Not sure what makes Reality shift better than pongify - and pongify has never seen modern play as far as I know. The drawback isn't negligible. Valorous stance is probably what you want to be running in that spot
Reality shiftexiles a threat, giving opponents a 2/2 bear, whereas Pongify and rapid hybridization only destroys and gives them a 3/3, which is still a significant threat even if we run Goyfs or Knights. It's much easier to deal with a 2/2 than a 3/3. Also, the manifest part can be considered this way: If I exile a goyf and if opponent managed to manifest into a goyf, the opponent still have to spend the mana to reveal it. Even so, you still rather see a 2/2 on board than a goyf at anytime. I feel it gives a better option for delaying and getting rid of threats on board. But given the stats for most Modern decks, you have a much higher chance to hit into a non-creature than a creature.
Hey! I've been working on a decklist for quite some time now. I've tried playing heavy control but that eliminated the need for green. I tried playing heavy aggro and that eliminated the need for blue! I decided to go with a very greedy mana base of only 20 lands and a midrange-beatdown-control hybrid. Here take a look:
I opted to only run 6 critical three-drops with 6 mana dorks to pump them out on the second turn. Serum Visions is the alternative turn 1 play (its inclusion has helped with mulligans and it also grows the Tarmogoyf nicely). I went with the minimal amount of Vendilion Clique and Geist of Saint Traft due to the legendary rule. Restoration Angel is obviously a busted card and is very good in this build. For this deck Remand is essentially Mana Leak 6-8. Bant's biggest problem in my opinion is removal. Path to Exile may be the best removal in modern but it is also only 1 card. I feel that Psionic Blast not only deals with creatures but can also hurt the opponent directly to seal the deal.
Hello! I've seen the eldrazi conscription bant build few days ago and I decided to try it. After a while playing it, I found myself more comfortable playing a normal bant deck with this list (aproximately)
I also tried some 4 color black splash (1 Overgrown and 1 Godless Shrine) with 4 Siege Rhino, adding too 3 Restoration Angel. The problem is the painful manabase.
The biggest problem I see is Blood Moon. Almost game against us (specially my version with only 1 basic island, which I have to improve).
Been trying Bant off and on for a while and can't seem to find its "thing", for lack of a better term. Seems UWR is better at control while GBx is better with midrange. Saw this list and found it interesting. I see that Sovereigns of Lost Alara and Eldrazi Conscription are mentioned in the primer but I don't recall seeing it discussed much in the thread.
Some brief playtesting shows that it is capable of getting conscription on something relatively quickly (t4-7 seems average) while having a decent agro/ramp plan B. I like the Eldrazi angle as a way to seal a game - something I felt other Bant lists I've put together had a somewhat tough time of doing. Does anyone have more experience with this package? Is it too cute to really work consistently enough?
When I look at Sovereigns of Lost Alara and the complementary Eldrazi Conscription, I am reminded of a similar mechanic: running Zur the Enchanter with favorable enchantments that can be snagged on the trigger. When you consider the ramp offered by Bant (lotus cobra and mana dorks), these creatures are hitting the board at about the same time - roughly. So, I think it's a fair comparison.
There hasn't been much tourney success with either approach. It might just be too cute - especially if you're caught with a conscription in hand and no real way to trigger it in. If anything, I'd only run 1. Besides, removal is absolutely everywhere, especially by the time you pop a conscription. That said, the real trick for you guys now is Geist of Saint Traft. With sweepers recently gone the way of the dodo (no more delver to elicit their high volume use) and the fact that he laughs at targeted removal, he may be the best card in your deck.
Hello! I've seen the eldrazi conscription bant build few days ago and I decided to try it. After a while playing it, I found myself more comfortable playing a normal bant deck with this list (aproximately) ...
Hey NMSX! Your Sovereigns of Lost Alara build I think had potential. You were able to ramp out an Eldrazi Conscription and that was pretty awesome! Currently you are essentially just running GW aggro + 3 Geist of Saint Traft and I wouldn't classify it as a Bant deck. It seems you would be better off just removing the Geists entirely to have a smoother mana base. If it's the hexproof you don't want to lose, Troll Ascetic could work in which case maybe you should look into the Troll/Worship combo.
This is a crosspost from the Eternal Ruse Thread. Tought you might find it interesting
@Tinfoilhat: Do you mind posting your thoughts/lists on/for the new meta?
I tried a UGw list today and I continue to have problems with Burn and Lingering Souls. Does anyone have any tips here?
I am currently experimenting with cutting the Æther Vial for Noble Hierarch. The list and an short report will be editied into this post shortly.
Round 1: Burn 1-2
Game 1 I never got into the game, game 2 I totally stomped him after boarding 11 cards and both of us mull to 5.
In game 3 he opened with 3 Goblin Guide into Monestary Swiftspear and Eidolon of the Great Revel and has some burn to finish me.
Overall the games were not that intresting but at fridays FNM I also played against burn for 7 games and only managed to win 2 of them. I never really get to stabilize even if I gain 5 or 6 life off of Timely Reinforcements or Feed the Clan.
Round 2: Junk 2-1 (a friend from our car)
Game 1 on the draw he mulls to 5 and me to 3 and never find my 2nd manasource before getting beat down in the air by Spirits.
Game 2 I can grind him out after he resolves a turn 4 Thrun, the Last Troll with a 3/4 Tarmogoyf that hits as a 4/5 thanks to Noble Hierarch and a Sower of Temptation that I can blink once with Restoration Angel to steal his chumpblockers for my Goyf and chump his Troll.
Game 3 I resolve a turn 1 Noble Hierarch into turn 2 Tarmogoyf and Serum Visions into some removal and turn 4 Batterskull that gets to play with my Goyf and later Restoration Angel.
This is the MU I build the deck for.
Round 3: Junk 1-2 (another friend from our car)
Game 1 I keep a questionable hand and get wrecked by Thoughtseize -> Tarmogoyf -> Loxodon Smiter -> Siege Rhino -> Restoration Angel in response to my Path to Exile on the Rhino after talking him into running the Angel in the first place during our ride to the site.
Game 2 I get to implement my plan of outvalueing the Junk deck and finishing him with the Cryptic Command lock after a 16 turn slugfest.
We notice that we don't have that much time left in the round and both mull to 6 to find an agressive hand. He starts with one Goyf which I can remove and then burries me in Spirits from 3 Lingering Souls while I struggle to race him on the ground with Goyf and Mirran Crusader. In the end I am 2 life short which I lost to a mistake on turn 2 when I played a Flooded Strand instead of the Plains I had in hand.
