Instants/sorcs: 23
4 Standstill
2 Brainstorm
3 Ponder
3 Green Sun's Zenith
4 Misdirection
4 Force of Will
3 Enlightened Tutor
Enchantments/Artifacts: 10
3 Helm of Obedience
4 RIP
3 Energy Field
Lands: 17 (plus the 2 dryad arbor)
8 Fetch of what ever you want
2 Tundra
2 Savannah
3 Tropical Islands
1 Island
1 man land (pick one and have fun)
Things I may think about trying to fit in are Mox Diamonds and Ancient Tombs.
This is how I see the play.
Turn 1:
Land -> noble or GSZ for Dryad
Turn 2:
Land -> Tutor/Ponder/or Brainstorm and then Energy/standstill/Mage or RIP
Turn 3: Finish out what you need to get the combo
Turn 4: Combo off
FOW and Misdirection are really only for protecting your combo pieces or taking out your opponents win condition. Remember you can misdirect a counterspell to misdirection to save your play. Helps vs abrupt decay plays as well.
Thoughts?
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First time poster here but I wanted to share my ideas for the deck.
Bant
Creatures:10
2 Dryad Arbor
4 Noble Hierarch
4 Meddling Mage
Instants/sorcs: 23
4 Standstill
2 Brainstorm
3 Ponder
3 Green Sun's Zenith
4 Misdirection
4 Force of Will
3 Enlightened Tutor
Enchantments/Artifacts: 10
3 Helm of Obedience
4 RIP
3 Energy Field
Lands: 17 (plus the 2 dryad arbor)
8 Fetch of what ever you want
2 Tundra
2 Savannah
3 Tropical Islands
1 Island
1 man land (pick one and have fun)
Things I may think about trying to fit in are Mox Diamonds and Ancient Tombs.
This is how I see the play.
Turn 1:
Land -> noble or GSZ for Dryad
Turn 2:
Land -> Tutor/Ponder/or Brainstorm and then Energy/standstill/Mage or RIP
Turn 3: Finish out what you need to get the combo
Turn 4: Combo off
FOW and Misdirection are really only for protecting your combo pieces or taking out your opponents win condition. Remember you can misdirect a counterspell to misdirection to save your play. Helps vs abrupt decay plays as well.
Thoughts?