hi everyone:) i looked around here and didn't see a Bant deck like the one i have in mind so i decided to show it to you all.
my mind started working when i first saw this card
"not bad" i thought it's like watchwolf but it's a sorcery! that means i can use it with snapcaster mage and that's why i decided to use a bant shell. looking throught the spoiler i also noticed two really good istants that looked even better whit the snapcaster's help
both the charms seems really good to me, the selesnya one helps you get rid of big bad creatures, give you a nice flashy token and tramply pump that can help you save a creature in fight or from a red sweeper, the azorius one can get you a card, putting an attaccking or blocking creature on top of the opponent,and can get you some life, and it's all doubled with our favourite blue flashy wizard:D. Then I started to think about what 3 drop overpowered creature the deck could have and the obvious answer came to my mind:D
who if not geist of saint traft? so i added him to the list, and i started searching again through the(amazing) RTR spoiler of the forum and i saw anothe gem:) an ivory one the baddest loxodon ever
a 4/4 for :1mana::symg::symw: that will hit the battlefield no matter what?
I want it. then i started looking at some other removal, because as our MaRo said "8 something is'nt enough"
so i decided to pick the "oblivion pulse" detention sphere
When Detention Sphere enters the battlefield, you may exile target nonland permanent not named Detention Sphere and all other permanents with the same name as that permanent.
When Detention Sphere leaves the battlefield, return the exiled cards to the battlefield under their owner's control.
this card is just amazing, having trouble get rid of the multiple geralf's messenger or the blood artistthat keeps lowering your life? fear not because now you can get rid of them whitout losing a single life points, some creatures aren't big enough to be exiled by selesnya charm and your opponent have no intention to attack or block whit them? detention sphere lock them away, all for :1mana::symw::symu: that's too good not to use it.so now we have
a pretty good shell i think:D but hey, it's a 3 color deck! we need some mana fix to make sure we don't get (mana) scre*ed! and since this is ravnica and obviosly we're going to use shocklands and m13 taplands we're almost ok, almost but not at all, what about abundant growth? it's a cantrip that also help you with mana problems,let's try it.
and if it i'snt enough let's put one or two farseek just in case:D
now the deck is almost done but there is still some place for something, we have the best 3 drops in bant, and bant have green, that means ramp! with a little of ramp we can play geist of saint traft or loxodon smiter on turn two, that's pretty scary!so let's add some arbor elf and avacyn's pilgrim to the boat. now the deck is almost done and the list is
now we have 37 cards and the deck doesn't nedd more than 21 lands, thath leaves 2 slots, and for these slots i found two good candidates, new prahv guildmage
:symw::symu:: Target creature gains flying until end of turn.
:3mana::symw::symu::Detain target nonland permanent an opponent controls. (Until your next turn, that permanent can't attack or block and its activated abilities can't be activated.)
this guildmage is good , he can help our creatures to fly untouched upon the hopeless army of our opponent or, if we have the mana, lock down the biggest threath of our opponent, wich is always good.
now the next candidate, she's the guildmage who loves nature the most,vitu-ghazi guildmage
:4mana::symg::symw:: Put a 3/3 green Centaur creature token onto the battlefield.
:2mana::symg::symw:: Populate. (Put a token onto the battlefield that's a copy of a creature token you control.)
ok i admit that her ability are costly, but paying four to copy the angel token that follows our ghoslty saint it's not a bad thing don't you think? she can also slowly build an army by herself if things are goind slowly.
and that's all, right now i can't decide which guildmage is better so i want to hear your thoughts on the deck:D. i know that as an explanation of a deck this is pretty darn long and if you red it all i thank you from the deep of my heart:pals:, now the final decklist(whit both guildmages)
I love the idea, and I've been thinking of a similar list, but I don't think the mana base exists for this deck. I would move more towards a green/white with splash blue for giest and snapcaster. I don't really think the azorius charm and the guildmage are worth screwing over your consistency for. Yes, detentioln sphere is freaking awesome, but oblivian ring is a card which will allow for more consistent draws.
I found Rancor to be a bit lacking when compared to Rancor. I also found Feeling of Dread (thanks to user Razorgore) to be AMAZING at slowing down opponents, and also as a way to pave the way for Geist. I haven't had much play time with Entreat the Angels yet, but I feel that they fit in quite nicely as a way to possibly repopulate the board after a board wipe if miracled, or hard casting it for an additional body or two.
I have difficulty against WU control, which have Tamiyo and Jace 4.0. Their continual board wipes, along with the heavy counters makes it difficult for anything to stick expect for the Loxodon Smiters.
Well, that's it for now. Let me know what you think!
In a Tempo deck, I feel that the use of the new detain creatures, combined with restoration angel will the best way to get ahead in a race.
You could detain there blocker, swing with geist or another large beast, next turn, blink the detain guy and repeat.
The problem with the detain creatures is the fact that they're a bit fragile. For example, Azorius Justiciar is 2/2. Yes, he could detain two creatures, but sometimes you have to block too. A 2/2 doesn't cut it unfortunately. Also, flashing a Resto Angel on their turn to detain two creatures will allow them to block the following turn due to the way detain is worded ("Until your next turn.."). That's why I chose Feeling of Dread
over the detain ability.
I have loved Bant since... well, since Bant! (War Monk, Hierarch, Mimic, Rafiq, etc....)
And I feel good about its return.
I am working extensively on a GW midrange, but I think that GWu has better potential IF the mana base allows that. Remember: without bird and hierarch it is not trivial at all, so I have some worries about it.
I like your analysis a lot.. I have started from the same page, that is Call of the Conclave. That card puts an enormous pressure that it is worth exploring.
Now... you need 1 important card at this point... with Call of the Conclave, Geist, and Selesny Charm, you really want to have at least 1 Tristany. His big body is a good asset, and its populate and lifegain might be very relevant with such so many token generator.
I would get completely rid of the the guildmages and increase the synergy of the deck by using the Restoration Angel + Thragtusk packace. Lifegain is going to be important, and look... another token generator for Tristany.
Also Sigarda is sick.
we want 25 lands, I believe. That leaves us with 6 cards.
One reason to go blue is also Cyclonic Rift. A two mana unsummon that can come as a 1 side evacuation.
also we want oblivion rings
and, as you notice, I did not consider mana dorks at the moment. The only mana guy I would play is the Piglrim. There is no much sense on running the Arbor Elf with few forests.
I would like 3 o'ring, 4 Piglrim, 2 Cyclonic Rift.
that makes 9 extra cards. so we need to cut something. Here is my list:
I've had a similar idea, though mine is a bit more about flickering creatures as well.
I love the Selesnya and Azorius charms and think they are probably among the most maindeckable of the cycle so far.
The bant shell seems to offer so much potential for card value and advantage. So many options!
I have been running Bant Hexproof for a while. I have a strong feeling this will be a real deck in the upcoming standard. I think you really need a full 2 playsets of the Hexproof bant creatures, ie. Geist of Saint Traft and Sigarda, Host of Herons. Here is my list, its been testing very well and has a good matchup against zombies.
Admittedly, I might need more land. I was thinking one more possibly because it sucks to get your mana dork tragic slipped. I just recently added the Mwonvuli Beast Trackers to add a little more consistency. With having done that, I might be able to cut one Sigarda.
P.s. Rogue's Passage is the Bees Knees in this deck!