First thoughts about the deck and tournament:
Pros:
- the deck beat Junk as it was intended to to
- all creature matchups look good
- Noble Hierarch have overperformed (acceleration and Exalted)
- I did not really miss the Æther Vials
- Mirran Crusader was a house
- 21 lands, 4 Noble and 4 Serum Visions lets you curve out well
Cons:
- I need to get more reps in with the deck to reduce the amount of mistakes and mental taxation (I was quite exausted mentally after 5 rounds)
- Lingering Souls and swarms of small creatures are a problem
- fliers are some sort of a problem
- I think I have the wrong angle on the Burn-MU
- some MUs seem overboarded
- the Bant Charms have underperformed and will get cut in the future
In the Future I would like to keep testing the deck without Æther Vial and move more to a Midrange-Control-Deck maybe testing out Worship for the Burn- and Aggo-MUs and Serra Avenger for defence in the air and a good flying clock. I will keep working on the deck and feel like I am on to something that I will like in the end.
I am looking forward to your comments and questions.
I like this, especially the FULL SET OF VAL STANCE!!!! SO DEEEEEEP that card is probably better when you have Lightning Bolt for the "other half," no? Seems really like a meta call here, and I would start with just 3. I'm a fan of double Township over other utility lands; Township is really crazy, and is the card (other than the namesake) that pushed Birthing Pod over the top IMO. Turning your dorks into real clocks is something decks just aren't supposed to do; playing a T1 dork is so good that they should come with the drawback of being bad if you topdeck them late-game. As for Tarmogoyf, you really want the fourth. When the game gets to turn 4 or 5, you're not mad if every draw you make is a Tarmogoyf. Running only 3 for the reason that he's not stellar in the first few turns is like only running 3 Treasure Cruise. I also like to have more things to do turn 2 after your dork eats a Lightning Bolt, and it doesn't really get better than Tarmogoyf into Geist in these scenarios. Why not a Clique?
the card itself really isn't worth the card board its printed on...does it serve a purpose? Sure its a blue 1 drop that might not be a 1/1. I would not put it in a list and expect to win a PTQ or GP though.
the card itself really isn't worth the card board its printed on...does it serve a purpose? Sure its a blue 1 drop that might not be a 1/1. I would not put it in a list and expect to win a PTQ or GP though.
As a long time bant player, I would like to make a sideboard suggestion for folks. If abzan is common in your metagame, 3x Jace, architect of thought is very strong. It colds lingering souls and plays very well off the top of the deck, making thoughtseize/Liliana less of an issue and giving you redraws. It has value in many other matchups as well, so I think it is worth the spots.
I dusted off my conscription deck from a year or so ago and hit a local store this past weekend for a 4 round modern tournament. Snagged some prize packs and some meta knowledge and am currently considering some changes/updates/sideboard options accordingly.
Round 1 (2-1) was against a white weenie type deck.
He was sporting a variety of white enchantment anthem effects and some odd yet unexpectedly powerful things like gideon's avenger . Game 1 got a bit out of control as I was trying to figure out what he was actually doing (while trying to draw some action) and the avengers alongside a buffed flier got through before i could assemble much. Game 2 i landed a turn 2 luminarch ascension and kept him at bay until it got online - then promptly made 4 tokens on his turn and ended that game quickly. Game 3 I drew pretty lively and got geist > sovereigns on curve for the win.
Round 2 (weird) Tezzeret control
I honestly had no clue what he was playing as he started dropping artifacts into play. I flooded like crazy, drawing 3 thalia's, a cobra, and 13 of my 23 lands - so he got to goldfish pretty freely. He had to bail after the first game so i got the win for the round but not the experience unfortunately.
Round 3 ( 2-1 ) Burn
The moment i saw the mountain i knew i was in trouble. I didn't have any maindeck lifegain and my early critters are really just speed bumps. Game 1 was over pretty quick as he burned his way through with creatures having their way with my life total. Game 2 and 3 on the other hand were a blast...for me at least. I boarded in my worships - then proceeded to stick a geist, drop to 1 life on his turn, and windmill (figuratively) slam the worship down on mine. That bought me the extra 2 turns to get to 6 mana and drop sovereigns for the lonely geist. Game 3 was, unfortunately for him, quite similar. He emptied his hand and grim lavamancer to drop me to 2 with worship on the stack - but with geist already waiting on board for it, sovereigns came shortly after.
Round 4 (technically 1-2) Merfolk
We split the packs and played for an extra pack between us and the experience. Game 1 I got stuck at 2 lands, (2 fetches in the bin) and 3 knights of the reliquary in hand. By the time i got my third land and dropped a knight it didn't really matter any more. Game 2 I brought the worships in again and stuck worship alongside my manadorks and cobra with my lifetotal sub 10. Sovereigns came down a turn or so later with conscription on a cobra. Game 3 I laid down an early Thalia to block the initial waves of blue men with her first-strike...but it came back to haunt me as my life total dipped and i stalled at 4 mana with 2 worships in hand With some better planning/foresight I'm pretty sure that should have ended differently.
Some thoughts I guess - feel free to throw input in.
Goyf felt odd most of the day. Several opponents were running maindeck relic of progenitus which kept both him and knights small. The knights allow for some land shenanigans with cobra, some ramp, and utility fetching so I can forgive them - but goyf. Unlike when I'm playing BGx, this deck contributes next to nothing to the yard for goyf. I think the biggest one i had all day was a 2/3. Perhaps he doesn't fit that well without my own supply of instants, sorceries, and kill spells? Would something else better contribute to the end goal?
I barely saw the cliques at all however the time or two i did, i sorta held them without a good time to play them - and when i was finally looking at my hand for an out or an option - they weren't a good one. Perhaps I just didn't see them enough and didn't play matches where they shine yet though I personally feel they are sorta flex spots for me currently.
Thassa, while never being active allows card selection before each of my draws...how i hate drawing conscription. and also allows geist and others to walk past a stalemate for cheap.
Courser also gives some card advantage in his own way. Helps keep draws live, can plan fetches around the top card a bit better, extra shot at lands for landfall off the top, and the incidental lifegain.
Beyond the decks listed above I spotted UWR, Grixis delver,infect, and affinity. Definitely open to suggestions on how to survive the meta, especially when it comes to sideboarding.
I am probably going to keep the worships in for now until people wise up and start hating it out hardcore but I'm very curious what i could do to not be so soft to all the aggression. I'm also planning on bringing some stony silences next time as well
Anyways, happy "Geist-ing" and thanks in advance for any suggestions!
Hey I've been testing this deck online with great success. I went with an unusual route for Bant but personally it's what I've always felt the strategy should be. Something different. Junk and Jund are simply better at the creature game, Jeskai and Esper are better at control. For Bant I wanted to build a deck that was, in its purest form, a tempo deck. You may have heard the term "tempo" before, but trust me when I say that I've done my homework for this build. Read this article: http://archive.wizards.com/Magic/magazine/article.aspx?x=mtgcom/academy/12 for some background on how to properly define and measure tempo. As you can see, it is not simply defined as "aggro-control" nor simply "bouncing + card advantage". Tempo is about spell matching and maximizing mana efficiency to effectively do more each turn than your opponents. So, take a look:
If you are curious as to why I chose what I have chosen, here you go:
Noble Hierarch: turn 1 mana accelerator and an exalted buff. This creature is to be feared. The trick is though, you have to make use of the extra mana/attacker/blocker, else tempo will remain unchanged.
