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Filling out the Gauntlet: Aggro-Control and Midrange
Feature Article from Josh Silvestri
Josh Silvestri
11/3/2009

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Bant

For aggro-control you can look up to, you need not go further than the Bant deck. I'm not talking about the traditional Exalted creature base deck though. No, the new breeds of Bant need to be midrange-based and have many more self-contained threats to help offset the power of Jund's removal suite. Of course half the fun is debating about what creature suite you want to run for these types of decks. There are a couple of valid options depending on what creatures you prefer and how many you want to actually run.

There are two main approaches as I see it.

1: Large creatures backed by life-gain and counters

Creatures like Sphinx of Jwar Isle and Baneslayer Angel would be the most common creatures to fit into this category. You look to drag the game into the same midgame Jund usually enjoys, but beat them anyway because your creature are so much better. They literally can't touch Sphinx of Jwar Isle and if Jund doesn't have the Terminate or Maelstrom Pulse when Baneslayer hits, it'll be a short game. In addition, since this version is typically more defensive, it has a reasonable chance of going to seven mana and backing Baneslayer up with Negate or Hindering Light.

The most common early game creatures are still going to be Noble Hierarch and Rhox War Monk, as they present the best use to cost ratio at their respective mana slots. Sure, War Monk ‘dies to everything', but it beats the crud out of Red decks and if Jund doesn't kill it immediately it can become a major impediment. Noble Hierarch is miles better than Lotus Cobra since you can actually miss a land drop and not be mana screwed out of the game. Plus more often than not, you'll get the same value out of Hierarch that you would with Cobra. Any attacking you happen to do that gets buffed by Exalted is just gravy.

After those picks, you want to look at the remaining creatures that don't easily die and can really deal damage to the opponent. Knight of the Reliquary is a bit of a no-brainer for self contained threat, but just like Baneslayer, it dies to a ton of the common removal in the format. Accepting this and running it anyway is what you have to do or you end up with decks filled with protection bears and Wall of Denial. Besides, Knight becomes absurd with Behemoth Sledge and against non-Jund that combination is pretty much always game. Of course Great Sable Stag is the one protection guy big enough to actually fight with other people in combat and present a decent clock. Sure three power may not look like much, but combined with Sledge or Elspeth, Knight Errant, it can become a clock your opponent needs to deal with ASAP.

Valeron and Vedalken Outlander are also worth consideration due to the difficult Jund and Red have killing them. Sure they might not do much outside of playing some early defense and they can still die to the right removal spell, but they sit on a good spot in the curve and are Behemoth Sledge equip-able. This allows for a lot more offense to occur than you'd get out of a creature like Deft Duelist, but the Duelist also has some cool qualities. Duelist can take down Ball Lightning and Elite Vanguard for free while not being blown to tiny bits. I like the Duelist as a sideboard option against Soldiers and Red decks, but it just never did enough in the maindeck for my taste.

There are a couple of other possibilities like Jenara, Asura of War or Rafiq of the Many, but they tend to Falter in the face of simple things like Lightning Bolt or being horrific on defense. I actually don't mind Jenara for other green decks or against control, but against Red and Jund (Which seems to be the bulk of the metagame) she dies very quicky and requires too much investment to be maindeck playable. This leads me to the second approach that could be taken for a Bant creature base.

2: Making use of Ranger of Eos

Now you don't want to go and cut all the big creatures like Sphinx and Baneslayer just yet, but if you want a valid option for late-game card advantage and big guys, look no further. Think of it like this, you only need to spend 3W and you get two Scute Mob which are creatures Jund and control decks absolutely hate to see. Now throw in the fact that you have a deck packing Elspeth, Behemoth Sledge and at least Negate or Hindering Light along with Bant Charm. That seems strong right?

I don't particularly like Scute Mob in most decks and I'd still not recommend running more than two of the buggers, but in this deck they can serve as an important late-game option. After you hit that fifth land drop, the game risks getting out of hand in a hurry against non-Red decks, Jund has to use up a huge chunk of its colored mana every turn to play removal which may not even resolve. Once Mob jumps up a notch and becomes a 5/5, suddenly it outclasses everything in Jund that isn't Broodmate Dragon plus its brother. After it hits a 9/9, the Jund player better have a very good plan or they'll be dead in a turn or two.

Of course Ranger of Eos only fetching Scute Mob and Noble Hierarch is a little limited in use, so what if we take it a step further and add Wild Nacatl to the mix? Fetching a Mountain isn't difficult with access to on-color fetches like Arid Mesa and Scalding Tarn, many of which you'd run anyway to help pump Knight of the Reliquary and accelerate with Cobra (if you ran it).

