Bant Aura's

by Tripedge on 26 April 2013

Main Deck (60 cards)

Sideboard (15 cards)

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How to Play

Essentially you get a guy out pump him up with enchantments swing for game.
Current best creatures to do this with... all.
I've won games with Avacyn's Pilgrims, Invisible Stalker, Geist, Silverblade and Strangleroot. All you need are enchantments and its game over.

Deck Tags

  • Bant Aura's
  • Geist of Saint Traft
  • Standard
  • Tournament

Deck at a Glance

Social Stats

3
Likes

This deck has been viewed 1,313 times.

Mana Curve

Mana Symbol Occurrence

16140025

Card Legality

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

Deck discussion for Bant Aura's

FML, this deck would be annoying to deal with. Yet not impossible. This match up against my bant would be like throwing pebbles at siege tanks with the wrong hand.

However it does have some very obvious weak points. Field wipes, counters, and removal can get pretty harsh. Never more and slaughter games hits pretty hard. First game looks like a definite victory, yet after that dumb side in's like paraselen, a two drop that destroys all enchantments and you gain 2 life for each destroyed that way, will hurt.

Decks that are the most capable of dealing with it will be the mid-ranged control oriented decks, if you let one of those get passed turn five, it is game. Turn seven? An infinite combo went of or is going to soon. Shoot, by turn ten if left alone, my deck will gain several hundred life and have gigantic creatures that are all lethal on there own. That's what I'd suggest you watch out for. Since you'll match most aggro with creature drops pound for pound, and it'll just end up being who can beat each other down first.

0
Posted 27 April 2013 at 00:33

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