Bant Aggro deck
Posted: Wed Jul 09, 2014 8:15 pm
I originally built this deck just to have some fun with a couple others that played Commander with a card I got as a birthday gift. Now I'm actually trying to make it competitive and running into issues in a group hug/combo meta. My experience with EDH is pretty low since I play it only every month or so.
I built it along a lifegain/beatdown theme which may just mean I need to scrap the idea or maybe I'm just doing it wrong. The general problem I have is that it's not fast enough to kill off the group hug or combo players by turn 5-6 and I have little interaction to be able to stop them as I'm not currently running nearly enough counterspells or removal. Normally I would depend on the other players in the game to stop them but it looks like they're all focusing on comboing off to some degree and just racing each other or I draw the board's full attention early. That means even if I kill one combo, I can'
t stop the others. Is there a solution to this or does it just mean I need to play control in that meta?
Here's the deck currently:
[deck]
Commander
1 Treva, the Renewer
Artifact (16)
1 Bow of Nylea
1 Basilisk Collar
1 Batterskull
1 Behemoth Sledge
1 Chromatic Lantern
1 Darksteel Ingot
1 Elixir of Immortality
1 Fellwar Stone
1 Lightning Greaves
1 Loxodon Warhammer
1 Mimic Vat
1 Phyrexian Processor
1 Pristine Talisman
1 Sol Ring
1 Trading Post
1 Whispersilk Cloak
Creature (30)
1 Phyrexian Metamorph
1 Wurmcoil Engine
1 Acidic Slime
1 Archangel of Thune
1 Augury Adept
1 Baneslayer Angel
1 Coiling Oracle
1 Cold-Eyed Selkie
1 Daxos of Meletis
1 Drogskol Reaver
1 Elderwood Scion
1 Eternal Witness
1 Horizon Chimera
1 Hydra Omnivore
1 Loxodon Hierarch
1 Phantom Nishoba
1 Prophet of Kruphix
1 Rafiq of the Many
1 Reveillark
1 Rhox Faithmender
1 Scavenging Ooze
1 Selvala, Explorer Returned
1 Serra Ascendant
1 Simic Sky Swallower
1 Sun Titan
1 Trostani, Selesnyas Voice
1 Trygon Predator
1 Ulvenwald Tracker
1 Weathered Wayfarer
1 Courser of Kruphix
Enchantment (6)
1 Aura Shards
1 Cradle of Vitality
1 Marshal's Anthem
1 Mirari's Wake
1 Sylvan Library
1 True Conviction
Instant (3)
1 Bant Charm
1 Eladamri's Call
1 Treva's Charm
Sorcery (7)
1 Genesis Wave
1 Green Sun's Zenith
1 Martial Coup
1 Rite of Replication
1 Storm Herd
1 Temporal Mastery
1 Wargate
Land (37)
1 Alchemist's Refuge
1 Breeding Pool
1 Celestial Colonnade
1 Command Tower
1 Eiganjo Castle
3 Forest
1 Glacial Fortress
1 Grand Coliseum
1 Graypelt Refuge
1 Hall of the Bandit Lord
1 Hallowed Fountain
1 Hinterland Harbor
1 Homeward Path
1 Island
1 Kabira Crossroads
1 Krosan Verge
1 Minamo, School at Water's Edge
1 Mistveil Plains
1 Okina, Temple to the Grandfathers
2 Plains
1 Razorverge Thicket
1 Rogue's Passage
1 Sapseep Forest
1 Seaside Citadel
1 Sejiri Refuge
1 Stirring Wildwood
1 Sunpetal Grove
1 Temple Garden
1 Temple of Enlightenment
1
Temple of Mystery
1 Temple of Plenty
1 Thespian's Stage
1 Treva's Ruins
1 Windbrisk Heights
[/deck]
Step one is definitely replacing a fair bit of the tap lands with various pain lands/artifacts since my life total can fuel it early game. I also want to fit in two more of the gain extra turn spells.
After that, the question is if I need to go more interaction, hopefully on legs, or find a way to speed up the deck with more haste/flash and probably even swapping the commander for Jenara or Rafiq so that I'm reducing the damage I need to do by half and negating enemy life gain. I imagine I need to cut several of the support cards to slow the durdle.
Or is this just a losing battle and once a meta goes combo, any creature based strategy is auto lose in multiplayer?
My main opponents are Jhoira of the Ghitu, Azami, Lady of Scrolls, and Phelddagrif. At least those are the ones I can remember.
Cards
I recently dropped for being slow were Enlightened Tutor, Primal Command, [card]Sphinx's Revelation[/card], Serra Avatar, and Ageless Entity.
