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The Forgotten Shard
Feature Article from Greg McCleery
Greg McCleery
11/16/2009 10:30:00 AM

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When Zendikar first broke, I had an inkling to watch both Jund and Bant as possibilities for the new metagame. While Jund's cascade potential and the crippling loss of Gaddock Teeg put a serious damper on the Bant option, there was still a considerable amount of infrastructure underlying the possible archetype. The land-base was there, Rhox War Monk and Bant Charm, Baneslayer Angel, and Zendikar appeared to put a few new options into the realm of possibility as well.

There were just a couple of problems. While my aggro version could use evasion, Lifelink, spot removal, resilient regenerating dorks, and superior creature quality to batter aggro, midrange, and Jund into submission, it was completely hopeless against control.

And as for a control version, blue's countermagic is in the worst shape of any Type 2 format I can recall since 1995.

Nevertheless, as a parallel to my efforts to find mirror-beating Jund builds, and later to find Eldrazi-beating Jund builds, I was on a Crusade find a superior alternative to playing Jund altogether.

After playing on the Jund side of the board and rinsing the taste of vomit from my mouth a few hundred times, I came to a few conclusions about the deck's MO. Against most decks, its primary path to victory is or ought to be burning its opponents out. When it opts for a slower build with less burn-out potential and fewer Nighthawks it becomes much less of a threat.

The other conclusion I came to was that as a control medium, Jund suffers greatly from a lack of card draw. It was forced to run a 25-26 land manabase, but without card draw or mana fixing it had to contend with both Droughts of land in the early game and gluts of land in the late-game. I decided to aim for a deck that could exploit each of those characteristics while retaining an arsenal that could wipe Eldrazi Elves off the face of the earth.

I took a few object lessons from my previous attempt to build Bant control, and cut every last miserable excuse for a Counterspell from the main deck. While it leaves the deck naked in the wind against Cruel Ultimatum and Mind Sludge first game, neither of those cards is in the arsenal of the tier one, and none of the countermeasures that exist in the current format are worth putting in the main.

Instead, the blue splash served primarily to keep the deck churning through its library to draw cards and remain fueled up. I included a healthy supply of white removal, and quickly learned to ratchet up the number of slots that could be turned against enemy planeswalkers, artifacts, and enchantments. Finally, to counter Boros, Jund, and mono-red, I included Captured Sunlight in addition to the deck's Rhox War Monks and Baneslayer Angels.

    Bant Control Greg McCleery    
  Format: Type II - ZEN    
Legal when ZEN is current set    
Main Deck
Sideboard
4 Baneslayer Angel
3 Jace Beleren
4 Rhox War Monk
2 Sphinx of Jwar Isle
4 Sphinx of Lost Truths

3 Bant Charm
3 Captured Sunlight
2 Celestial Purge
4 Day of Judgment
3 Journey to Nowhere
3 Oblivion Ring

2 Forest
4 Glacial Fortress
3 Island
4 Misty Rainforest
2 Plains
3 Seaside Citadel
4 Sunpetal Grove
3 Terramorphic Expanse
1 Captured Sunlight
2 Celestial Purge
4 Hindering Light
4 Luminarch Ascension
4 Pithing Needle
 

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While the list isn't flashy or eyecatching, it's the first control offering in my testing that can consistently dispatch the format's triumvirate of aggressive menaces, while retaining enough versatile answers and brute-force card draw to consistently dispatch other aggro-focused control decks.

Against Jund, the deck has enough draw to Recover from Blightning, removal options that nullify their creature base's natural advantages, and sufficient lifegain recovery to keep itself well out of burn range.

Against Eldrazi, you have a wide selection of answers against their planeswalkers and monument. Oblivion Ring, Bant Charm, 4 Pithing Needle (yes, 4), cascading into any of those options, and the ability to plunk down evasion to Assassinate the ‘walkers from above keeps their resiliency from removal under control, and Day of Judgment is a death-blow. Although Acidic Slime can sometimes knock out your Pithing Needles and Oblivion Rings once they climb to 5 mana, your answers still outnumber their Slimes considerably, and Slime is often too slow to make much of a contribution if you nail Elvish Archdruid with a vengeance as soon as it appears.

