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PostPosted: Tue Sep 29, 2015 11:33 pm 
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MikkyBoy wrote:
Bant Tempo

I've been working on a list that's been wrecking online opponents and is a blast to play.

It essentially combines the Selesnya Renown and Azorius Tempo decks and glues them together using Bounding Krasis. Jhessian Thief and Valeron Wardens act as card drawing engines for the deck so you can keep applying pressure. The mana base is pretty strong and the spells are easy to cast - only Kytheon's Irregulars demands plenty white mana sources in the mid-late game.

List is below:

1 Drops (4)
1x Kytheon, Hero of Akros
3x Elite Vanguard

2 Drops (13)
4x Topan Freeblade
3x Undercity Troll
4x Grasp of the Heiromancer
2x Disperse

3 Drops (13)
3x Jhessian Thief
3x Valeron Wardens
3x Bounding Krasis
1x Nissa, Vastwood Seer
2x Anchor to the Aether
1x Wildsize

4 Drops (6)
4x Separist Voidmage
2x Kytheon's Irregulars

Land (24)
4x Evolving Wilds
2x Hinterland Harbor
2x Glacial Fortress
2x Sunpetal Grove
7x Plains
4x Forest
3x Island

needs moar Citadel Castellan, maybe drop a warden and 3 vanguards for triple Citadel and 1 of Woodland Bellower

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PostPosted: Thu Oct 01, 2015 3:29 am 
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Hey,

I actually completely forgot about Citadel Castellan but I'm reluctant to cut Elite Vanguard for curve considerations. I also think Valeron Wardens is slightly better than Citadel Castellan - the extra power is nice but the card draw potential is much better than Vigilance.

Think I may give Woodland Bellower a try - the fact it costs 6 worries me though!


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PostPosted: Thu Oct 01, 2015 8:02 am 
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tempo decks usually go to 6 turns, and it's only a mythic don't worry about the costs, also bellower into krasis is too strong not to include basically. also keep in mind Castellan makes bellower better too :)


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PostPosted: Tue Oct 06, 2015 1:32 pm 
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MikkyBoy wrote:
Bant Tempo

I've been working on a list that's been wrecking online opponents and is a blast to play.

It essentially combines the Selesnya Renown and Azorius Tempo decks and glues them together using Bounding Krasis. Jhessian Thief and Valeron Wardens act as card drawing engines for the deck so you can keep applying pressure. The mana base is pretty strong and the spells are easy to cast - only Kytheon's Irregulars demands plenty white mana sources in the mid-late game.

List is below:

1 Drops (4)
1x Kytheon, Hero of Akros
3x Elite Vanguard

2 Drops (13)
4x Topan Freeblade
3x Undercity Troll
4x Grasp of the Hieromancer
2x Disperse

3 Drops (13)
3x Jhessian Thief
3x Valeron Wardens
3x Bounding Krasis
1x Nissa, Vastwood Seer
2x Anchor to the Aether
1x Wildsize

4 Drops (6)
4x Separist Voidmage
2x Kytheon's Irregulars

Land (24)
4x Evolving Wilds
2x Hinterland Harbor
2x Glacial Fortress
2x Sunpetal Grove
7x Plains
4x Forest
3x Island


I've been running this list with the Castellans and Bellower and I've been having a blast. Only loss out of 10 games was to a Boros deck, but I punted that one by casting the Krasis a split second too late.


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PostPosted: Wed Oct 07, 2015 5:04 am 
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this Bant Tempo looks pretty interesting. i will give it a shot. im not sure about Jhessian Thief and Kytheon's Irregulars. The thief can function for carddraw but wont benefit from his prowess, as there aren't many cards in this deck to proc it. Maybe just a standard carddraw like Inspiration if you really need that draw can do the job or maybe just some more Wildsize. Otherwise i would go with Frost Lynx or Citadel Castellan i think.