Also floating about the idea of Ajani Goldmane and Venser, the Sojourner since they synergy with the other cards and let me be more aggressive, and maybe, maybe Elspeth, Knight-Errant just for the evasion and possible ultimate.
I built it along a lifegain/beatdown theme which may just mean I need to scrap the idea or maybe I'm just doing it wrong. The general problem I have is that it's not fast enough to kill off the group hug or combo players by turn 5-6 and I have little interaction to be able to stop them as I'm not currently running nearly enough counterspells or removal. Normally I would depend on the other players in the game to stop them but it looks like they're all focusing on comboing off to some degree and just racing each other or I draw the board's full attention early. That means even if I kill one combo, I can'
t stop the others. Is there a solution to this or does it just mean I need to play control in that meta?
Here's the deck currently:
[deck]
Commander
1 Treva, the Renewer
Artifact (16)
1 Bow of Nylea
1 Basilisk Collar
1 Batterskull
1 Behemoth Sledge
1 Chromatic Lantern
1 Darksteel Ingot
1 Elixir of Immortality
1 Fellwar Stone
1 Lightning Greaves
1 Loxodon Warhammer
1 Mimic Vat
1 Phyrexian Processor
1 Pristine Talisman
1 Sol Ring
1 Trading Post
1 Whispersilk Cloak
Creature (30)
1 Phyrexian Metamorph
1 Wurmcoil Engine
1 Acidic Slime
1 Archangel of Thune
1 Augury Adept
1 Baneslayer Angel
1 Coiling Oracle
1 Cold-Eyed Selkie
1 Daxos of Meletis
1 Drogskol Reaver
1 Elderwood Scion
1 Eternal Witness
1 Horizon Chimera
1 Hydra Omnivore
1 Loxodon Hierarch
1 Phantom Nishoba
1 Prophet of Kruphix
1 Rafiq of the Many
1 Reveillark
1 Rhox Faithmender
1 Scavenging Ooze
1 Selvala, Explorer Returned
1 Serra Ascendant
1 Simic Sky Swallower
1 Sun Titan
1 Trostani, Selesnyas Voice
1 Trygon Predator
1 Ulvenwald Tracker
1 Weathered Wayfarer
1 Courser of Kruphix
Enchantment (6)
1 Aura Shards
1 Cradle of Vitality
1 Marshal's Anthem
1 Mirari's Wake
1 Sylvan Library
1 True Conviction
Instant (3)
1 Bant Charm
1 Eladamri's Call
1 Treva's Charm
Sorcery (7)
1 Genesis Wave
1 Green Sun's Zenith
1 Martial Coup
1 Rite of Replication
1 Storm Herd
1 Temporal Mastery
1 Wargate
Land (37)
1 Alchemist's Refuge
1 Breeding Pool
1 Celestial Colonnade
1 Command Tower
1 Eiganjo Castle
3 Forest
1 Glacial Fortress
1 Grand Coliseum
1 Graypelt Refuge
1 Hall of the Bandit Lord
1 Hallowed Fountain
1 Hinterland Harbor
1 Homeward Path
1 Island
1 Kabira Crossroads
1 Krosan Verge
1 Minamo, School at Water's Edge
1 Mistveil Plains
1 Okina, Temple to the Grandfathers
2 Plains
1 Razorverge Thicket
1 Rogue's Passage
1 Sapseep Forest
1 Seaside Citadel
1 Sejiri Refuge
1 Stirring Wildwood
1 Sunpetal Grove
1 Temple Garden
1 Temple of Enlightenment
1
Temple of Mystery
1 Temple of Plenty
1 Thespian's Stage
1 Treva's Ruins
1 Windbrisk Heights
[/deck]
Step one is definitely replacing a fair bit of the tap lands with various pain lands/artifacts since my life total can fuel it early game. I also want to fit in two more of the gain extra turn spells.
After that, the question is if I need to go more interaction, hopefully on legs, or find a way to speed up the deck with more haste/flash and probably even swapping the commander for Jenara or Rafiq so that I'm reducing the damage I need to do by half and negating enemy life gain. I imagine I need to cut several of the support cards to slow the durdle.
Or is this just a losing battle and once a meta goes combo, any creature based strategy is auto lose in multiplayer?
My main opponents are Jhoira of the Ghitu, Azami, Lady of Scrolls, and Phelddagrif. At least those are the ones I can remember.
Cards
I recently dropped for being slow were Enlightened Tutor, Primal Command, [card]Sphinx's Revelation[/card], Serra Avatar, and Ageless Entity.
Also floating about the idea of Ajani Goldmane and Venser, the Sojourner since they synergy with the other cards and let me be more aggressive, and maybe, maybe Elspeth, Knight-Errant just for the evasion and possible ultimate.