The owner of this deck hasn't added a sideboard, they probably should...
Start typing a card name and use the auto-complete feature to quickly select the card you're trying to add. Enter a quantity and add that card to your sideboard!
Submit a list of cards below to bulk import them all into your sideboard. Post one card per line using a format like "4x Birds of Paradise" or "1 Blaze", you can even enter just the card name by itself like "Wrath of God" for single cards.
This is a pretty standard Bant Control list. I got the inspiration after looking at my 5-color-control deck, realizing I could keep Supreme Verdict, Terminus, Thragtusk, and Farseek, and make the deck more consistent and concise. I built a few early prototypes and then looked at some of the Bant Control decks online and made some changes. I've had a lot of success with this deck thus far, though I still lack a few cards from being able to play it at FNM. I have not yet put together a sideboard, and would appreciate some ideas in that department.
The idea of the deck is to control the board early. Turn 2 Farseek, and from there you have options. Depending on what your opponent is playing you can focus on control with Detention Sphere, Dissipate, etc., throw down a Centaur Healer for an early body, or simply bide your time for the late spells. Mid-to-late game there is a lot of heavy control. Clear the board with a Supreme Verdict or Terminus and then play a Thragtusk. If I have a Restoration Angel, I generally play it on my opponent's end phase. For card advantage, Sphinx's Revelation on my opponent's end phase for however much I want. Sometimes I'll even go all out and do it for 9-10, knowing that I'll be able to cast whatever I need and shuffle the rest into my library with Elixir of Immortality. Entreat the Angels is also a nice way to win, especially for the miracle. It provides more bodies for the deck without taking up room for my control. Ghost Quarter deals with pesky lands and Alchemist's Refuge is just cruel with this deck.
This deck has been viewed 2,554 times.
4 colorless lands can screw you id adjust the number down to 2 colorless landsentreat is really pretty bad with 4x sphinx's revelation a lot of times itll just sit in handi think id run 2 jace over 1 revelation and 1 entreatelixer or immortality seems unnesecary in the maindeck you should prolly run another d-sphere
Permalink
With the ramp in the deck, Entreat the Angels is good more often than not. Even 2 or 3 4/4 Flyers is enough to end a game. And Elixir of Immortality works really well with my deck. It gets really thin really fast with Farseek and Sphinx's Revelation, and it let's me reuse my spells without the chance of drawing land; not to mention the lifegain. I will probably cut one of my Alchemist's Refuge, I just like having a higher probability of drawing 1. I'll definitely make sure to play-test with those changes, though. Appreciate the feedback.