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PostPosted: Wed Oct 07, 2015 12:12 pm 
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after some testing i came to the result:
forget Frost Lynx, stay with 2 Jhessian Thief
i still like Citadel Castellan more then Kytheon's Irregulars


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PostPosted: Thu Nov 05, 2015 6:32 pm 
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Just got my third copy of Thunderclap Wyvern and can finally build the bant flash deck I was dreaming of. This deck could use some work, but I've only played a couple games with it so far but it seems like a lot of fun and viable.

1x Kytheon, Hero of Akros
3x Dauntless River Marshal
2x Harbinger of the Tides
4x Welkin Tern
3x Undercity Troll
3x Jhessian Thief
1x Nissa, Vastwood Seer
2x Reclamation Sage
3x Bounding Krasis
3x Whirler Rogue
3x Thunderclap Wyvern

3x Disperse
4x Calculated Dismissal
2x Wildsize

2x Plains
5x Island
3x Forest
2x Hinterland Harbor
2x Glacial Fortress
2x Sunpetal Grove
1x Azorious Guildgate
1x Selesnya Guildgate
1x Simic Guildgate
4x Evolving Wilds

Calculated Dismissal is not a very good counterspell, but it's the best one we have right now. Having 8 creatures with flash makes it much easier to leave mana up in case I need dismissal. I don't plan on games going super long so hopefully I'll never get to the point where my opponent can easily play around dismissal. Evolutionary leap isn't at it's best here since I'm lacking any of the best targets (Perilous, Gatecreeper, Visionary), and so I could see myself taking it out, but for now leaving it in seems good since it is just one of the best cards we have.

I might want to find room for Willbreaker as I have plenty of ways to activate it.
Not sure what else I might want to add, but I'm sure there is room for improvement.
Hope y'all like it and can help me improve it.

I also now realize that jace isn't at his best with only having disperse as a target, but having a looter can be handy and the +1 ability can do good things sometimes... I'll probably take it out soon haha.

Edit: cut jace and a jhessian, realized I had 62 cards. Also, I'm going to try some Valor of Akros and see if I like them.

edit: updated list

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Last edited by Manbaby17 on Fri Nov 06, 2015 12:34 am, edited 2 times in total.

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PostPosted: Thu Nov 05, 2015 6:52 pm 
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I'm not sure if I can say that here... but have you considered Valor in Akros?

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PostPosted: Thu Nov 05, 2015 6:58 pm 
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DaRkStAr wrote:
I'm not sure if I can say that here... but have you considered Valor in Akros?


How dare you suggest such a thing!

No but actually, I hadn't considered it. Valor could do some good work, definitely have plenty of creatures and it's especially good with whirler rogue and all the flash creatures, yeah I like that idea, I'll give valors a try

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PostPosted: Thu Nov 05, 2015 9:49 pm 
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That avatar is great


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PostPosted: Thu Nov 05, 2015 9:53 pm 
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FWIW, I don't like seeing Wingmare in this deck. It's not so much a bad fit, as a not very good card, given our META - it also hurts some important elements of your deck. Better to have it OR counter spells, but probably not both. Since you are running flash creatures, I think the spells stay in and the Wingmare goes away. Cool deck though, I built something similar but I ended up scrapping it. How does yours perform against human opponents?


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PostPosted: Thu Nov 05, 2015 11:05 pm 
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That avatar is great


oh thank you! I thought it was a pretty good self portrait.

DJ0045 wrote:
FWIW, I don't like seeing Wingmare in this deck. It's not so much a bad fit, as a not very good card, given our META - it also hurts some important elements of your deck. Better to have it OR counter spells, but probably not both. Since you are running flash creatures, I think the spells stay in and the Wingmare goes away. Cool deck though, I built something similar but I ended up scrapping it. How does yours perform against human opponents?


