The Morning Chill

by dynathy on 21 February 2013

Main Deck (60 cards)

Sideboard (15 cards)

Creatures (5)


Instants (3)


Enchantments (3)

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Deck Description

The Goal:

Control your opponent until so that your heavy hitters will have no problem dishing damage.

The Means:

Use defenders to keep damage off you, give them a second use as mana ramp, to accelerate the win. Use some simic charms and cloudshift to counter removal.

The Fix:

Planeswalkers and a bit of tokens to out preform mid-ranged decks. Side Blind Obedience, Angel of Serenity, and Geist of Saint Traft for your planeswalkers. Use Detention Spheres rather than Syncopate. Drop think twice for Selesnya Charm. Use Druid's Deliverance instead of fog.

How to Play

The Cards:

Angel Of Serenity: By the time she comes into play, she answers several problems that might be on the field. She sweeps in and saves the day.

Axe bane Guardian: This is your key card, I wouldn't play it immediately until you have something you want to use the mana for, or the counter spells to keep him safe.

Fog Bank: This two drop laughs at boros elite, thundermaw hellkite, and all the dangerous cards that tend to sweep the game early. One of the central theme cards.

Avacyn, Angel of Hope: Now that you have got all that mana, and all of those defenders, make them indestuctible at that. So that when a field wipe will be useless. Yes, this girl is much better than Giest of Saint Traft.

Hover Barrier: Just fog bank isn't enough for a mana ramp defender deck. Meet Hover barrier. Capable of blocking everything from six turn plus.

Blind Obedience: The thing that hurt you enter tapped. Very nice, the extort is really just an added bonus.

Fog: Another central card. If this is in your starting hand, it immediately gives you a one turn damage buffer. Really nice again for the aggro.

Sphinx's Revelation: Gets you off the draw, and more plays past third turn. You'll need this one dearly, and when you play it, everything goes better. Much better.

Syncopate: By far, my favorite counter. It works a bit too well when people are having a good game and hitting their mana nicely. Oh you just tapped out? Let me fix that.

Think Twice: A slight break in tempo for a card draw isn't all bad. Keeps you off the on the draw moments, and gets you through periods of mana or creature screw. Drawing is an essential part of decks and how consistent they run.

Farseek: You has all the manas!

Supreme Verdict: Totally Necessary, if it happens to be first or second game, these verdicts can never come at the wrong time.

Deck Tags

  • Tournament
  • Bant
  • Fog
  • Control
  • Bant
  • Defender
  • Tournament
  • Control
  • Standard
  • Angel

Deck at a Glance

Social Stats

2
Likes

This deck has been viewed 1,134 times.

Mana Curve

Mana Symbol Occurrence

23190013

Card Legality

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

Deck discussion for The Morning Chill

So Bant control? You don't need that many creatures for protection. Would be better to apply your protection to instant spells. Feeling of Dread. Selesnya Charm, etc. Add in more Azorius Charm and you're going to want Think Twice in here for sure.

If you need any ideas just check mine out: http://www.mtgvault.com/az88/decks/bant-control/

1
Posted 21 February 2013 at 22:10

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I think just comes down to play style.

0
Posted 21 February 2013 at 22:19

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