The biggest drawback of this type of package though is the amount of space it takes up. If you're willing to make the Leap, you have to dedicate at least ten one-drop slots and three Ranger of Eos in the Bant deck. That only leaves room for Rhox War Monk, Knight or the Reliquary or Baneslayer Angel; unless you want to start cutting into the number of spells and non-creature permanents you run. At that point, it might be better just to stick with a Naya deck for this type of abuse.

Here are two lists illustrating potential versions of each deck.

    Bant Josh Silvestri    
  Format: Type II - ZEN    
Legal when ZEN is current set    
Main Deck
Sideboard
4 Baneslayer Angel
2 Elspeth, Knight-Errant
4 Knight of the Reliquary
4 Noble Hierarch
4 Rhox War Monk
3 Sphinx of Jwar Isle

4 Bant Charm
2 Mind Spring
4 Negate
4 Path to Exile

4 Forest
3 Glacial Fortress
3 Island
4 Misty Rainforest
4 Plains
4 Seaside Citadel
3 Sunpetal Grove
2 Behemoth Sledge
3 Celestial Purge
4 Deft Duelist
4 Great Sable Stag
2 Hindering Light
 

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    Ranger Bant Josh Silvestri    
  Format: Type II - ZEN    
Legal when ZEN is current set    
Main Deck
Sideboard
4 Baneslayer Angel
2 Garruk Wildspeaker
4 Knight of the Reliquary
3 Ranger of Eos
4 Rhox War Monk
2 Scute Mob
4 Wild Nacatl

4 Bant Charm
2 Behemoth Sledge
3 Negate
4 Path to Exile

4 Arid Mesa
4 Forest
3 Island
4 Misty Rainforest
1 Mountain
3 Plains
1 Scalding Tarn
4 Seaside Citadel
1 Behemoth Sledge
3 Celestial Purge
4 Hindering Light
4 Luminarch Ascension
3 Uril, the Miststalker
 

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The first list here has definitely seen more testing than the Ranger of Eos version of the Bant deck. I even play Bant off and on MODO, albeit minus the Baneslayer Angel's due to the ridiculous cost. Right now the deck has been performing admirably against Jund, but sadly can't seem to break a 60ish% win-rate for full matches. Unfortunately for Bant, there's still no good answer to the Cascade lottery the Jund deck can present. If Jund is firing all cylinders and you don't have a very strong start or Sphinx facing them down at a low life total, you'll still just get run over.

There have been other Bant lists floating around, but rather than just have 700 lists in the article, I'll just point out that the traditional way to build Bant is dead and it needs to be more controlling to survive. Midrange Bant can battle decks like Jund and Red at every stage of the game without over-commitment to the board. Against control decks, you still have a variety of counters and must-deal with threats to beat opponents down with. Post-board you can also pack a variety of Planeswalkers (Combination of Garruk Wildspeaker and Elspeth) along with Luminarch Ascension if control gets their act together.

4c Midrange / Cascade Control
Speaking of having a more controlling deck, there's a new ‘bigger' Jund deck that feels a lot like Jund with even more control cards stuffed in there. The addition of White gives the deck a new beast to dominate the board with and another obnoxious Planeswalker in Ajani Vengeant. If you want, you can also replace Broodmate Dragon with Enlisted Wurm and likely get more value out of the switch.

    Uril Jund Josh Silvestri    
  Format: Type II - ZEN    
Legal when ZEN is current set    
Main Deck
Sideboard
3 Ajani Vengeant
4 Bloodbraid Elf
3 Enlisted Wurm
3 Garruk Wildspeaker
4 Sprouting Thrinax
3 Uril, the Miststalker

3 Bituminous Blast
4 Blightning
4 Lightning Bolt
3 Maelstrom Pulse

3 Arid Mesa
1 Dragonskull Summit
1 Exotic Orchard
3 Forest
4 Jungle Shrine
1 Mountain
1 Plains
2 Rupture Spire
4 Savage Lands
3 Swamp
3 Verdant Catacombs
4 Acidic Slime
4 Goblin Ruinblaster
3 Jund Charm
1 Maelstrom Pulse
3 Malakir Bloodwitch
 

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Look at the weapons this midrange deck brings against Jund, which has a similar plan. It has all of the cards good in the Jund mirror along with Uril, the Miststalker and Ajani Vengeant for added support. Post-board you even have a superior plan to most Jund decks by taking the LD plan a step further with Acidic Slime to help Ruinblaster out. Meanwhile against quick attack Red or Boros decks, you have Jund Charm's against swarm attacks and Malakir Bloodwitch can trump any White deck in a long game.