Yeah I agree that wingmare isn't too great. I was thinking that being a flier and not having many noncreatures would make it fit right in, but it never really seemed to hurt my opponents too much.
I'll do some more games in just a minute and try cutting the wingmares. I've only done about 10 games so far and it's been working pretty well against humans. I might want to try adding a reprisal, it'd be nice to have a hard removal spell for troublesome creatures.

Also, I did a few games with Valor of Akros, but never drew them... Won most of the games, and that makes me think that at least I just don't need Valors. A 4 mana enchantment that doesn't do anything from the get go might not be the best thing for tempo.

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PostPosted: Thu Nov 05, 2015 11:18 pm 
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Yeah, I feel you, and now I get even better why you added Wingmare in the first place. I totally had the same thought when I was working on my tempo deck (see Azzorius thread to find it). I think it's really just a META issue. There just aren't enough decks that Wingmare hurts (and it's outright bad against Thopters, which is probably pretty relevant). It fits the tempo deck mold, so I'm keeping it in mind for the future - but that future won't even be with BfZ, because that's going to make the creature meta even stronger than it currently is now (or at least I'm 90% sure of it).


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PostPosted: Fri Nov 06, 2015 12:40 am 
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updated my list above, I cut Vryn wingmares, evolutionary leaps, and decided valor of akros is not something I want

#Added back the third Jhessian Thief
#Added a few Wildsize, idk if it is really that good of a card, but I always love a good combat trick to take people by surprise. I've had some really nice plays with it in other decks.
#Added a 4th dismissal.
#There wasn't a lot of flying to begin with, but now there is even less, but there isn't really many good other fliers. I wish there were more
___
I had forgotten about Hixus, Prison Warden and being another flash creature I was considering it, but I'm not sure if he is good enough and the white is pretty small in the deck right now and a 5 drop might not be what I want.

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PostPosted: Fri Nov 06, 2015 7:25 am 
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Kytheon's Irregulars could also fit well

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PostPosted: Fri Nov 20, 2015 1:52 am 
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At first glance I dismissed the Awaken mechanism for the huge cost, but I think there is a place in a ramp/control type of deck and bant seems to support it well. These colours provide the mana to pay the awaken costs and get to your sweepers fast enough. Note that Displacement Wave, Tragic Arrogance and Planar Outburst all ignore your awakened lands and make for dangerous one-sided board wipes. The landfall lifegainers provide a little buffer, as you'll need to build up a while. I like that you have a lot of room for control and tempo spells, because they double as lategame threats. So far this is just a rough draft, but it already works pretty well. I'm gonna work on the details after more playtesting.

[Work in progress!]
Edit 1: Changed the removal selection and added Nissa's Renewal.
Edit 2: Greenwarden proved to be useful. Also, with Nissa's Renewal this deck ramps so fast that I can't justify excluding Ulamog. At the very least he's unstoppable removal.
Edit 3: With Ulamog in, we might aswell play From Beyond. Kinda ramps, provides blockers, fetches Ulamog. Dropped most of the single target removal and went all in on sweepers. The networks are great against ramp decks and Hixus is back in because sometimes you just need to get rid of stuff, if only temporarily. A lot of the removal can actually deal with Ulamog less conditional than Celestial Flare. The deck is super strong against almost everything but aggro. Against aggro it's a coinflip - you need to have a sweeper ready (well, there are 6 now that deal with weenies, so it's not unreasonable to expect one) and an early Offshoot will do wonders.
Edit 4: 2 Networks may be too much - it's not the sweeper you want asap. Roil Spout is good, but I never cast it unless it removes a blocker when I'm already attacking. I used the spots to get in Gatecreeper Vines for my colour fixing. This helps with aggro and smoothes out the early turns.