One valid criticism of the deck is that it has its work cut out for it against 5 color cascade, and its first game against decks packing Cruel Control isn't enviable either. On the other hand, Cascade still has to figure out how to survive against Boros and Eldrazi without any main deck wrath effects and without affecting the board until turn three at the soonest. Cruel Control will having increasing problems in that department as well, and its chances of resolving its signature spell on you post-board drop precipitously. With neither deck putting up much substantial numbers of players, or substantial success against the top aggressive decks, it's a good time to be the control deck that concentrates on ruthlessly destroying aggro all day, but can still deal with other players who have the same idea.

As an added bonus, the following is the latest build of my aggressive version of Bant.

    Bant Aggro Greg McCleery    
  Format: Type II - ZEN    
Legal when ZEN is current set    
Main Deck
Sideboard
4 Baneslayer Angel
3 Birds of Paradise
4 Jenara, Asura of War
4 Noble Hierarch
4 Rafiq of the Many
4 Rhox War Monk
4 River Boa

2 Finest Hour
4 Journey to Nowhere
3 Pacifism

7 Forest
3 Glacial Fortress
2 Island
4 Misty Rainforest
4 Plains
4 Sunpetal Grove
2 Celestial Purge
3 Luminarch Ascension
4 Negate
3 Pithing Needle
3 Qasali Pridemage
 

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If slaying aggro is the objective, then this version of Bant also delivers in that department. The deck is deceptively fast, and passes the “turn four or five goldfish” test without much difficulty. With a 2nd turn Jenara into a third turn Rafiq or fifth turn Finest Hour, even Eldrazi Elves will be going cross-eyed before it has a chance to react.

But beyond its ability to step a turn ahead of most of the format's aggro decks with acceleration, the deck has an exceptional ability to control the combat step. With exalted pumps stacking onto already efficient threats, and Pacifism and Journey to Nowhere knocking out early blockers such as Putrid Leech and Sprouting Thrinax, the deck tends to attack with impunity, and leave opponents playing catch-up with their removal spells and chump-blocking by necessity with their surviving creatures.

In particular, River Boa has been a surprise powerhouse within the deck. Powered up by exalted, the lowly snake frequently becomes a relentless attacker against a format that slants heavily towards red-based removal, and can virtually lock down Jund's attacks on the ground.

The must-kill nature of most of the deck's plays also strains many aggressive player's removal bases to the Breaking Point. Jund players who direct Lightning Bolts at vulnerable Jenaras find Rafiq sending an attacker into the red zone for 8 a turn or two later, and a Maelstrom Pulse to put an end to Rhox War Monk's lifegain can result in a Baneslayer Angel or Finest Hour coming down unopposed.

The main difficulties with the deck are that it folds game one to Day of Judgment, and against Eldrazi, it needs to find a flyer before the mid-game rolls around, or it will eventually be overwhelmed. Against 5 color cascade, it can practically kill them before they can play anything, but most other forms of control will dismantle it in short order if they can use instant speed removal to stop Rafiq from putting a dent in their skull early on.

Although this version is still too vulnerable against control to be a reliable choice, the frame comes much closer to the mark than other experiments at making Bant competitive, such as the one featured by Conley Woods a few weeks ago. But if you've been itching to wreak some havoc on Jund, don't expect a serious control presence, and would like to see Rafiq do some damage outside of EDH, this deck is capable of standing toe to toe with the format's best aggro decks.

Whichever flavor of Bant you prefer, both versions of the deck have the tools to do serious damage to the format's top contenders. The bar to entry in the current format is the ability to consistently lock out each of the format's aggressive offerings. It may be that one of the format's least-used shards, if properly built, offers the tools to accomplish that.