Wall of Omens: the stabilizer of choice for this deck. Turn two, it matches most tempos and stabilizes against early creatures. Where it really shines is when you have at least an additional mana source available to play the card you just drew.
Tarmogoyf: the ungodly beater that also happens to be an excellent stabilizer if needed. The cmc of two leaves magic up for other spells to be played, often to protect it.
Snapcaster Mage: so much value and a solid tempo swing. Replaying cards from the grave while also having a 2/1 body is an excellent tempo play, especially since none of the non-creature spells in the deck are more than cmc of 2. Tiago is essential to have at some point in the game.
Restoration Angel: a value bomb. She can act as an ETB trigger clone (very powerful with Venser around) or fizzle creature spot removal. Flying and 4 toughness is a nice touch.
Venser, Shaper Savant: aka, the tempo master. He is a surprise 2/2 body that can either bounce a key permanent 'counter' uncounterable things.
Spell Pierce: a key turn 1 spell that keeps tempo neutral against something like Thoughtseize / Faithless Looting / Serum Visions. It can also act in the late game against big spells, planeswalkers, and removal/counter spells.
Spell Snare: most effective for when you are on the draw to hit the turn two plays. Otherwise it still counters very relevant spells throughout the game.
Vapor Snag: if you are unsure what you are up against, one of these and a pierce in the opening hand is ideal. That way, all of their turn 1 plays are covered be it creature or not. This card is useful throughout the game as a cheap answer.
Path to Exile: not entirely tempo neutral as the opponent gets a land, but it does deny a lot of abilities and grave advantage. Clutch.
Mutagenic Growth: why this card.. because why pass up on combat tricks? It can be played for free when needed to pump an attacker/blocker. It saves the little guys from Pyroclasm or the bigger guys from a Lighting Bolt. It's especially fun to target Wall of Omens to kill attacking creatures. It 1-for-1s most of the time or simply pushes through the final points of damage.
Remand: this card is actually just a cantrip and not a counter spell at all really, though it has the text. It's absurdly good for the tempo gameplay both early and late game.
Tectonic Edge: the deck runs well with little mana, this land is a nasty move and helps with a lot of matchups.
Celestial Colonnade: a dual land that is also a creature? Hell yes. Colonnade is especially good because of vigilance, allowing for combat shenanigans. The issue is that it puts us behind on mana that can potentially slow our tempo gain if drawn too early in the game.
Essentially, I want to answer each play the opponent makes and steadily pull ahead in the tempo race. You may be wondering why not run X card? Well the answer is often simple, if I'm not running it, it is likely not a tempo card. Take Geist of Saint Traft as an example: he doesn't add to the tempo gameplan because he doesn't stabilize the board and he doesn't spell match. This is not to say I would never run him, it's just that he is simply a maybe because he is suited for a midrange beatdown deck that tempo gameplan doesn't support. Similar arguments can be made for other cards. However, I am here because I am not only sharing my build, but looking for help! Suggestions, comments, or arguments for card choices are welcome. I truly believe I am on to something here. It has been fairing very well for me online.
Sideboard options vary between metas, but here are my reasons:
Celestial Purge: gets rid of Siege Rhino, Liliana of the Veil, Splinter Twin, Blood Moon, extremely common in the current meta and must be dealt with.
Negate: typically for the combo matchups where creatures aren't the issue. Hits literally everything except for creatures. Very versatile sideboard card.
Tormod's Crypt: dealing with the grave is important as most grave dependant decks gain their tempo through grave-card advantage. Shutting down their resource is key.
Qasali Pridemage: superb toolbox creature, curves nicely with the deck and makes a decent threat too.
Leyline of Sanctity: for the combo, burn, mill, and discard matchups. Important to note that it can stop Liliana of the Veil's minus 2, a problem for this deck, making it very effective against Junk.
Ætherize: kills attacking tokens and can send armies back to the hand (works very well against a living end swarm).
Hurkyl's Recall: the most absurd tempo swing possible against affinity. It even hits some of their lands and can be snapcastered back. Playing it at the end of their turn is most effective.
So there you have it, my deck that I've been brewing. This deck is far from being complete so any suggestions or discussion would be greatly appreciated. I'm constantly searching for and considering cards that can fit the tempo gameplan.
This past weekend I ran my conscription build again. I changed a few slots: Vendilion Clique became thrun, the last troll, Tarmogoyf became 2 x angelic destiny and 2x elspeth, knight errant. I moved some lands around and included 2 cavern of souls since a large portion of the deck is human and the other important chunk, geist and sovereigns are spirits. My sideboard was definitely tuned a bit more as well. I went 2-2 for the day.
round 1: W 2-0, monoblack vampires.
His pet deck versus mine I suppose. Game 1 I stuck a knight, protected it from murderous cut by fetching a sejiri steppe at the appropriate time, suited her up with destiny and kept her buffed with elspeth. Game 2 I mulled to 5 and kept Cavern of souls, 2 thalia, a bird, and a path to exile. I got a lucky top deck noble hierarch which allowed me to name humans and play out most of my hand. I eventually drew into more lands and stabilized at 3 life with elspeth and thrun.
round 2: L 1-2, affinity.
Game 1 he unloaded on me and the race began. I was able to suit up a 4/4 knight with destiny, with a noble on the field, and then stick an eslpeth. He left 1 ornithopter behind to block my knight - which I path'd. I was about to attack for exactly lethal with my flying knight, but he was able to galvanic blast my noble before combat and without the exalted trigger I was 1 damage short. I lost on the backswing. Game 2 I surprised the hell out of him with sovereigns into conscription on geist and took the game. Game 3 I mulled once and found no pressure. I was able to set up a fragile worship with a noble on the field. He didn't have an answer for it which kept me alive for a bit - however his 3 inkmoth nexi were met with only 2 path to exile from my side and I eventually died to poison. all in all I actually enjoyed the match a lot. I wish my stony silences had shown up Better luck next time!
round 3: L 1-2 burn.
I stole game 1 with conscription on geist. I saw only worship from my sideboard games 2 and 3 ( spellskites, rhox war monks, etc all stayed hidden) and he was holding destructive revelry both games when i stuck worship. GG. I guess they are already prepared for leyline and I am playing right into their sideboard with worship. Might be better off just increasing the number of warmonks, firewalkers, auriok champions, or finks - than trying to hide behind worship anymore.
round 4: W 2-0 burn.
Game 1 he was sort of slow and I as able to beat him down with an angelic destiny-equipped bird of paradise while keeping the other guys back on defense alongside path. Game 2 I saw none of my sideboard. I found myself at 7 life with 4 creatures facing me but was able to sovereigns > conscription on geist to attack for above lethal with the angel token. He had to put his whole team on block duty to stay alive. with thalia on the field even with his draw he couldn't cast enough to finish me so geist got another swing.
