Well, I was finding that Nexus was sometimes just gumming up my hand, and with Reclamation..its a question of if the Control aspects are simply good enough on their own.
I'm going to mess around with some slots, try out the new Dovin, Grand Arbiter and Deputy of Detention and just whatever, but its fun and Reclamation is just super powerful.
Sideboard is whatever, I dont know what Standard's meta is, outside of 'you may die to burn' and BG Value/Explore, UB/Esper Control, and Wr Aggro, and of course Arena with Best of One.
Angel would probably be decent, at least gives you an untap. Mystic has been good as well, I have it on MTGO in my sideboard, Dream Eater, another great option.
7-2 in my last constructed, losses to Esper Control (Mortify) and Burn 1 time on a mull to 4 on my part.
What do control decks want?
Card draw.
Life gain.
Mana sink.
Evasive creature. Hydroid Krasis answers all of these. And it has flash on top of that. Ridiculous.
Your'e in Bant. Should be an auto in.
It's amazing to me that no one seems to be putting together Dawn of Hope and Wilderness Reclamation. I threw together a Bant deck this afternoon and promptly gained two levels on Arena.
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Some people like to win MtG matches in the Red Zone. I prefer to win the way God intended: on the stack.
March of the Multitudes seems like a good finisher for this deck.
It will also work well with Dawn of Hope which I agree about slotting here as well.
Syncopate (good for all the Reclamation mana) would be my choice of a counter for this deck over Quench which is more of a tempo card rather than a control card.
I'd probably want to find room for more copies of March and Dawn, maybe over Blink/Opt.
I'd also want better targeted removal so maybe Seal Away can be added.
The Revitalize is there as 50% of your games online are going to be against Red, at least, and I didnt have the wildcards for Absorb. :]
Thats also why Quench is in the list, you often need to cut down the early turn plays, and sometimes Quench is enough. The 2 Gaea's Blessing simply ensure you never will deck out, you just always grab one and chain them over and over with enough cantrip and a flipped Azcanta...you will get what you want.
Yep. Not worth the slot IMHO. I don't just want my counterspells to stops early threats. I also need them to win counterwars and those are more likely to be really nasty in the late game. Quench gets crappier and crappier the later in the game you go.
More than that, I think Growth Spiral is overrated. If you have one on T2 and don't want to play Search for Azcanta or need to play Revitalize (ie: a RDW match-up, which is at least 50% of your games online) then Spiral is okay. Otherwise it's super lame.
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Some people like to win MtG matches in the Red Zone. I prefer to win the way God intended: on the stack.
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4 Breeding Pool
4 Hallowed Fountain
4 Temple Garden
2 Glacial Fortress
3 Hinterland Harbor
3 Sunpetal Grove
2 Island
1 Plains
1 Forest
//Draw
2 Opt
2 Blink of an Eye
4 Growth Spiral
2 Ritual of Rejuvenation
3 Chemister's Insight
1 The Mirari Conjecture
2 Search for Azcanta
4 Wilderness Reclamation
//Counter
2 Negate
3 Quench
3 Sinister Sabotage
//Removal
2 Settle the Wreckage
2 Cleansing Nova
//WinCon
1 Warrant // Warden
2 Teferi, Hero of Dominaria
1 Carnage Tyrant
3 Knight of Autumn
2 Syncopate
4 Essence Scatter
4 Frilled Mystic
2 Spell Pierce
Spirits
I'm going to mess around with some slots, try out the new Dovin, Grand Arbiter and Deputy of Detention and just whatever, but its fun and Reclamation is just super powerful.
Sideboard is whatever, I dont know what Standard's meta is, outside of 'you may die to burn' and BG Value/Explore, UB/Esper Control, and Wr Aggro, and of course Arena with Best of One.
Spirits
1 Breeding Pool
3 Temple Garden
1 Sunpetal Grove
3 Hallowed Fountain
3 Glacial Fortress
6 Island
3 Forest
3 Plains
2 Search for Azcanta
3 Wilderness Reclamation
//Draw
2 Opt
4 Growth Spiral
4 Revitalize
2 Gaea's Blessing
2 Chemister's Insight
//Sweeper
2 Cleansing Nova
2 Settle the Wreckage
2 Blink of an Eye
3 Teferi, Hero of Dominaria
//Counter
2 Negate
2 Quench
2 Sinister Sabotage
//Win
2 Warrant // Warden
1 Carnage Tyrant
Spirits
Also Frilled mystic and Angel of Grace are a must plus maybe Dream Eater.
All having flash lets u play eberything in your opponents turn and they cant read counters or settle as well
7-2 in my last constructed, losses to Esper Control (Mortify) and Burn 1 time on a mull to 4 on my part.
Spirits
Card draw.
Life gain.
Mana sink.
Evasive creature.
Hydroid Krasis answers all of these. And it has flash on top of that. Ridiculous.
Your'e in Bant. Should be an auto in.
C Long Live Eldrazi C
Spirits
C Long Live Eldrazi C
Spirits
It will also work well with Dawn of Hope which I agree about slotting here as well.
Syncopate (good for all the Reclamation mana) would be my choice of a counter for this deck over Quench which is more of a tempo card rather than a control card.
Revitalize and Gaea's Blessing seem underwhelming to me, I'd rather play Anticipate and more Opt instead (and also raise Chemister's Insight to a 4x-of).
If you want the lifegain I'd go with Absorb over Sinister Sabotage.
Something like this:
1 Breeding Pool
3 Temple Garden
1 Sunpetal Grove
3 Hallowed Fountain
3 Glacial Fortress
6 Island
3 Forest
3 Plains
1 Dawn of Hope
2 Search for Azcanta
2 Wilderness Reclamation
//Draw
2 Opt
4 Growth Spiral
4 Anticipate
4 Chemister's Insight
2 Cleansing Nova
2 Settle the Wreckage
2 Blink of an Eye
//Walker
3 Teferi, Hero of Dominaria
//Counter
4 Syncopate
2 Absorb
//Win
2 Warrant // Warden
1 March of the Multitudes
I'd probably want to find room for more copies of March and Dawn, maybe over Blink/Opt.
I'd also want better targeted removal so maybe Seal Away can be added.
Thats also why Quench is in the list, you often need to cut down the early turn plays, and sometimes Quench is enough. The 2 Gaea's Blessing simply ensure you never will deck out, you just always grab one and chain them over and over with enough cantrip and a flipped Azcanta...you will get what you want.
I may try Dawn of Hope.
Spirits
C Long Live Eldrazi C
Yep. Not worth the slot IMHO. I don't just want my counterspells to stops early threats. I also need them to win counterwars and those are more likely to be really nasty in the late game. Quench gets crappier and crappier the later in the game you go.
More than that, I think Growth Spiral is overrated. If you have one on T2 and don't want to play Search for Azcanta or need to play Revitalize (ie: a RDW match-up, which is at least 50% of your games online) then Spiral is okay. Otherwise it's super lame.