Bant Tempo

by mgreyrubin on 21 December 2014

Main Deck (60 cards)

Sideboard (15 cards)


Sorceries (2)

Instants (4)


Artifacts (1)


Enchantments (3)

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.


Deck Description

This deck is a play on the Bant colors and tempo strategy. It wants to play big evasive creatures quickly and protect them with spells and removal and the support of one of the best planeswalkers in the format. This is meant to be a competitive deck and does well against some of the better decks in the format.

Any suggestions are welcome.

How to Play

The main plan of this deck is to get out a turn 2 GoST or Kitchen Finks and follow it up with Elspeth and hold up counters or removal. This deck is really effective in what it does and has the potential to go into the mid/late game with a Sphinx's Rev. All of the other creatures just provide awesome value.

Deck Tags

  • Modern
  • Competitive
  • Bant
  • Tempo

Deck at a Glance

Social Stats

9
Likes

This deck has been viewed 2,780 times.

Mana Curve

Mana Symbol Occurrence

29190020

Card Legality

  • Not Legal in Standard
  • Legal in Modern
  • Legal in Vintage
  • Legal in Legacy

Deck discussion for Bant Tempo

Nice deck +1 from me man. Maybe think of Engineered Explosives over ratchet bomb and I would add Torpor Orb to the sideboard as well.

0
Posted 21 December 2014 at 15:09

Permalink

Good advice, I play tested with those and liked them way more.

0
Posted 08 January 2015 at 05:35

Permalink

I like this deck alot. it's a great aggressive plan with tempo to keep your things alive and Snapcaster to have some late game. I have a Bant deck that uses some of these creatures but uses no other spells. It's more of a midrange-hatebear style deck that revolves around Fauna shaman. Give it a check out

0
Posted 31 December 2014 at 16:44

Permalink

very good list, but why that sword instead of fire and ice? it just seems so much more relevant

0
Posted 31 December 2014 at 19:19

Permalink

Im sure the Prot Red and Blue would be super beneficial. The only reason Im using FnF instead is simply because its ability is more relevant to my game plan. Playing tempo and getting my mana untapped while making my opponent discard seems to help me with counter-spells.

0
Posted 01 January 2015 at 23:28

Permalink

I would put two sword of war and peace mainbord. And then I would put your feast and famine in your sidebord.

0
Posted 01 January 2015 at 20:39

Permalink

What about using Steelshaper's Gift? It basically searches for the sword instead of main boarding two.

0
Posted 01 January 2015 at 23:29

Permalink

New addition to the deck is Delver of Secrets. I've done a lot of play testing with him, and he flips consistently every time I get him on the field. Since he isn't my turn one play in most cases, I'm not worried about things that enable him to flip "faster." He usually comes down between turns 3 and 5, and by that time there is usually a Voice, Elspeth, and/or a Geist already smashing face.

1
Posted 01 January 2015 at 23:34

Permalink

he is great in this! i think if you have at least 20 spells and you are running blue you should have delver, its just a fast clock

0
Posted 05 January 2015 at 16:43

Permalink

Still trying to figure out the land base. Any suggestions?

0
Posted 08 January 2015 at 05:13

Permalink

i really like this deck.

0
Posted 08 January 2015 at 19:44

Permalink

you should. its a good deck

0
Posted 08 January 2015 at 19:47

Permalink

Pricey.... but in a Modern game (casual or tortament based) it should play very well. All around expertly built...

0
Posted 21 January 2015 at 01:36

Permalink

You Should add 1-3 more lands, you are just on the extreme low side

1
Posted 21 January 2015 at 01:42

Permalink

I agree. This deck would be super healthy with 21 lands and thebramp you are playing. The way it sits now you are betting on being able to land and stick two mana dorks on turns 1 and 2 for your game to come together. This is almost never going to happen without severe repercussions. If you curved out on 2 mana and only had a handful of 3 drops I wouldnt disagree with 18 lands but with several 4 drops it needs to have more. Remember that a deck like this wins by being able to play multiple spells in one turn like casting a threat and being able to hold up removal or counters.

1
Posted 05 February 2015 at 07:33

Permalink

Take out 1 geist, 1 path and 1 birds for 3 lands and I think you have a solid game plan.

Reasons: geist is good and you almost want to guarantee that you draw it every game but having multiples in your hand after you have one in play can really hurt you. Path is great but having 3 is solid and not having dead removal in your hand is good and makes snapcaster just a bit better. Birds does nothing past turn 4 most of the time and since youre adding land this should be acceptable and reduces your chances of drawing a 0/1 that does nearly nothing in the later game

1
Posted 05 February 2015 at 07:38

Permalink

not really Bant

-1
Posted 02 February 2015 at 23:20

Permalink

Really we're gonna have this conversation again on a different deck? Just because a deck isn't using the main mechanics of the classified Shard/Wedge when they were created does not mean that a deck with the appropriate colours won't still hold the name given to those colours. The names are given so the players of the game would have a way to describe the colours of their deck in a more appealing way then W,U,B,R,G.
Maybe instead of posting this same thing around on all the decks you deem unworthy of their name, you try helping someone out by giving a bit of constructed criticism.

2
Posted 03 February 2015 at 00:27

Permalink

ROFL, Dammmmn. #notreallyconstructive

0
Posted 03 February 2015 at 00:50

Permalink

Well when I originally commented on this deck yes it was.

0
Posted 03 February 2015 at 01:14

Permalink

With the addition of Magic Origins I revamped this deck and had some new ideas. I think Hallowed Moonlight makes Detention Sphere even more valuable. Decks that run Abrupt Decay aren't a huge threat to D-Sphere because Hallowed Moonlight will exile whatever they want to bring back. Additionally, Hallowed Moonlight is awesome against Splinter Twin or even Merfolk and Death and Taxes as it stops Aether Vial pretty efficiently as well. With the addition of Sun Titan for testing, I am considering adding Kitchen Finks instead of Loxodon Smiter because of the value. I don't really run into to much Jund where I play so this might be a reasonable substitution.

Any comments are welcome.

0
Posted 19 July 2015 at 23:23

Permalink

I don't share your enthusiasm for Hallowed Moonlight. It's not that good it doesn't stop twin like every other answer which is already being used it only slows it down by a turn. Same with Vial, being its only till end of turn your slowing them down 1 turn but they still have a vial in play B/C Moonlight doesn't effect the current board state. I may be wrong about this but I've given much thought and decided it's great on the outside but comes up short in to many situations. Spellskite would be a much better S/B option then Hallowed Moonlight.
I do however support your use of Sun Titan and Kitchen Finks.
Of course these are just my opinions and take them as such. Happy Casting :)

0
Posted 20 July 2015 at 00:50

Permalink

That may be a possibility. I've always liked Spellskite, but with the 3 mainboard Qasali Pridemages I actually haven't had too much trouble with Twin or Vial. I usually go 2-1 or 1-2 against it. It all depends on game one. I was thinking that the Hallowed Moonlight is a good addition to the Pridemage's (in the sense that they're my extra pridemages) slowing down Vial and Twin while I get my cat out. But who knows maybe I'll grow to hate the card lol

0
Posted 20 July 2015 at 01:25

Permalink