Of course this isn't the only way to build this type of Naya Jund hybrid. You could choose to go for a stronger Cascade element like I talked about in my last article and trim down your three-drop choices. Or you can go the whole hog and go the Cascade Control route which Mike Flores has.

    Black Baneslayer Mike Flores    
  Format: Type II - ZEN    
Legal when ZEN is current set    
Main Deck
Sideboard
4 Baneslayer Angel
4 Bloodbraid Elf
4 Enlisted Wurm

4 Bituminous Blast
4 Blightning
4 Captured Sunlight
4 Deny Reality
4 Esper Charm

2 Arcane Sanctum
1 Arid Mesa
4 Crumbling Necropolis
4 Exotic Orchard
1 Forest
1 Island
1 Jungle Shrine
1 Mountain
2 Plains
4 Rupture Spire
4 Savage Lands
2 Seaside Citadel
1 Swamp
3 Ajani Vengeant
4 Lightning Bolt
4 Maelstrom Pulse
4 Rhox War Monk
 

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As you can see post-board, the deck can take a much more aggressive stance than my build and chooses a heavy discard element over the land destruction avenue I chose. This is made easier because he runs the blue for Esper Charm, which can also refill his hand in a pinch. Point is though; in many matches these decks are playing the role of bigger Jund that have a better chance of winning the Cascade lottery. Sure they'll be more awkward against the fastest of aggro decks, but those are also the easiest decks to beat with a sideboard. Take note of these types of decks as they may become the next evolution of control instead of the more passive 5cc decks of Lorwyn Standard.

Finally I just want to point out the BGW Midrange list that came in 2nd at the Last Chance Qualifier at Pro Tour: Austin. I'll be honest, I have no idea how the deck does against the field since I've only played a dozen or so matches with it. What I can tell you is that the deck has some incredibly strong cards and a very potent game plan. Practically all of the creature it plays will require more of a response than a simple Lightning Bolt. The use of Behemoth Sledge and two different Planeswalkers also increases the variety of threats the deck has access too against Cascade based decks and control in general. I'm not sold on Thornling, but the rest of the deck played at a respectable level.

    Rock Jose Pineda    
  Format: Type II - ZEN    
Legal when ZEN is current set    
Main Deck
Sideboard
4 Baneslayer Angel
2 Elspeth, Knight-Errant
2 Garruk Wildspeaker
4 Knight of the Reliquary
4 Lotus Cobra
4 Noble Hierarch
4 Putrid Leech
3 Thornling

3 Behemoth Sledge
4 Maelstrom Pulse
3 Path to Exile

5 Forest
4 Marsh Flats
3 Plains
1 Sunpetal Grove
2 Swamp
4 Terramorphic Expanse
4 Verdant Catacombs
2 Celestial Purge
3 Duress
3 Great Sable Stag
1 Path to Exile
3 Qasali Pridemage
3 Zealous Persecution
 

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That's all for this week, in the future, I hope to have something a bit more original than the usual X-color control, Jund and Red decks to show off. With any luck the quickly advancing metagame on Magic Online will help point the way of where decks will be headed in the future. Since there are no major Standard events for pro-level players, this means it falls to the ambitious amateurs to find an edge and run away with a 5k.

Josh Silvestri


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 Marke
Card Flipper
     ( 43 Posts)     11/3/2009 11:34:44 AM 
bant just stinks, its so much inferior to naya or jund. You dont have access to bloodbraid elf and bolt two of the best cards in the format. The only blue card thats really worth playing is rhox war monk which is not even better then thrinax most of the times. Bant charm and negate are not worth going blue for when you consider the strictly better options red and black give you.
THe 4c and 5c cascade options can be ok, they are one of the few if not the only decks that have a good matchup with jund, basically doing the jund thing much slower but stronger.
The rock list is another deck that is just strictly inferior to jund, I just cant imagine anyone ever taking one of these lists to a serious event if they ever heard of jund. People that are gunning for jund will at the same time be gunning for these lists as well, except these lists are just much weaker.

 
 blaine1johnson
Top-Decker
     ( 184 Posts)     11/3/2009 12:50:56 PM 
I know this isnt a constructive comment but these deck lists are absolutely terrible. Except for the Ranger Bant.

 
 paulallan
Card Flipper
     ( 92 Posts)     11/3/2009 2:11:17 PM 
AND WHATS WRONG WITH WALL OF DENIAL ?
if were on about beating jund then this list has served me really well.