All in all a fun day. Successfully avoided mana screw and the like and played a lot of "good" magic.
Hey guys, I recently found this thread while looking for some new ideas for the bant list I have been working on. This is what I am currently planning to run. I'd be happy to get some feedback/suggestions from others who play this type of deck!
I built around trying to play a turn 2 3-drop then either playing a bit of a tempo game with removal/countermagic or dropping Elspeth/Sword and putting on the pressure with a fast clock.
My current considerations are cutting a voice for a third birds of paradise, to more consistently drop a turn 2 3-drop. As well I am still tinkering with the landbase to more consistently have G on turn 1 and all three colours on turn 2. The 9 fetches really help with this, but I am thinking that maybe I need to cut either the Moorland Haunt or the Township because they really suck to have in hand when I'm still looking for my colours.
Hello all. I've been looking into this sort of deck for some time. I was surprised at how few of your lists run remand. Why is that? Also, a card I thought of which I think is waaay under used is exhaustion. What's the opinion on that?
Hello all. I've been looking into this sort of deck for some time. I was surprised at how few of your lists run remand. Why is that? Also, a card I thought of which I think is waaay under used is exhaustion. What's the opinion on that?
I'm also surprised with the lack of remand. Personally, I always run 4 in all of my bant lists, I really feel like it needs that tempo. I suspect people run mana leak instead to permanently deal with a card rather than waiting for them to replay it because bant has a lack of good cheap removal.
As for Exhaustion, it depends on the build! However, it isn't much use to typical bant lists because it is usually just a waste of a turn to drag things into the late game. It puts you down a card just to get another turn without matching any of your opponent's spells but that is only if you somehow were able to ensure that all of their creatures and lands were tapped. It is just not consistent enough for bant and there are so many great 3-drop creatures that it is usually a better idea to simply play them instead or hold mana up for a counter. The only deck I know of that can use Exhaustion effectively is Time Walk. I like the card, but I can't see it being used anytime soon, so maybe try play testing to see how you feel about it.
Reality shift exiles a threat, giving opponents a 2/2 bear, whereas Pongify and rapid hybridization only destroys and gives them a 3/3, which is still a significant threat even if we run Goyfs or Knights. It's much easier to deal with a 2/2 than a 3/3. Also, the manifest part can be considered this way: If I exile a goyf and if opponent managed to manifest into a goyf, the opponent still have to spend the mana to reveal it. Even so, you still rather see a 2/2 on board than a goyf at anytime. I feel it gives a better option for delaying and getting rid of threats on board. But given the stats for most Modern decks, you have a much higher chance to hit into a non-creature than a creature.
Valorous stance can be a good addition, I give you that.
RIP: GWU Midrange (2012-2013) | GWR Ally (2014-2016)
4 Noble Hierarch
4 Snapcaster Mage
4 Tarmogoyf
2 Geist of Saint Traft
2 Kitchen Finks
2 Vendilion Clique
2 Restoration Angel
2 Serum Visions
2 Spell Snare
4 Path to Exile
2 Remand
4 Mana Leak
2 Psionic Blast
2 Forest
2 Plains
3 Island
1 Temple Garden
1 Hallowed Fountain
1 Breeding Pool
2 Windswept Heath
2 Flooded Strand
4 Misty Rainforest
2 Celestial Colonnade
1 Tormod's Crypt
2 Spellskite
2 Ethersworn Canonist
2 Qasali Pridemage
2 Gaddock Teeg
2 Stony Silence
2 Leyline of Sanctity
2 Supreme Verdict
I opted to only run 6 critical three-drops with 6 mana dorks to pump them out on the second turn. Serum Visions is the alternative turn 1 play (its inclusion has helped with mulligans and it also grows the Tarmogoyf nicely). I went with the minimal amount of Vendilion Clique and Geist of Saint Traft due to the legendary rule. Restoration Angel is obviously a busted card and is very good in this build. For this deck Remand is essentially Mana Leak 6-8. Bant's biggest problem in my opinion is removal. Path to Exile may be the best removal in modern but it is also only 1 card. I feel that Psionic Blast not only deals with creatures but can also hurt the opponent directly to seal the deal.
4 Birds of Paradise
4 Noble Hierarch
3 Thalia, Guardian of Thraben
3 Qasali Pridemage
3 Loxodon Smiter
4 Knight of the Reliquary
2 Thrun, The last troll
3 Wilt-Leaf Liege
3 Geist of Saint Traft
3 Kitchen Finks
4 Path to Exile
Lands x24
4 Windswept Heath
4 Flooded Strand
4 Misty Rainforest
3 Temple Garden
2 Breeding Pool
1 Hallowed Fountain
2 Razorverge Thicket
1 Eiganjo Castle
1 Okina, Temple to the Grandfathers
1 Hinterland Harbor
1 Island
And it's doing pretty well.
I also tried some 4 color black splash (1 Overgrown and 1 Godless Shrine) with 4 Siege Rhino, adding too 3 Restoration Angel. The problem is the painful manabase.
The biggest problem I see is Blood Moon. Almost game against us (specially my version with only 1 basic island, which I have to improve).
Some brief playtesting shows that it is capable of getting conscription on something relatively quickly (t4-7 seems average) while having a decent agro/ramp plan B. I like the Eldrazi angle as a way to seal a game - something I felt other Bant lists I've put together had a somewhat tough time of doing. Does anyone have more experience with this package? Is it too cute to really work consistently enough?
There hasn't been much tourney success with either approach. It might just be too cute - especially if you're caught with a conscription in hand and no real way to trigger it in. If anything, I'd only run 1. Besides, removal is absolutely everywhere, especially by the time you pop a conscription. That said, the real trick for you guys now is Geist of Saint Traft. With sweepers recently gone the way of the dodo (no more delver to elicit their high volume use) and the fact that he laughs at targeted removal, he may be the best card in your deck.
Hey NMSX! Your Sovereigns of Lost Alara build I think had potential. You were able to ramp out an Eldrazi Conscription and that was pretty awesome! Currently you are essentially just running GW aggro + 3 Geist of Saint Traft and I wouldn't classify it as a Bant deck. It seems you would be better off just removing the Geists entirely to have a smoother mana base. If it's the hexproof you don't want to lose, Troll Ascetic could work in which case maybe you should look into the Troll/Worship combo.
@Tinfoilhat: Do you mind posting your thoughts/lists on/for the new meta?
I tried a UGw list today and I continue to have problems with Burn and Lingering Souls. Does anyone have any tips here?
I am currently experimenting with cutting the Æther Vial for Noble Hierarch. The list and an short report will be editied into this post shortly.