-Greg McCleery

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 Bant
 Jamez - [Guest]
11/16/2009 10:06:05 AM 
I have seen a really good Bant list that will play Ranger of Eos on turn 5 getting two Scute Mob, playing one, giving you a 5 5 next turn, and still having another in your hand and still holding back Banesleyer

 Bant
 mrchumpy1
New Member
     ( 4 Posts)     11/16/2009 10:19:06 AM 
Why is Path to Exile kept out of these lists?

 cool
 rslionheart
Top-Decker
     ( 106 Posts)     11/16/2009 10:28:01 AM 
I like the bant control option. Its a nice deck.

 
 Wild_Mage
Top-Decker
     ( 128 Posts)     11/16/2009 10:49:57 AM 
The first deck looks nice. Id personally cut the Sphinx of Lost Games, errr, Truths, for 3 Covenant of Minds and another Sphinx of Jwar Isle. Maybe a 4th Jace if youre feeling saucy.

2nd deck needs to pack Dauntless Escort to save from Day of Judgement.

*EDIT ADDIN* Even if the escorts are in the side, that's perfectly fine. And how does it fold to DoJ if you can just regenerate River Boa in G1? It's still a must-block if they're getting low on life. Sure DoJ hurts, but you shouldn't just auto-fold to one card rite? Or is the assumption that Path pops the Boa?

 
 zark - [Guest]
11/16/2009 11:19:51 AM 
Because when you Path to Exile Jund or Vampires you either get to be killed by a Broodmate on turn 5 or you get Mind Sludged on turn 4.

Boros can get away with using it because it is a hand dump deck... and you also have EOS... Bant is not a hand dump deck, it is a slow monogolid Tier 2 heap... and you cant afford to get Mind Sludged on turn 4 when you are playing an Elmer Fud deck.

 
 Agrrotactics
Top-Decker
     ( 745 Posts)     11/16/2009 2:16:46 PM 
Honestly as a Jund player I side out my Thrinaxs a lot cause this sort of thing with facing white decks. Captured sunlight will be good in this. I feel like your vulnerabal to Maelstrom pulse but its a hard removal to deal with anyway. Taking out paths interesting yeah I find path just excelerates more than anything most of the time. I think jace is going to have hard time surviving though. Blighting only becomes worse when you give me a planeswalker to aim it at especialy without a main deck answer.

Regaurding Bant aggro it has what it needs to beat jund. But I dont care for Rafiq theres to much spot removal for turn 4 guy that gets lighnting bolted, and etc. Which just turns the scenario into you getting in no damage for the turn which sucks. Granted if the swing ever goes through with most of those creatures big tempo gain. But Id rather just make the deck faster and put Knight of the Reliquary in that slot.

These are the type of decks that make me want to run 4 Terminates.

 
 bol
Top-Decker
     ( 866 Posts)     11/16/2009 3:27:39 PM 
Good article but I dont think Bant is nearly the forgotten shard at all.
Esper is on the rise.
Jund is peaking.
Bant is still heavily played in many metas.
Grixis is your ultimatum decks plus splashes for 4CC and 5CC.
Naya.
Naya is the forgotten shard.
And it holds power, but doesnt have the ability to properly keep pace is all.

 Bant
 RyuumiGaroukuni
Power Player
     ( 1305 Posts)     11/16/2009 7:01:36 PM 
I guess that Bant is pretty powerful even when shards came along. Jund only got to higher when Alara Reborn came out with Bloodbraid, Putrid and the PULSE!

Maybe Naya and some of the other shards will become more poweful when Worldwake and or Rise of the Eldrazi comes out

 Manabase
 Azrael_WX
Card Flipper
     ( 59 Posts)     11/16/2009 7:04:46 PM 
First, a correction.

The manabase for the control list should be:
4 Misty Rainforest
4 Glacial Fortress
3 Island
4 Sunpetal Grove
2 Forest
2 Plains
3 Terramorphix Expanse
3 Seaside Citadel

Path to Exile is out due to the ability of most decks in the format to capitalize off the extra land drop, and because Journey to Nowhere Pacifism is a good functional replacement for it.

RE: Dauntless Escort- He conceeivably could come into the updated build. I dropped him in the past because he tended to die so easily to Lightning Bolts and other removal options that he was basicallly a trained armodon, but its possible that he could be better now that fewer control builds are running Bolt.

