Shardless Bant
This deck has been floating around a bit (courtesy of Paul Lynch / Rudy B / Zack Mullin):
Here's my take on it:
W count: 16. U count: 18. G count: 15
//23
2 Island
1 Forest
1 Plains
4 Flooded Strand
4 Misty Rainforest
3 Windswept Heath
3 Tundra
2 Tropical Island
1 Savannah
1 Academy Ruins
1 Karakas
//20
4 Ancestral Vision
4 Brainstorm
4 Swords to Plowshares
4 Force of Will
1 Detention Sphere
1 Humility
1 Enlightened Tutor
1 Sensei's Divining Top
//8
3 Jace, the Mind Sculptor
1 Batterskull
1 Umezawa's Jitte
1 Sword of the Meek
2 Thopter Foundry
//9
4 Stoneforge Mystic
4 Shardless Agent
1 Vendilion Clique
Sideboard
1 Grafdigger's Cage
2 Relic of Progenitus
4 Meddling Mage
1 Ethersworn Canonist
2 Supreme Verdict
1 Council's Judgment
1 Path to Exile
1 Seal of Cleansing
1 Pithing Needle
1 Moat / Rest in Peace / 2nd Cage (?)
I added a 23rd land (innovative, I know!), but my experience with Shardless / Ancestral Vision decks is that Missing Land Drops is Bad!
Especially when your late game involves batterskull recursion or Thopter-Sword or Academy Ruins for either!
Playing more lands is a Good Thing(tm). This also gives you flexibility in playing around Spell Pierce / Daze, etc from Delver decks, which is also a good thing. Your late game should annihilate them, so as long as you continue to make land drops and survive, you should be in a good spot.
I switched out Ensnaring Bridge for Humility (better versus decks like Elves, for example), and equally good versus Sneak and Show.
Adding the 4th Meddling Mage to the sideboard makes a lot of sense, so you don't have to cut your Agents versus combo now, instead you just try to get as many Mages into play as possible via Shardless.....
I hope to play more with this deck, and I thank John Gatza for lending me the deck to try!
It sure is a blast to play, although I still have Miracles in my back pocket.
Here's my take on it:
W count: 16. U count: 18. G count: 15
//23
2 Island
1 Forest
1 Plains
4 Flooded Strand
4 Misty Rainforest
3 Windswept Heath
3 Tundra
2 Tropical Island
1 Savannah
1 Academy Ruins
1 Karakas
//20
4 Ancestral Vision
4 Brainstorm
4 Swords to Plowshares
4 Force of Will
1 Detention Sphere
1 Humility
1 Enlightened Tutor
1 Sensei's Divining Top
//8
3 Jace, the Mind Sculptor
1 Batterskull
1 Umezawa's Jitte
1 Sword of the Meek
2 Thopter Foundry
//9
4 Stoneforge Mystic
4 Shardless Agent
1 Vendilion Clique
Sideboard
1 Grafdigger's Cage
2 Relic of Progenitus
4 Meddling Mage
1 Ethersworn Canonist
2 Supreme Verdict
1 Council's Judgment
1 Path to Exile
1 Seal of Cleansing
1 Pithing Needle
1 Moat / Rest in Peace / 2nd Cage (?)
I added a 23rd land (innovative, I know!), but my experience with Shardless / Ancestral Vision decks is that Missing Land Drops is Bad!
Especially when your late game involves batterskull recursion or Thopter-Sword or Academy Ruins for either!
Playing more lands is a Good Thing(tm). This also gives you flexibility in playing around Spell Pierce / Daze, etc from Delver decks, which is also a good thing. Your late game should annihilate them, so as long as you continue to make land drops and survive, you should be in a good spot.
I switched out Ensnaring Bridge for Humility (better versus decks like Elves, for example), and equally good versus Sneak and Show.
Adding the 4th Meddling Mage to the sideboard makes a lot of sense, so you don't have to cut your Agents versus combo now, instead you just try to get as many Mages into play as possible via Shardless.....
I hope to play more with this deck, and I thank John Gatza for lending me the deck to try!
It sure is a blast to play, although I still have Miracles in my back pocket.
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