4 kraken hatchling
3 merfolk looter
4 wall of denial
2 wall of frost
3 sphinx of jwar isle

4 path to exile
4 ponder
4 journey to nowhere
4 spreading seas
4 mind control

4 jace beleren

4 gargoyle castle
4 glacial fortress
6 island
2 plains
4 sejiri refuge

but this standard format is about pace and the rdw has the edge over everything i play,

4 goblin bushwhacker
4 goblin guide
4 jackal familiar
4 hellspark elemental
4 ball lightning
4 hells thunder

4 burst lightning
4 lightning bolt
4 magma rift
1 elemental appeal

3 teetering peeks
2o mountains

this deck beat everything it will always win a first to 6 game battle never gets mana screw and just when the opponant thinks the got the edge a you unearth the badness, even if they pull a wall of denial you can just go round it.

 ___ Baneslayer ___
 JPL - [Guest]
11/3/2009 2:20:48 PM 
Seing baneslayer in almost all your lists makes me pretty sad since they are expensive both in modo and paper, and I happened to refuse to buy them when they were 20 dollars each. Baneslayer is the new Tarmogoyf in the sense that no one wants to trade it away for a fair amount, they are sparsely distributed and people are splashing white just to play it.

 why do I bother
 Josh S.
New Member
     ( 13 Posts)     11/3/2009 3:27:47 PM 
marke: whatever man, just play Jund then. GL getting an edge in a mirror where Cascade is involved. This is why playing Jund online isnt really +EV, you get the mirror so often its difficult to 4-0. Jund 4-0s a lot of the daily events, but theres no player consistently doing it.

Blane: Yes, because it isnt like anyone bothered trying them. Obviously not. Why would anyone use Magic Online for anything other than drafting, especially when theres a billion Jund decks on there? Which makes it more realistic than random local metas to begin with.

Midrange Bant and Cascade Control both are advantaged against Jund. It isnt more than a 60 40 match, but you clearly have an edge. Instead of randomly saying these decks are terrible, you might want to actually play against Jund a bit with them. You know, since they actually beat Jund, unlike 90% of other peoples crap claiming to do so.

Unless everyone on MODO is just the worst ever, hur hur. :

 
 oliver
Power Player
     ( 1228 Posts)     11/3/2009 4:08:04 PM 
I dont know, bant and naya dont seem to have a chance against jund and they havent been doing to well either

 baneslayer
 jason - [Guest]
11/3/2009 6:15:54 PM 
So why does every so called competitive deck contain baneslayer. So your telling me u can throw 56 random cards and 4 baneslayers and you have a competitive deck. I have refused to use the godly angel instead ill replace her with a dollar sphinx that has shroud as I did this weekend when I went 5_0 with a u w control deck with tons of removal. The shock on there face as there 50 dollar angel gets removed by a nickel common (journey to knowhere) wa ha ha and the disbelief as there paths are rendered useless to my shrouded sphinx. Sorry for the rant I just have always been a build on a budget player even though I Can afford to buy them. I find it more of a challenge then just purchasing the most expensive cards and throwing them together and calling it a deck

 
 plarp1
New Member
     ( 2 Posts)     11/3/2009 6:28:44 PM 
Hey Josh, Dont let the haters get you down. This was a good article.

 
 Marke
Card Flipper
     ( 43 Posts)     11/3/2009 7:12:31 PM 
all playing jund sucks and there is almost no way to gain an edge in the mirror. Bant doesnt have 60-40 vs jund though... Even though bant has some threats that are nuts when not killed like baneslayer, jund just has so much more card advantage. Jund is definately not unfavored vs bant. The 60% win rate is probably a result of you being a better player the average guy that mindlessly plays jund. The bant list just doesnt make sense to play at all, its a slow creature deck something that naya or jund do strictly better... Im not saying jund is automatically the best choice for this format but playing a deck that kind of fits the same archetype as jund just doesnt make sense...
The format just sucks, its all midrange basically. The aggro and control decks lack the tools to really compete. Lack of a proper counter makes a format really dull

 Why dont any of these lists have..
 SirCorn - [Guest]
11/3/2009 8:24:48 PM 
.. Mindbreak Trap?
Thats the best answer against jund... 4 mana to get rid of bloodbraid and its buddy blightning pulse bolt leech thrinax stag etc...

 
 KaGGo
Card Flipper
     ( 88 Posts)     11/4/2009 2:54:08 AM 
Every deck list and article I read (Great article btw josh) just makes me want to build turbo fog more and more... I dont knwo what force is pulling me and why but I just keep smelling Turbo Fog...

Fog
Angelsong
Safe Passage
Tanglesnap
Sleep
Wall of Denail
Jace
Archive
Howlign mine
Font
twincast
negate
path
time warp
lavaball

So much crap to choose form..