Spells:
3x Jaddi Offshoot
1x Jace, Vryn's Prodigy
4x Gatecreeper Vine
3x Retreat to Kazandu
2x Natural Connection
2x Nissa's Pilgrimage
1x Nissa, Vastwood Seer
2x Scatter to the Winds
1x Aligned Hedron Network
2x From Beyond
1x Gideon, Ally of Zendikar
3x Coastal Discovery
2x Hixus, Prison Warden
2x Tragic Arrogance
2x Planar Outburst
2x Nissa's Renewal
1x Greenwarden of Murasa
1x Part the Waterveil
1x Ulamog, the Ceaseless Hunger

Lands:
6x Forest
3x Plains
3x Island
2x Sunpetal Grove
2x Glacial Fortress
2x Hinterland Harbor
2x Canopy Vista
2x Prairie Stream
2x Lumbering Falls


Last edited by Gegliosch on Thu Nov 26, 2015 12:39 am, edited 5 times in total.

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PostPosted: Fri Nov 20, 2015 4:40 am 
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Looks fun as always Geg :)

3x Roil Spout + 4x Clutch might be a bit much of that effect though. What if they are creature light ?


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PostPosted: Fri Nov 20, 2015 8:10 am 
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Gegliosch wrote:
At first glance I dismissed the Awaken mechanism for the huge cost, but I think there is a place in a ramp/control type of deck and bant seems to support it well. These colours provide the mana to pay the awaken costs and get to your sweepers fast enough. Note that Displacement Wave, Tragic Arrogance and Planar Outburst all ignore your awakened lands and make for dangerous one-sided board wipes. The landfall lifegainers provide a little buffer, as you'll need to build up a while. I like that you have a lot of room for control and tempo spells, because they double as lategame threats. So far this is just a rough draft, but it already works pretty well. I'm gonna work on the details after more playtesting.

Spells:
3x Jaddi Offshoot
4x Clutch of Currents
3x Retreat to Kazandu
4x Natural Connection
2x Nissa's Pilgrimage
1x Nissa, Vastwood Seer
2x Scatter to the Winds
3x Roil Spout
1x Kiora, Master of the Depths
1x Gideon, Ally of Zendikar
3x Coastal Discovery
2x Hixus, Prison Warden
2x Tragic Arrogance
2x Planar Outburst
2x Displacement Wave
1x Part the Waterveil

Lands:

6x Forest
3x Plains
3x Island
2x Sunpetal Grove
2x Glacial Fortress
2x Hinterland Harbor
2x Canopy Vista
2x Prairie Stream
2x Lumbering Falls


Seems like a great deck idea. I do think this list is a little risky though. You're very heavy on 3 drops and basically always want to ramp on turn 3 if possible. So if you drew neither Jaddi Offshoot or Clutch of currents you have nothing until turn 4 and still won't be able to board clear until turn 5.

I would take out some combination of Roil Spout and Retreat to Kazandu and replace them with at least 4 x of Sigiled Starfish, Jace, Vryn's Prodigy or Gatekeeper Vine. Probably just a full set of Jace and Starfish for 3 x Retreat and 1 x Roul Spout. Having the digging would be in great help in getting the board clear and the ramp when you need it and Retreat seems a little slow since the actual ramp isn't that great.


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PostPosted: Fri Nov 20, 2015 8:29 am 
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I feel like that deck really should be running Jace and Greenwarden of Murasa... they're just such great fits for what the deck wants to do. Emeria Shepherd might be worth considering also.

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PostPosted: Sat Nov 21, 2015 3:09 am 
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Bant mill deck, same as the old familiar Sultai mill deck but I prefer planar outburst over languish

2nd win con is Nissa ultimate

It's a mill deck so nothing is guaranteed, but I find this works decently.

Any opinions? It's hard to say when you win with this deck, whether you would've won with a similar sultai build. It isn't white heavy at all, it's just a few different cards

3 Jaddi Offshoot
4 Fog

3 Elvish visionary
3 Alchemist's Vial
2 Reprisal
4 Disperse
1 Displacement wave

1 Nissa, vastwood seer
3 Sphinx's tutelage
3 hydrolash
4 Artificer's epiphany

2 Talent of the telepath

2 Planar outburst
1 Angelic edict

24 lands


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