First the list:
4 Noble Hierarch
1 Qasali Pridemage
2 Scavenging Ooze
2 Snapcaster Mage
4 Tarmogoyf
3 Eternal Witness
1 Mirran Crusader
2 Restoration Angel
Artifacts:3
2 Vedalken Shackles
1 Batterskull
Sorceries:4
4 Serum Visions
Instants:13
4 Path to Exile
2 Spell Snare
1 Valorous Stance
2 Bant Charm
1 Thirst for Knowledge
3 Cryptic Command
3 Breeding Pool
1 Flooded Grove
4 Flooded Strand
1 Forest
3 Hallowed Fountain
3 Island
4 Misty Rainforest
1 Plains
1 Temple Garden
2 Condemn
1 Dispel
2 Nature's Claim
1 Celestial Purge
1 Feed the Clan
1 Flashfreeze
1 Negate
1 Scavenging Ooze
1 Spellskite
2 Aven Mindcensor
1 Timely Reinforcements
1 Sower of Temptation
Final record: 3-2
Round 1: Burn 1-2
Game 1 I never got into the game, game 2 I totally stomped him after boarding 11 cards and both of us mull to 5.
In game 3 he opened with 3 Goblin Guide into Monestary Swiftspear and Eidolon of the Great Revel and has some burn to finish me.
Overall the games were not that intresting but at fridays FNM I also played against burn for 7 games and only managed to win 2 of them. I never really get to stabilize even if I gain 5 or 6 life off of Timely Reinforcements or Feed the Clan.
2 Condemn
1 Dispel
1 Nature's Claim
1 Celestial Purge
1 Feed the Clan
1 Flashfreeze
1 Negate
1 Scavenging Ooze
1 Spellskite
1 Timely Reinforcements
2 Eternal Witness
1 Mirran Crusader
2 Vedalken Shackles
1 Valorous Stance
2 Bant Charm
1 Thirst for Knowledge
2 Cryptic Command
Round 2: Junk 2-1 (a friend from our car)
Game 1 on the draw he mulls to 5 and me to 3 and never find my 2nd manasource before getting beat down in the air by Spirits.
Game 2 I can grind him out after he resolves a turn 4 Thrun, the Last Troll with a 3/4 Tarmogoyf that hits as a 4/5 thanks to Noble Hierarch and a Sower of Temptation that I can blink once with Restoration Angel to steal his chumpblockers for my Goyf and chump his Troll.
Game 3 I resolve a turn 1 Noble Hierarch into turn 2 Tarmogoyf and Serum Visions into some removal and turn 4 Batterskull that gets to play with my Goyf and later Restoration Angel.
This is the MU I build the deck for.
1 Celestial Purge
1 Flashfreeze
1 Scavenging Ooze
1 Sower of Temptation
1 Noble Hierarch
1 Qasali Pridemage
2 Spell Snare
Round 3: Junk 1-2 (another friend from our car)
Game 1 I keep a questionable hand and get wrecked by Thoughtseize -> Tarmogoyf -> Loxodon Smiter -> Siege Rhino -> Restoration Angel in response to my Path to Exile on the Rhino after talking him into running the Angel in the first place during our ride to the site.
Game 2 I get to implement my plan of outvalueing the Junk deck and finishing him with the Cryptic Command lock after a 16 turn slugfest.
We notice that we don't have that much time left in the round and both mull to 6 to find an agressive hand. He starts with one Goyf which I can remove and then burries me in Spirits from 3 Lingering Souls while I struggle to race him on the ground with Goyf and Mirran Crusader. In the end I am 2 life short which I lost to a mistake on turn 2 when I played a Flooded Strand instead of the Plains I had in hand.
Same SB plan as Round 2.
Round 4: UW Tron 2-1
This was a MU I was very unsure of. Game 1 we grind it out and I get to steal his Batterskull token with Vedalken Shackes and later a Wurmcoilengine after bouncing his Detention Sphere with Cryptic Command while racing with Tarmogoyf and Scavenging Ooze.
Game 2 I overextend a bit and get destroyed by turn 3 Supreme Verdict and turn 4 Tron into counter and later a Sphinx' Revelation into Sundering Titan while not really finding anything.
Game 3 he keeps a questionable hand while I go to 6 and open on Noble Hierarch -> Tarmogoyf + Serum Visions -> Crpytic Command -> while he assembles Tron turn 4 but has only one big spell (Karn Liberated).
2 Nature's Claim
1 Negate
2 Aven Mindcensor
1 Timely Reinforcements
1 Eternal Witness
1 Mirran Crusader
1 Path to Exile
2 Spell Snare
1 Valorous Stance
Round 5: Tribal Zoo 2-1
Game 1 I start with a good mix of of removal, creatures and a Spell Snare and can manage his board until I stabilize a 5 and get to land a Batterskull to close out the game.
Game 2 he lands a turn 2 Geist of Saint Traft and turn 3 Elspeth, Knight-Errant with the help on Noble Hierarch and the turn after used Ghor-Clan Rampager and Mutagenic Growth and some Burn to close out the game after I resolved Timely Reinforcements and a Restoration Angel.
Game 3 we traded recources until at turn 10 or 11 I get to resolve a Batterskull and equip it to a Snapcaster Mage to put the game out of his reach.
2 Condemn
1 Dispel
1 Feed the Clan
1 Scavenging Ooze
1 Spellskite
1 Timely Reinforcements
1 Qasali Pridemage
1 Eternal Witness
1 Restoration Angel
1 Valorous Stance
2 Bant Charm
1 Cryptic Command
First thoughts about the deck and tournament:
Pros:
- the deck beat Junk as it was intended to to
- all creature matchups look good
- Noble Hierarch have overperformed (acceleration and Exalted)
- I did not really miss the Æther Vials
- Mirran Crusader was a house
- 21 lands, 4 Noble and 4 Serum Visions lets you curve out well
Cons:
- I need to get more reps in with the deck to reduce the amount of mistakes and mental taxation (I was quite exausted mentally after 5 rounds)
- Lingering Souls and swarms of small creatures are a problem
- fliers are some sort of a problem
- I think I have the wrong angle on the Burn-MU
- some MUs seem overboarded
- the Bant Charms have underperformed and will get cut in the future
In the Future I would like to keep testing the deck without Æther Vial and move more to a Midrange-Control-Deck maybe testing out Worship for the Burn- and Aggo-MUs and Serra Avenger for defence in the air and a good flying clock. I will keep working on the deck and feel like I am on to something that I will like in the end.
I am looking forward to your comments and questions.
Counter-Cat
Colorless Eldrazi Stompy
Counter-Cat
Colorless Eldrazi Stompy
Maindeck was:
4 x noble hierarch
4 x tarmogoyf
3 x thalia, guardian of thraben
4 x lotus cobra
4 x knight of the reliquary
4 x geist of saint traft
2 x vendilion clique
4 x sovereigns of lost alara
2 x eldrazi conscription
4 x marsh flats
4 x verdant catacombs
1 x misty rainforest
1 x arid mesa
2 x temple garden
1 x hallowed fountain
2 x breeding pool
1 x gavony township
1 x sejiri steppe
3 x forest
2 x plains
1 x island
3 x worship
2 x Thrun
2 x Jace, architect of thought
2 x seal of primordium
2 x luminarch ascension
2 x mirran crusader
2 x rhox war monk
Round 1 (2-1) was against a white weenie type deck.