I dont knwo if i want to tak the time quite yet, though...

But ty for the article, the lists are definitely different things to think about. You cant change standard by doing nothing and just sitting on a high horse tellign people their ideas are bad.

 Bant sideboarding
 John - [Guest]
11/4/2009 2:04:55 PM 
Hi Josh, can you please share some tips on sideboarding with the (rangerless) bant deck? For example what gets benched when you bring in great sable stag?

 Nice Article!
 D69 - [Guest]
11/4/2009 11:07:26 PM 
nice article, i tot Bant was dead. I tried this during zend games day, did not meet many jund, i only beat a mono red, jund, vamp, RWU PW control and drew w a mono white soldier deck to reach top 8 only to be beat by a Naya Aggro which is also a cousin of Jund:

_23 Creatures_
4 White Knight
4 Rhox War Monk
2 Baneslayer Angel
1 Jenara
3 Rafiq the Many
4 Noble Hierarch
2 Bird of Paradise
2 Qasali Pridemage
1 Elspeth

_14 Removals COunters_
4 Path to Exile
2 Hindering Light
2 Spell Pierce
4 Vines of Vastwood
2 Finest Hour

_23 Lands_
4 Sunpetal Grove
4 Glacial Fortress
4 Misty Rainforest
2 Seaside Citadel
3 Forest
3 Plains
3 Island

SB:

3 Celestial Purges
2 DoJ
3 Negate
2 Dauntless Escort
2 Luminarch Acsenion
3 Harms Way

I have changed my deck by putting in 4 pridemages, changing my hindering lights to negate and 1 behemoth sledge.

I removed Jenara and Elspeth to reduce the no of one ofs and yes i agree Jenara is pretty much easily killable.

I removed elspeth because i wanted to put in one more pridemage and free up my 4 mana slot for rafiq or to cast 2 or 3 mana creatures like monks with enuff mana to protect w vines and negate

so far it is quite good but i do notice consistency wise still loses to naya jund where they are more consistent

 Play this for control
 Cool Control - [Guest]
11/7/2009 4:29:39 AM 
This is my list Ive been playing for the last 4 weeks and it has been doing amazing things for me.

MAIN DECK:

4 Baneslayer Angel
2 Deft Duelist
2 Vedalken Outlander
1 Sphinx of the Steel Wind
1 Ethersworn Adjudictator

4 Path to exile
4 Esper Charm
3 Day of Judgement
3 Identity Crisis
3 Punish Ignorance
1 Hindering Light
2 Jace Beleren
1 Sign in Blood
1 Doom Blade
1 Essence Scatter
1 Slave of Bolas

3 Fieldmist Borderpost
1 Mistvein Borderpost

4 Island
3 Plains
2 Swamp
4 Arcane Sanctum
4 Sejiri Refuge
2 Drowned Catacombs
2 Marsh Flats
1 Gargoyle Castle

SIDEBOARD:

4 Flashfreeze
3 Celestial Purge
3 Devout Lightcaster
3 Negate
2 Mindbreak Trap

Now for sum explanations:
I havent been having any trouble beating the crap out of the apparently dreaded jund decks that have been said to be the best deck in the format right now. The only tough play i come across against jund is when turn 4 elf goes into blightning (in game 1 of course.) After sideboard this is much less of an issue. I also havent ever lost to a vampire deck yet either. Probably the biggest point to make for this deck is that it runs 3 Identity Crisis. It basically does for this deck what cruel ultimatum did for 5cc. After you cast it, it pretty much forces your opponent into top deck mode for the rest of the game. Wipes away any threats they may have been holding onto for the mid range game and should allow you to get a solid lock on the control of the game from that point on. The side board is pretty much set up to murder jund. You shouldnt have any problems winning games after SB. Especialy agaianst jund decks, vampires, rdw, naya decks. In my opinion punish ignorance is underplayed for esper decks. I dont ever see it in any lists. The card is amazing, I mean hell it offers countering a spell and a 6 point life swing. Ive even actually won games because of it. Seems sometimes people just arent thinking about taking some life lose against an esper control deck so when their life gets down to 3 or less they just keep on casting stuff to try and win and end up dying to their own spell getting countered. Its hilarious when that happens. Against some players Ive even had them hold back playing cards for not wanting to take the risk of losing to a punish ignorance. Anyhow, Ive had great sucsess with the deck. Maybe somebody else will too. Im sure people will pick and poke at some of the choices i play main deck and sideboard, but hey, THERE IS NO PERFECT MAGIC DECK THAT WINS EVERY GAME. You always end up losing to something one way or another. Good Luck People.







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