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PostPosted: Thu May 29, 2014 7:14 am 
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:u::w::g: Bant :u::w::g:


:u::w::g: Multicoloured Card List :u::w::g:


:u::u::u: Blue Card List :u::u::u:


:w::w::w: White Card List :w::w::w:


:g::g::g: Green Card list :g::g::g:


Colourless Card List


Non-Basic Land Card List


Note: Please mark decks as "Premium" if you use Premium cards in your deck builds. Thank you.

If I left anything out or you see any errors please let me know.

Source: Atharva's Decklists & Strategies Thread

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Last edited by minddrifter on Sat Jul 12, 2014 4:32 pm, edited 4 times in total.

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PostPosted: Sun Jul 13, 2014 5:41 pm 
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Is there scope to pull off some sort of turbo fog deck using the following?

4x Fog
4x Hysterical Blindness
4x Safe Passage
2x Planar Cleansing

I've tried putting a deck together, however it's a challenge not to get side-tracked when considering the rest of the deck: ramp with Cultivate and Kor Cartographer; alternative win conditions like Kozilek, Butcher of Truth and Roil Elemental; card draw like Wall of Omens and Think Twice; mill cards such as Hedron Crab and Tome Scour; recursion cards like Archaeomancer; or life gain such as Lone Missionary or Resolute Archangel.


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PostPosted: Sun Jul 13, 2014 6:35 pm 
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Turbofog relies on your getting enough draw going from cards like rites of flourishing and howling mine going along with grave recursion that you can fog every turn.

Obviously you would use elixir of immortality for the reshuffle engine. However, there is not enough permanents that let you draw every turn in the meta to start a reliable fog engine. Furthermore, the :u: card you mentioned in no way shape or form fogs everything.


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PostPosted: Sun Jul 13, 2014 6:36 pm 
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I'm going to need an expansion to include some of the triple-colour cards before I go down this road, I think,


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PostPosted: Sun Jul 13, 2014 6:55 pm 
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That's a cool idea! For a turbo fog deck to work you'd need some kind of card draw engine. The engines we have available don't have great synergy with Planar Cleansing. Bident of Thassa, Mentor of the Meek, Archaeomancer, Species Gorger would work really well with a fog deck. I'm thinking of something like this:

Bant Fog

25 Land
4 x Simic Guildgate
3 x Azorius Guildgate
1 x Selesnya Guildgate
8 x Island
7 x Forest
2 x Plains

17 Creatures
2 Quickling
4 Elvish Visionary
2 Wall of Omens
2 Mentor of the Meek
3 Archaeomancer
2 Saruli Gatekeepers
2 Species Gorger

18 Spells
2 Fog
1 Elixir of Immortality
1 Negate
4 Voyage’s End
4 Cultivate
3 Dissolve
1 Safe Passage
1 Bident of Thassa
1 Time Warp


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PostPosted: Sun Jul 13, 2014 7:45 pm 
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The simic control deck already has a built in turbo fog combo. Splashing W however, well, I couldn't really figure out a way to fit that color.

However, a Bant tempo deck could work...something like what Bounce and Boon was.


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PostPosted: Sun Jul 13, 2014 10:32 pm 
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The simic control deck already has a built in turbo fog combo. Splashing W however, well, I couldn't really figure out a way to fit that color.

However, a Bant tempo deck could work...something like what Bounce and Boon was.

Maybe some sort of magical combination of Bounce and Boon, Up to Mischief and Ancient Wilds. Boon of the Mischievous Wilds?

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PostPosted: Sat Jul 19, 2014 1:51 pm 
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Gift of Life
x6 Forest
x3 Island
x3 Plains
x4 Azorius Guildgate
x4 Selesnya Guildgate
x4 Simic Guildgate

x4 Cloudshift
x4 Elvish Visionary
x3 Quickling
x3 Wall of Omens
x2 Military Intelligence
x4 Cultivate
x3 Darksteel Ingot
x4 Saruli Gatekeepers
x3 Angelic Accord
x3 Species Gorger
x3 Pelakka Wurm

So this actually started out with Nuke2099's suggestion to make a deck focused on lifegain. I ended up adding in some blue for more bounce option and draw effects to keep my hand full late game. Although originally just an experiment the thing turns out to run surprisingly well - three or more toughness and three or less power seems to be a magical 'safe zone' that makes you creatures immune to most of the games removal while still being able to take down the tokens that are so prevalent in the game.