Day of Judgment tends to hurt the deck badly because the deck needs multiple men on board to create an adequate clock, but its too threat-light to sustain two-for-ones. You only really have 20 threats in the deck, which just isnt enough to compete with control.

Additionally, losing its accelerants as well as its threats simultaneously puts a real dent in the decks development, and sometimes leaves it manascrewed.

Boa does survive, but a 2 1 clock thats vulnerable to most of the other white removal thats running about probably wont bring home the win on its own.

I tested Knight of the Reliquary in the build for a long time, but I found him to be much too slow, and cramming in extra fetches did terrible things to the manabase. Rafiq dies pretty easily to Bolt, its true, but the tempo boost he offers is the heart and soul of the deck, theyll frequently use Bolt on other targets, you can time when he comes down for when theyre tapped out, and since hes a 4-copy legend his being a a kill-me-or-die creature is a healthy thing in terms of avoiding the multiples drawback.

 
 Awegman07
New Member
     ( 18 Posts)     11/16/2009 8:31:26 PM 
In a deck like this, for a person on a budget, what would you run if you cant get the baneslayers? my bant deck is close to this one but I only have one baneslayer and im not about to go out and spend _150 on 3 cards.

 Baneslayer Replacements
 Azrael_Wx
Card Flipper
     ( 59 Posts)     11/16/2009 9:21:00 PM 
If Baneslayer is out of your price range, Id say the universe of replacements includes extra Sphinx of Jwar Isle, Conquerors Pledge, Rite of Replication, World Queller (versus Eldrazi in particular, to pick off planeswalkers and monument), Mind Control, and moving Luminarch Ascension to the main.

Of those, Id be most partial towards Luminarch Ascension. It can be answered by Pulse and Esper Charm, but thats a much smaller list of answers than Baneslayer itself, and the deck isnt at all bad at fending off attacks.

After that, Sphinx of Jwar Isle is a house, and with fewer Baneslayers to play its easier to support more 6cc spells. You could max him out, through in a couple Luminarchs in the main, and in certain matchups you may even come out ahead of the list I posted.

 
 Marke
Card Flipper
     ( 54 Posts)     11/16/2009 11:58:01 PM 
I just cant understand the value in bant really, it feels to jund naya like RDW feels to boros, mostly inferior.
The only thing going for bant really is that green can be played as a dominant color in it and thus turn 1 acceleration is viable but I just dont see it being worth it. The only really useful stuff blue gives is rhox war monk I think, jenara, rafique, finest hour and the sphinxes arent that good and just make me wonder why blue instead of red. Red would give bloodbraid elf, woolly thoctar and lightning bolt for example.

Also I dont see how these lists have an edge on jund really, the first deck seems weak to the blightning+ruinblaster plan and the 2nd deck is fast but has no sources of card advantage. I just dont think it can consistently beat the 2 for 1s of blightning, bit. blast and BBE.

 baneslayer replacements
 paul - [Guest]
11/17/2009 12:21:29 AM 
try thornling. 3 bucks, gets around most removal including day of judgment and everything jund has to throw at it. and it gives you something to do with extra bird and hierarch mana late game.

 
 Josh S.
New Member
     ( 21 Posts)     11/17/2009 1:35:17 AM 
_Against Jund, the deck has enough draw to Recover from Blightning_

Three Jace is hardly enough draw to afford losing multiple cards to Jund Blightnings. The heavy usage of removal that actually dies to Maelstrom Pulse is also rather distressing.

 Very nice article... but...
 Lt. Steel
New Member
     ( 5 Posts)     11/17/2009 8:04:09 AM 
I have to say that Im curious why Bant Charm isnt included in the Bant Aggro list in place of some of the more easily destroyed removal (such as Pacifism). It would seem to be a much better choice alround as it can still prevent a creature from getting too out of hand, but can also destroy Eldrazi Monument _ be held back for a counter to any L.Bolts, Bit. Blasts or Terminates that do get thrown at Rafiq Jenara in the mid, to late, game.