He was sporting a variety of white enchantment anthem effects and some odd yet unexpectedly powerful things like gideon's avenger . Game 1 got a bit out of control as I was trying to figure out what he was actually doing (while trying to draw some action) and the avengers alongside a buffed flier got through before i could assemble much. Game 2 i landed a turn 2 luminarch ascension and kept him at bay until it got online - then promptly made 4 tokens on his turn and ended that game quickly. Game 3 I drew pretty lively and got geist > sovereigns on curve for the win.
Round 2 (weird) Tezzeret control
I honestly had no clue what he was playing as he started dropping artifacts into play. I flooded like crazy, drawing 3 thalia's, a cobra, and 13 of my 23 lands - so he got to goldfish pretty freely. He had to bail after the first game so i got the win for the round but not the experience unfortunately.
Round 3 ( 2-1 ) Burn
The moment i saw the mountain i knew i was in trouble. I didn't have any maindeck lifegain and my early critters are really just speed bumps. Game 1 was over pretty quick as he burned his way through with creatures having their way with my life total. Game 2 and 3 on the other hand were a blast...for me at least. I boarded in my worships - then proceeded to stick a geist, drop to 1 life on his turn, and windmill (figuratively) slam the worship down on mine. That bought me the extra 2 turns to get to 6 mana and drop sovereigns for the lonely geist. Game 3 was, unfortunately for him, quite similar. He emptied his hand and grim lavamancer to drop me to 2 with worship on the stack - but with geist already waiting on board for it, sovereigns came shortly after.
Round 4 (technically 1-2) Merfolk
We split the packs and played for an extra pack between us and the experience. Game 1 I got stuck at 2 lands, (2 fetches in the bin) and 3 knights of the reliquary in hand. By the time i got my third land and dropped a knight it didn't really matter any more. Game 2 I brought the worships in again and stuck worship alongside my manadorks and cobra with my lifetotal sub 10. Sovereigns came down a turn or so later with conscription on a cobra. Game 3 I laid down an early Thalia to block the initial waves of blue men with her first-strike...but it came back to haunt me as my life total dipped and i stalled at 4 mana with 2 worships in hand With some better planning/foresight I'm pretty sure that should have ended differently.
Some thoughts I guess - feel free to throw input in.
Goyf felt odd most of the day. Several opponents were running maindeck relic of progenitus which kept both him and knights small. The knights allow for some land shenanigans with cobra, some ramp, and utility fetching so I can forgive them - but goyf. Unlike when I'm playing BGx, this deck contributes next to nothing to the yard for goyf. I think the biggest one i had all day was a 2/3. Perhaps he doesn't fit that well without my own supply of instants, sorceries, and kill spells? Would something else better contribute to the end goal?
I barely saw the cliques at all however the time or two i did, i sorta held them without a good time to play them - and when i was finally looking at my hand for an out or an option - they weren't a good one. Perhaps I just didn't see them enough and didn't play matches where they shine yet though I personally feel they are sorta flex spots for me currently.
Some cards I've been considering:
Thassa, god of the sea
Courser of kruphix
Thassa, while never being active allows card selection before each of my draws...how i hate drawing conscription. and also allows geist and others to walk past a stalemate for cheap.
Courser also gives some card advantage in his own way. Helps keep draws live, can plan fetches around the top card a bit better, extra shot at lands for landfall off the top, and the incidental lifegain.
Beyond the decks listed above I spotted UWR, Grixis delver,infect, and affinity. Definitely open to suggestions on how to survive the meta, especially when it comes to sideboarding.
I am probably going to keep the worships in for now until people wise up and start hating it out hardcore but I'm very curious what i could do to not be so soft to all the aggression. I'm also planning on bringing some stony silences next time as well
Anyways, happy "Geist-ing" and thanks in advance for any suggestions!
4 Noble Hierarch
4 Wall of Omens
4 Tarmogoyf
4 Snapcaster Mage
2 Venser, Shaper Savant
2 Restoration Angel
Instants (20)
2 Mutagenic Growth
4 Path to Exile
2 Spell Snare
4 Spell Pierce
4 Vapor Snag
4 Remand
1 Forest
1 Plains
2 Island
1 Breeding Pool
1 Temple Garden
1 Hallowed Fountain
1 Celestial Colonade
2 Windswept Heath
4 Flooded Strand
4 Misty Rainforest
2 Tectonic Edge
If you are curious as to why I chose what I have chosen, here you go:
Wall of Omens: the stabilizer of choice for this deck. Turn two, it matches most tempos and stabilizes against early creatures. Where it really shines is when you have at least an additional mana source available to play the card you just drew.
Tarmogoyf: the ungodly beater that also happens to be an excellent stabilizer if needed. The cmc of two leaves magic up for other spells to be played, often to protect it.
Snapcaster Mage: so much value and a solid tempo swing. Replaying cards from the grave while also having a 2/1 body is an excellent tempo play, especially since none of the non-creature spells in the deck are more than cmc of 2. Tiago is essential to have at some point in the game.
Restoration Angel: a value bomb. She can act as an ETB trigger clone (very powerful with Venser around) or fizzle creature spot removal. Flying and 4 toughness is a nice touch.
Venser, Shaper Savant: aka, the tempo master. He is a surprise 2/2 body that can either bounce a key permanent 'counter' uncounterable things.
Spell Pierce: a key turn 1 spell that keeps tempo neutral against something like Thoughtseize / Faithless Looting / Serum Visions. It can also act in the late game against big spells, planeswalkers, and removal/counter spells.
Spell Snare: most effective for when you are on the draw to hit the turn two plays. Otherwise it still counters very relevant spells throughout the game.
Vapor Snag: if you are unsure what you are up against, one of these and a pierce in the opening hand is ideal. That way, all of their turn 1 plays are covered be it creature or not. This card is useful throughout the game as a cheap answer.
Path to Exile: not entirely tempo neutral as the opponent gets a land, but it does deny a lot of abilities and grave advantage. Clutch.
Mutagenic Growth: why this card.. because why pass up on combat tricks? It can be played for free when needed to pump an attacker/blocker. It saves the little guys from Pyroclasm or the bigger guys from a Lighting Bolt. It's especially fun to target Wall of Omens to kill attacking creatures. It 1-for-1s most of the time or simply pushes through the final points of damage.
Remand: this card is actually just a cantrip and not a counter spell at all really, though it has the text. It's absurdly good for the tempo gameplay both early and late game.
Breeding Pool/Temple Garden/Hallowed Fountain: we are not in the business of killing ourselves, 1 of each will do.
Misty Rainforest/Windswept Heath/Flooded Strand: since the deck is so aggressive, so is the mana base. Fetch basics as often as possible to preserve life totals.