For the record the game plan is to ramp up the mana a little, drop an Angelic Accord then keep spawning angels with Saruli Gatekeepers and Pelakka Wurm. Use the bounce and flicker effects to double up token production (Accord activates during every end step I discovered) and you can quite quickly have a small force of 4/4 angels to beat the opponent off with - all the while taking in life hand over fist.

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PostPosted: Sat Jul 19, 2014 2:02 pm 
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Gift of Life
x6 Forest
x3 Island
x3 Plains
x4 Azorius Guildgate
x4 Selesnya Guildgate
x4 Simic Guildgate

x4 Cloudshift
x4 Elvish Visionary
x3 Quickling
x3 Wall of Omens
x2 Military Intelligence
x4 Cultivate
x3 Darksteel Ingot
x4 Saruli Gatekeepers
x3 Angelic Accord
x3 Species Gorger
x3 Pelakka Wurm

So this actually started out with Nuke2099's suggestion to make a deck focused on lifegain. I ended up adding in some blue for more bounce option and draw effects to keep my hand full late game. Although originally just an experiment the thing turns out to run surprisingly well - three or more toughness and three or less power seems to be a magical 'safe zone' that makes you creatures immune to most of the games removal while still being able to take down the tokens that are so prevalent in the game.

For the record the game plan is to ramp up the mana a little, drop an Angelic Accord then keep spawning angels with Saruli Gatekeepers and Pelakka Wurm. Use the bounce and flicker effects to double up token production (Accord activates during every end step I discovered) and you can quite quickly have a small force of 4/4 angels to beat the opponent off with - all the while taking in life hand over fist.


Does the Military Intelligence proc often?
You don't seem to have any early beaers outside of the elves and the fairy.
Also, have you tried running the 1/5 lifelink rhino of which I can't remember the name?


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PostPosted: Sat Jul 19, 2014 2:20 pm 
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Military Intelligence is more to keep me in cards later on then it is to replace those I lose early. The angel tokens trigger it every turn once they start arriving - I am considering swapping to Bident of Thassa though so I only need to hit with one guy.

Rhox Faithmender is a card I didn't even think off. That's actually a pretty decent call. The only real issue I have is thus far the lifegain I've been getting has proved sufficient and Angelic Accord only cares that you got 4+ life rather then how much you get. It's certainly a possibility though.

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PostPosted: Sat Jul 19, 2014 2:27 pm 
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Gift of Life
x6 Forest
x3 Island
x3 Plains
x4 Azorius Guildgate
x4 Selesnya Guildgate
x4 Simic Guildgate

x4 Cloudshift
x4 Elvish Visionary
x3 Quickling
x3 Wall of Omens
x2 Military Intelligence
x4 Cultivate
x3 Darksteel Ingot
x4 Saruli Gatekeepers
x3 Angelic Accord
x3 Species Gorger
x3 Pelakka Wurm

So this actually started out with Nuke2099's suggestion to make a deck focused on lifegain. I ended up adding in some blue for more bounce option and draw effects to keep my hand full late game. Although originally just an experiment the thing turns out to run surprisingly well - three or more toughness and three or less power seems to be a magical 'safe zone' that makes you creatures immune to most of the games removal while still being able to take down the tokens that are so prevalent in the game.

For the record the game plan is to ramp up the mana a little, drop an Angelic Accord then keep spawning angels with Saruli Gatekeepers and Pelakka Wurm. Use the bounce and flicker effects to double up token production (Accord activates during every end step I discovered) and you can quite quickly have a small force of 4/4 angels to beat the opponent off with - all the while taking in life hand over fist.
Nice build. I probably would just go G/W with the deciple but I can see in this build the only devotion is the wurm so it would be redundent :D If only we had more hexproof creatures then Bant hexproof could plague D15 as well ^^


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PostPosted: Sat Jul 19, 2014 2:40 pm 
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I think people are playing way too many guildgates in these 3 colour decks and instead I think they should try and look at what their primary and secondary colours are and then the tertiary and work out numbers form there, since like people have said even 8 can be pushing it and 6 is a better number if not less.
You certainly shouldn't try and combo all the colours to the max in my opinion (as in 4, 4 and 4 of each duo).

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PostPosted: Sat Jul 19, 2014 2:45 pm 
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Well in my case it's Green, then White, then Blue. However since the deck kinda needs Saruli Gatekeepers to come on line as soon as and isn't insanely concerned with speed (the lifegain gives me some breathing room) I think it works okay. Then again I'm always willing to listen to advise. What sorta spread would you suggest wright?

