential gearhulk goes for a little over 4 bucks these days, and does exactly what this deck wants. Beat stick flashes in, retains material, then goes to work on a 4-turn clock.

I'm a bigger fan of Jace, unraveler than Karn in here because of how hard it is to field and protect a 7-drop, and because Jace (hopefully) replaces himself with the first activation.

The rest of the bones are basically the same, with some tweaks on concentration.

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Posted 15 February 2019 at 06:41

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Thanks! I will probably try your version out when I get the chance

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Posted 15 February 2019 at 13:39

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