As an aside, I have to say that for the last few weeks Ive been looking at Jenara and wondering why she wasnt being widely used with any luck people will remain ignorant of her for a while longer so I can bring her in FTW )

This was a nice read, so heres to you writing more good articles.

 
 Wild_Mage - [Guest]
11/17/2009 11:01:41 AM 
Every rebuttal Ive seen is all about Lightning Bolt. Yes, Bolt is incredible, and shouldnt be discluded from worries, however it cant be the reason for not playing Dauntless Escort, Rafiq, etc, as they can only play 4 of their answer. True there are other 3 dmg cards out there that people are playing to augment the number of 3 damage spells theyre playing, but I dont feel that its enough to keep pointing at lightning bolt as the be-all-end-all of an argument to not play certain cards. Just play em all they dont have enough bolts for all of them lol.

 
 Azrael_Wx
Card Flipper
     ( 59 Posts)     11/17/2009 12:49:25 PM 
RE Mark: Id argue the real question is why not play Jund over the aggro version of Bant. The Naya strategy you favor cant genereate the same explosive tempo, and for that reason I think it loses to Jund on both tempo and on card advantage.

The Bant list can get ahead on tempo, translate that into card advantage during combat, and can often shrug off BBE and Bit Blast _two-for-ones_ because the cascade is typically only able to trade with one of your men if its a Pulse or Terminate. Blightning is even less relevant, as the deck gets underneath Junds curve and they cant afford to spend a turn not affecting the board.

As for Ruinblaster and Blighting against the control version, I think theyre at their weakest against this type of control build. The deck has plenty of action at lower casting costs, it draws replacement lands just fine and its color-base is stable, and Blightning is much less effective against decks with the ability to replenish their hand and regain life.

RE: Josh - Sphinx of Lost Truths provides another 4 slots, for a total of 7.

Pulse often has a better things to be doing than blowing Journeys and Rings. By the time its a two-for-one, youre into the lategame and out of the woods.

RE: Lt. Steel- Pacifism is in there over Bant Charm because sticking the removal slots in the 2cc bracket fits very elegantly with the decks plan of attack against most decks. You want easy-mana answers available against Putrid Leech and Boros on turn two, and you want to spend your three-mana turns playing your multiple three drops: War Monk and Jenara.

The reduced cost also helps you keep regeneration mana open for River Boa, and play extra mana elves to ramp towards your more expensive spells.

The potential to counter is nice, but youre almost always tapping out with the deck until youve already run all your threats onto the field and given your opponent a fair shot at eliminating them while youre tapped down.

The one area where it definitely shines is against Eldrazi Monument. But elsewhere, clogging your three slot turns a very comfortable curve into a traffic jam.

Using Pulse to nuke a Journey to Nowhere to bring back a Putrid Leech that wont be able to trade with a 4 5 Hierarch or interact with Baneslayer is the last thing on a Jund players list of likely plays. You have plenty of cards that are begging for a Maelstrom Pulse, but the enchantments are the very least priority among them.

 
 Lt. Steel
New Member
     ( 5 Posts)     11/18/2009 6:51:35 AM 
Thats what I thought you might say its a sound train of thought.

Let us know how you do if you play these in any competetive tournaments.

 *yawn*
 Rincewind - [Guest]
11/18/2009 12:48:37 PM 
@aggrotactics:

Oh! here we go! another _it dies to creature kill_ argument. Your saying that if I play Rafiq and they kill it I lose tempo? Well if I play Hierarch and they kill it dont I lose tempo then? That means nobody shouldve played BOP, Elves in their aggro decks ever because they can get killed.

 
 fc3sdrifter
New Member
     ( 11 Posts)     11/20/2009 1:38:37 PM 
I proxied the aggro deck out last night to test against my friends jund and boros. And it did suprisingly well. Beat jund down 2 3 and boros 4 6. I tried sideboarding out the baneslayers and throwing in bant charms to counter act the bolts pulses and bit blasts but it slowed it down. That aggro build is very solid, good job greg!







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