Bant Control by seth2 on MtGO

Creatures (2)
2 Thraben Inspector

Non-Creature Spells (31)
2 Approach of the Second Sun
2 Declaration in Stone
1 Descend upon the Sinful
2 Fumigate
1 Blessed Alliance
4 Censor
2 Disallow
1 Essence Scatter
2 Hieroglyphic Illumination
1 Immolating Glare
1 Negate
2 Pull from Tomorrow
4 Supreme Will
4 Bounty of the Luxa
2 Cast Out

Lands (27)
4 Botanical Sanctum
1 Fortified Village
3 Irrigated Farmland
4 Island
2 Lumbering Falls
6 Plains
4 Port Town
2 Prairie Stream
1 Scattered Groves

Sideboard (15)
1 Negate
2 Angel of Sanctions
1 Authority of the Consuls
1 Dispel
1 Forsake the Worldly
2 Linvala, the Preserver
2 Regal Caracal
3 Sacred Cat
2 Sphinx of the Final Word

Summary

With Pro Tour Hour of Devastation in the rear-view mirror and the rest of this Standard format right in front of us, many players have been analyzing the format in terms of what strategies have been validated or invalidated by the makeup of the metagame. Ramunap Red was by far the most successful deck at the Pro Tour, and thus many players have deemed that control strategies are dead in the format. However, some players believe that control itself is not dead, but it needs to shift colors. The deck we’re featuring Bant Control, which could be the answer to control mages’ wishes in this format.

Like all control decks, this deck has many ways to deal with opposing creatures. Descend upon the Sinful and Fumigate are the board wipes in this deck, and are critical to this deck’s ability to fight the big decks in the format. Ramunap Red and Mono-Black Zombies can both be undone by a sweeper. Declaration in Stone, Blessed Alliance, Immolating Glare, and Cast Out make up the spot removal spells. While Blessed Alliance is sometimes a weaker Immolating Glare (when the opponent has multiple creatures), it has the upside of gaining life to claw you back into the game. Declaration in Stone and Cast Out are both unconditional removal spells, with Cast Out being more expensive, with the ability to target any non-land permanent or cycle away at just 1 mana.

This deck, like many traditional control decks, has several counter spells to keep the opponent back before they can ever get momentum going. Censor, Disallow, Essence Scatter, Negate, and Supreme Will are the counters in this deck. Censor and Supreme Will are the ones that are 4-ofs, due in large part to the fact that they can replace themselves, either through cycling or through Supreme Will‘s secondary mode.

Card draw is another critical part of a control deck’s game plan, and this deck has plenty of it through Hieroglyphic Illumination, Pull from Tomorrow, and Bounty of the Luxa, which is the reason to play green in this deck. Bounty of the Luxa alternates adding mana and drawing a card. Both are good additions to this mana- and card-hungry deck, and forcing the enchantment through can set this deck up for the long game better than almost any card in the format.

Here are the changes I would make going forward:

Mainboard

-1 Negate

-1 Supreme Will

+1 Disallow

+1 Hieroglyphic Illumination

Sideboard

-1 Authority of the Consuls

-1 Dispel

+2 Negate

This is day 215 of Spellsnare.com’s 2017 Deck of the Day column, where each day we’ll feature a different Standard, Modern, or Legacy deck that caught our eye. You can read day 214 here, where we featured a Standard Eldrazi deck that delves into a color we haven’t seen paired with colorless mana much.

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