Tectonic Edge: the deck runs well with little mana, this land is a nasty move and helps with a lot of matchups.
Celestial Colonnade: a dual land that is also a creature? Hell yes. Colonnade is especially good because of vigilance, allowing for combat shenanigans. The issue is that it puts us behind on mana that can potentially slow our tempo gain if drawn too early in the game.
Here is a look at my current sideboard.
3 Leyline of Sanctity
2 Ætherize
2 Qasali Pridemage
2 Hurkyl's Recall
2 Negate
2 Celestial Purge
2 Tormod's Crypt
Sideboard options vary between metas, but here are my reasons:
Negate: typically for the combo matchups where creatures aren't the issue. Hits literally everything except for creatures. Very versatile sideboard card.
Tormod's Crypt: dealing with the grave is important as most grave dependant decks gain their tempo through grave-card advantage. Shutting down their resource is key.
Qasali Pridemage: superb toolbox creature, curves nicely with the deck and makes a decent threat too.
Leyline of Sanctity: for the combo, burn, mill, and discard matchups. Important to note that it can stop Liliana of the Veil's minus 2, a problem for this deck, making it very effective against Junk.
Ætherize: kills attacking tokens and can send armies back to the hand (works very well against a living end swarm).
Hurkyl's Recall: the most absurd tempo swing possible against affinity. It even hits some of their lands and can be snapcastered back. Playing it at the end of their turn is most effective.
So there you have it, my deck that I've been brewing. This deck is far from being complete so any suggestions or discussion would be greatly appreciated. I'm constantly searching for and considering cards that can fit the tempo gameplan.
round 1: W 2-0, monoblack vampires.
His pet deck versus mine I suppose. Game 1 I stuck a knight, protected it from murderous cut by fetching a sejiri steppe at the appropriate time, suited her up with destiny and kept her buffed with elspeth. Game 2 I mulled to 5 and kept Cavern of souls, 2 thalia, a bird, and a path to exile. I got a lucky top deck noble hierarch which allowed me to name humans and play out most of my hand. I eventually drew into more lands and stabilized at 3 life with elspeth and thrun.
round 2: L 1-2, affinity.
Game 1 he unloaded on me and the race began. I was able to suit up a 4/4 knight with destiny, with a noble on the field, and then stick an eslpeth. He left 1 ornithopter behind to block my knight - which I path'd. I was about to attack for exactly lethal with my flying knight, but he was able to galvanic blast my noble before combat and without the exalted trigger I was 1 damage short. I lost on the backswing. Game 2 I surprised the hell out of him with sovereigns into conscription on geist and took the game. Game 3 I mulled once and found no pressure. I was able to set up a fragile worship with a noble on the field. He didn't have an answer for it which kept me alive for a bit - however his 3 inkmoth nexi were met with only 2 path to exile from my side and I eventually died to poison. all in all I actually enjoyed the match a lot. I wish my stony silences had shown up Better luck next time!
round 3: L 1-2 burn.
I stole game 1 with conscription on geist. I saw only worship from my sideboard games 2 and 3 ( spellskites, rhox war monks, etc all stayed hidden) and he was holding destructive revelry both games when i stuck worship. GG. I guess they are already prepared for leyline and I am playing right into their sideboard with worship. Might be better off just increasing the number of warmonks, firewalkers, auriok champions, or finks - than trying to hide behind worship anymore.
round 4: W 2-0 burn.
Game 1 he was sort of slow and I as able to beat him down with an angelic destiny-equipped bird of paradise while keeping the other guys back on defense alongside path. Game 2 I saw none of my sideboard. I found myself at 7 life with 4 creatures facing me but was able to sovereigns > conscription on geist to attack for above lethal with the angel token. He had to put his whole team on block duty to stay alive. with thalia on the field even with his draw he couldn't cast enough to finish me so geist got another swing.
All in all a fun day. Successfully avoided mana screw and the like and played a lot of "good" magic.
I feel like this, and Dromoka's Command are good enough to push Bant Aggro up to tier 2 if people want to play it.
Here's what I've been trying out:
4 Misty Rainforest
3 Windswept Heath
3 Flooded Strand
2 Breeding Pool
1 Temple Garden
1 Hallowed Fountain
2 Plains
2 Forest
2 Island
2 Gavony Township
22 Creatures
4 Noble Hierarch
2 Birds of Paradise
4 Tarmogoyf
2 Snapcaster mage
4 Loxodon Smiter
3 Geist of Saint Traft
3 Aven Mindcensor
4 Path to exile
3 Serum Visions
2 Spell Snare
3 Dromoka's Command
2 Remand
3 Collected Company
3 Spellskite
3 Medding mage
2 Negate
2 Display of Dominance
2 Celestial Purge
2 Ghost Quarter
1 Fracturing gust
KnightfallGWUR
Azorius Control UW
Burn RBG
2x Breeding Pool
2x Forest
2x Gavony Township
1x Ghost Quarter
2x Hallowed Fountain
1x Island
4x Misty Rainforest
2x Plains
1x Sejiri Steppe
2x Temple Garden
4x Windswept Heath
Enchantment (1)
1x Angelic Destiny
Planeswalker (2)
2x Elspeth, Knight-Errant
4x Birds of Paradise
4x Geist of Saint Traft
3x Knight of the Reliquary
4x Noble Hierarch
1x Sigarda, Host of Herons
2x Snapcaster Mage
4x Tarmogoyf
1x Voice of Resurgence
Instant (11)
1x Beast Within
1x Faith's Shield
4x Path to Exile
2x Remand
2x Simic Charm
1x Valorous Stance
2x Aven Mindcensor
4x Leyline of Sanctity
2x Obstinate Baloth
1x Qasali Pridemage
2x Spellskite
2x Stony Silence
1x Thrun, the Last Troll
1x Timely Reinforcements
RIP: GWU Midrange (2012-2013) | GWR Ally (2014-2016)
I built around trying to play a turn 2 3-drop then either playing a bit of a tempo game with removal/countermagic or dropping Elspeth/Sword and putting on the pressure with a fast clock.
My current considerations are cutting a voice for a third birds of paradise, to more consistently drop a turn 2 3-drop. As well I am still tinkering with the landbase to more consistently have G on turn 1 and all three colours on turn 2. The 9 fetches really help with this, but I am thinking that maybe I need to cut either the Moorland Haunt or the Township because they really suck to have in hand when I'm still looking for my colours.
