Bant Control by jjtibbs on MtGO

Creatures (0)

Non-Creature Spells (35)
4 Approach of the Second Sun
4 Fumigate
4 Hour of Promise
4 Spring // Mind
1 Pull from Tomorrow
1 Settle the Wreckage
4 Supreme Will
3 Thaumatic Compass
4 Cast Out
3 Gift of Paradise
3 Search for Azcanta

Lands (25)
4 Botanical Sanctum
2 Desert of the Indomitable
1 Forest
1 Hashep Oasis
4 Ipnu Rivulet
4 Irrigated Farmland
1 Island
2 Plains
1 Scavenger Grounds
1 Shefet Dunes
3 Sunpetal Grove
1 Swamp

Sideboard (15)
1 Settle the Wreckage
2 Authority of the Consuls
3 Desert’s Hold
1 Failure // Comply
2 Ixalan’s Binding
4 Negate
2 The Scarab God


Ixalan Standard is fully under way, with several new decks popping up to compliment the decks that were successful in the previous format. Control decks started to really pick up steam at the end of the previous format, and it looks like they could be a core pillar of this new format. The deck we’re featuring today is Bant Control, which could be the new control deck poised to get a firm grip on the format.

Some of the core parts of control decks in the previous format are found here as well. Fumigate is a powerful board wipe that can singlehandedly bring you back into the game through the life it gains. When unconditional board wipes are at a premium, having one that has a bonus is extremely valuable. Supreme Will started to be a consistent part of most control decks at the end of last format due to its flexibility and reasonable power on both sides. Approach of the Second Sun has proven itself as less of a gimmick and more of a powerful and perhaps best win condition for decks like this one.

Unlike most control decks in this format and ones past, this one has a heavy ramp element to it, which allows it to have a mana advantage over the opponent in the mid and late game. Spring // Mind and Gift of Paradise are both 3 mana ramp spells with upside. Spring // Mind has extra cards built into it once the game goes late, while Gift of Paradise gains a not insignificant amount of life when it enters. Hour of Promise gets two extra lands into play while being incredibly powerful when a desert is already in play, searching for 2 more and putting two 2/2 tokens into play.

Search for Azcanta has proven itself as an incredibly powerful and cheap enchantment in this format, which turns into a powerful repeatable source of card advantage in the late game, being a cornerstone of control decks in this format. Thaumatic Compass does require a significant if you want to activate it, but in this deck it’s mostly an enchantment that turns into a Maze of Ith on the back side when you reach 7 lands, generally not a problem in this deck.

Here are the changes I would make going forward:


-1 Gift of Paradise

+1 Settle the Wreckage


-1 Settle the Wreckage

+1 Authority of the Consuls

This is day 287 of’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 286 here, where we featured a Modern Merfolk deck that looks to take the archetype in a different direction.

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