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PostPosted: Sat Jul 19, 2014 2:56 pm 
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To be honest I don't really know how to properly look into a spread beyond advise that maxing out on guildgates (or other dual lands that tap) in a tri colour deck is generally considered bad unless you can really really take the hit and that I remember people saying 6 to maybe 8 is best.
In my first, current and only tri deck so far I think I ended up at 3, 2, 1 or something like that with a focus on matching with white since I mostly needed white but I dunno if that's the right way.
I do recall someone also said sometimes in tri-colour it can be better to focus in the opposite direction and have the duo lands compensate for the secondary and tertiary colours.

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PostPosted: Sat Jul 19, 2014 3:01 pm 
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Ah fair enough. For what it's worth I'm sure most of the lands in these decks will be having a review when the first DLC hits and we get access to the Alara Tri-Colour lands.

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PostPosted: Sat Jul 19, 2014 3:09 pm 
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Ah fair enough. For what it's worth I'm sure most of the lands in these decks will be having a review when the first DLC hits and we get access to the Alara Tri-Colour lands.
Tri colour decks might be more of a thing when an alara DLC hits. Esper artifacts with sphinxes will be a thing!


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PostPosted: Mon Jul 21, 2014 1:22 am 
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Okay, your decks are ridiculously fun, and really good! I changed some things up though. I got land flooded one too many times, and I kept running into decks that got out 2 Hedron Crab right off the bat and milled me to death, so I added 3 Elixir of Immortality and took out two Darksteel Ingot and a land. It ran a lot more smoothly for me then.


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PostPosted: Mon Jul 21, 2014 10:45 am 
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Posted this on the other forums and thought I'd share it here too.

BANT Midrange/Control

Creatures (23):

x4 Lone Missionary
x2 Quickling
x4 Elvish Vinisonary
x2 Grazing Gladehart
x2 Kor Cartographer
x2 Archaeomancer
x2 Saruli Gatekeepers
x2 Species Gorger
x1 Roil Elemental
x1 Pelakka Wurm
x1 Kozilek, Butcher of Truth

Artifacts (1):

x1 Elixir of Immortality

Spells (13):

x2 Voyage's End
x3 Think Twice
x3 Dissolve
x3 Cultivate
x1 Angelic Accord
x1 Time Warp

Lands (23):

x5 Plains
x6 Island
x6 Forest
x4 Azorius Guildgate
x1 Selesnya Guildgate
x1 Simic Guildgate

Control/Midrange depending on your play style. You can tweak some of the card numbers, like the number of dissolves may be too high. The number of lands might seem low for a ramp deck, but it's not hard to search up lands with tutors + draw and the less lands there are the harder it is to brick with think twice, visionary, and (lol) Kozilek late game. It also uses scrying to smooth out your draws. Guildgates help you cast all of your spells late game and you usually don't mind playing a tap land because you're untapped with counters or draw or you're going to gain life the next turn anyway.

The win coniditions are: Kozilek, go infinite with Time Warp + Species Gorger & Archaeomancer, beat down with angels using Angelic Accord + life gain abuse with EtB, or steal all of their dudes with Roil Elemental and extra lands. If you manage to get to the late game and you still can't win you can elixir to restock draw effects and with fewer lands the card advantage should pull you ahead.


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PostPosted: Tue Jul 22, 2014 9:27 am 
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bump for moving posts

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PostPosted: Tue Jul 22, 2014 4:04 pm 
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Using a similar build as most of you. Haven't lost with it yet, but only played 6 online matches :) More mid range focus with no ramp but a bit more control. The late game is still beastly if you get Angelic Accord going. The Genesis Hydra is useful starting at 4 mana and very versatile in this deck, can be a big body and a fetcher that works well with the bounce (not Cloudshift). Maybe improvements can be made, but I'm defeinitely enjoying this deck so far.

Land:
x6 Plains
x5 Island
x5 Forest
x3 Azorius Guildgate
x4 Selesnya Guildgate
x2 Simic Guildgate

Creatures:
x4 Elvish Visionary
x3 Ajani's Pridemate
x3 Lone Missionary
x2 Quickling
x2 Frost Lynx
x4 Saruli Gatekeepers
x3 Species Gorger
x2 Genesis Hydra

Other Spells:
x3 Angelic Accord
x3 Cloudshift
x3 Voyage's End
x2 Reprisal
x1 Time Warp


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