2x Birds of Paradise
4x Geist of Saint Traft
2x Knight of the Reliquary
4x Loxodon Smiter
4x Noble Hierarch
2x Snapcaster Mage
3x Voice of Resurgence
Instant (12)
4x Path to Exile
3x Remand
3x Spell Pierce
2x Valorous Stance
Artifact (2)
1x Sword of Feast and Famine
1x Sword of Fire and Ice
Planeswalker (2)
2x Elspeth, Knight-Errant
2x Breeding Pool
1x Eiganjo Castle
4x Flooded Strand
1x Forest
1x Gavony Township
1x Hallowed Fountain
1x Hinterland Harbor
1x Island
1x Misty Rainforest
1x Moorland Haunt
2x Plains
1x Sunpetal Grove
2x Temple Garden
4x Windswept Heath
2x Celestial Purge
1x Engineered Explosives
2x Flashfreeze
3x Kor Firewalker
2x Qasali Pridemage
2x Stony Silence
1x Thrun, the Last Troll
2x Vendilion Clique
Modern : RGTitanshiftGR / UGWKnightfallWGU
1x Breeding Pool
2x Celestial Colonnade
4x Flooded Strand
2x Forest
2x Gavony Township
1x Ghost Quarter
1x Hallowed Fountain
1x Island
2x Plains
3x Temple Garden
4x Windswept Heath
Creature (22)
2x Birds of Paradise
4x Geist of Saint Traft
4x Kitchen Finks
4x Noble Hierarch
1x Qasali Pridemage
2x Restoration Angel
2x Snapcaster Mage
3x Voice of Resurgence
1x Batterskull
Planeswalker (2)
2x Elspeth, Knight-Errant
Instant (12)
2x Beast Within
3x Dromoka's Command
1x Faith's Shield
4x Path to Exile
2x Simic Charm
2x Celestial Purge
4x Leyline of Sanctity
3x Loxodon Smiter
1x Qasali Pridemage
2x Spellskite
2x Stony Silence
1x Thrun, the Last Troll
RIP: GWU Midrange (2012-2013) | GWR Ally (2014-2016)
http://www.mtgvault.com/supast4r7/decks/modern-bant/
Decks I'm playing in Modern right now:
URB Grixis Reveler (http://www.mtgvault.com/supast4r7/decks/modern-grixis-reveler/)
UB Faeries (http://www.mtgvault.com/supast4r7/decks/ub-fae-2/)
UW Azorious Control (http://www.mtgvault.com/supast4r7/decks/modern-ojutai-control-2/)
4 tectonic edge
4 ghost quarter
2 sea gate wreckage
2 horizon canopy
1 Gemstone Caverns
1 Eiganjo Castle
9 Plains
8 non creature spells
4 Aether Vial
4 Path to Exile
4 Leonin Arbiter
4 Thalia, Guardian of Thraben
3 Selfless Spirit
2 Spellskite
1 Phyrexian Revoker
3 blade splicer
3 Eldrazi Displacer
2 Fiend Hunter
4 Flickerwisp
3 Restoration Angel
2 Blessed Alliance
2 Rest in Peace
2 Stony Silence
2 Ghostly Prison
1 Worship
1 Gideon, Ally of Zendikar
2 Surgical Extraction
1 Sundering Growth
2 Plains
1 Forest
2 Razorverge Thicket
1 Temple Garden
2 Brushland
3 Horizon Canopy
4 Ghost Quarter
2 stirring wildwood
2 Gavony Township
1 tectonic edge
1 gemstone caverns
10 noncreature spells
4 Path to Exile
4 Aether Vial
2 Collected Company
28 creatures
4 Noble Hierarch
4 Leonin Arbiter
3 Thalia, Guardian of Thraben
2 Scavenging Ooze
2 Spellskite
1 Selfless Spirit
4 Flickerwisp
2 Thalia, Heretic Cathar
2 Courser of Kruphix
1 Eternal Witness
1 Eldrazi Displacer
2 Restoration Angel
2 Stony Silence
2 Rest in Peace
2 Surgical Extraction
2 Burrenton Forge-Tender
2 Blessed Alliance
2 Ghostly Prison
1 Worship
1 Gideon, Ally of Zendikar
4 Caves of Koilos
4 Concealed Courtyard
2 Godless Shrine
1 Shambling Vent
4 Ghost Quarter
4 Eldrazi Temple
1 Vault of the Archangel
2 Plains
1 Gemstone Caverns
8 Noncreature Spells
4 Aether Vial
4 Path to Exile
4 Tidehollow Sculler
4 Leonin Arbiter
3 Thalia, Guardian of Thraben
4 Flickerwisp
4 Eldrazi Displacer
2 Spellskite
2 Selfless Spirit
3 Wasteland Strangler
4 Thought-Knot Seer
2 Surgical Extraction
2 Rest in Peace
2 Gideon, Ally of Zendikar
2 Sin Collector
2 Orzhov Pontiff
2 Blessed Alliance
2 Burrenton Forge-Tender
1 Worship
3 Brushland
3 Eldrazi Temple
1 Forest
2 Gavony Township
1 Gemstone Caverns
4 Ghost Quarter
2 Plains
3 Razorverge Thicket
2 Stirring Wildwood
1 Temple Garden
10 noncreature spells
4 Aether Vial
2 Ancient Stirrings
4 Path to exile
4 Noble Hierarch
3 Thalia, Guardian of Thraben
3 Leonin Arbiter
1 Aven Mindcensor
1 Thalia, Heretic Cathar
1 Spellskite
1 Scavenging Ooze
3 Eldrazi Displacer
4 Flickerwisp
1 Eternal Witness
4 Thought-knot seer
2 Reality Smasher
1 Reclamation Sage
2 Stony Silence
2 Rest in Peace
2 Surgical Extraction
2 Burrenton Forge-Tender
2 Blessed Alliance
1 Worship
1 Spellskite
2 Gideon, Ally of Zendikar
4 Ghost Quarter
1 Hallowed Fountain
4 Seachrome Coast
1 Eiganjo Castle
2 Tectonic Edge
1 Moorland Haunt
2 Mutavault
1 Island
2 Plains
2 Horizon Canopy
1 adarkar wastes
1 flooded strand
9 noncreature spells
4 Aether Vial
4 Path to Exile
1 detention sphere
28 creatures
3 Spell Queller
3 Selfless Spirit
3 Thalia, Guardian of Thraben
3 eldrazi displacer
3 Reflector Mage
4 Flickerwisp
2 Phyrexian Revoker
3 leonin arbiter
2 Venser, Shaper Savant
2 spellskite
2 Rest in Peace
2 stony silence
1 Engineered Explosives
1 Gideon, Ally of Zendikar
2 ghostly prison
2 burrenton forge-tender
2 Surgical Extraction
1 kira, great glass-spinner
1 blessed alliance
As for Exhaustion, it depends on the build! However, it isn't much use to typical bant lists because it is usually just a waste of a turn to drag things into the late game. It puts you down a card just to get another turn without matching any of your opponent's spells but that is only if you somehow were able to ensure that all of their creatures and lands were tapped. It is just not consistent enough for bant and there are so many great 3-drop creatures that it is usually a better idea to simply play them instead or hold mana up for a counter. The only deck I know of that can use Exhaustion effectively is Time Walk. I like the card, but I can't see it being used anytime soon, so maybe try play testing to see how you feel about it.