Starting all over (again?)
Due to
being disrupted by GP Madrid, i’ve put aside Bant Knightfall for a while. I’ve
played Affinity with my teammates running hot on Burn and the third one failing
on Junk Midrange. My results have been mixed – a 50/50 I believe because I
haven’t kept record of my results.
This record
was the result of a mediocre preparation and a handful of bad matchups.
All-in-All it was a fun time and the results have been ok’ish at least.
After the
GP i’ve struggled to really come up with Magic because i was in serious doubt
regarding my deck choice for the upcoming month. After testing Dredge and
Vengevine Aggro i concluded that it’s the most easiest thing to stick on old behaviors
and run Bant Knightfall again.
Here’s why
i firmly believe this deck is capable of getting to the top tables:
First: A proactive Beatdown plan
The deck
has some Beaters, primarily Knight of the Reliquary, but also Tireless Tracker
is able to get the Beatdown going. Although these are not the heaviest hitters in
the format (both need a serious investment in Lands / Mana), they are both
capable of being huge threats once unanswered.
Furthermore
Noble Hierarch and Qasali Pridemage support the Creature-Beatdown with there
Exalted ability. While all these Critters doesn’t line up well against Reality
Smasher, Death’s Shadow or Ulamog, it’s worth mentioning that they can attack
for up to 5+ Damage from Turn 3 on.
Even if the
opponents threats are huge Roadblocks, the Flyer’s mean serious trouble. Spell
Queller and Selfless Spirit can chip in for quite some damage. Most
Modern-Decks lack evasive Creatures that are able to block Flyers.
In the Mid-
to Lategame Knight of the Reliquary, Tireless Tracker and Scavenging Ooze are
great. They can become big quite easily and have added utility packed together
to let the Beatz go on.
So in
conclusion the deck promises a bunch of Beaters attached to useful abilities,
that can give the edge if left unchecked.
Verdict Beatdown: ++
Second: Disruption on a stick
Spell
Queller, Selfless Spirit, Voice of Resurgence, Scavenging Ooze, Thalia, Heretic
Cather and the Knight herself assure some serious Tempo / Disruption gameplan.
This sets Bant aside Naya Company, that relies heavily on the hard-hitting
Beaters like Loxodon Smiter, Knight of the Reliquary, Tireless Tracker or
Tarmogoyf.
These
Critters does allow me to keep up with the diverse kind of threats all over the
modern format. Sometimes a Qasali Pridemage lines up poorly against Death’s
Shadow, but at all it’s worth the slot as long as Ad Nauseam, Affinity, Burn
and Tron are part of the Format.
Especially
Thalia, Heretic Cathar impressed me a lot. The
comes-tapped-onto-the-battlefield clause caused some serious headaches for my
opponents and gave me some tempo against otherwise difficult matchups.
Another
point to contribute to this is that I’m a big believer in the assumption, that
disruption must be paired with pressure. In modern disruption on-a-stick is one
of the most important aspects of being proactive. The classic Jund / Junk
Midrange decks do lack that ability and therefore lose more games in matchups
that need to establish a board-presence and disrupt the opponents gameplan.
On another
note:
That’s why I skimped on playing a BGx deck
right now. There disruption suite, consisting of Discard + removal do not line
up very well right now – these decks have too many blanks, especially against
Tron and Scapeshift. The future of BGx is either Death’s Shadow or Traverse the
Ulvenwald, because both are well-balanced between threats and disruption – no
part outweighs the other in a particular way.
Rock-style decks include 20+ removal and 6 – 10
discard spells, kinda overkill in my eyes. Tarmogoyf decreased in playability
because of the printing of Fatal Push.
Sometimes these decks do nothing else than
killing creatures on board – if there are some. If not – drawing blanks isn’t
my hobby, but this is just my opinion.
The
possibility to out-tempo Ramp- and Combo-strategies is the single good reason
to play Bant over traditional Midrange or other Creature-based decks. Aether
Vial-decks are the poster-child of tempo, but they line up poorly against Midrange
and Control – a problem knightfall does not share.
Bant has a
whopping 10 outs against sweepers (Supreme Verdict, Anger of the Gods) and can
come back pretty well with Collected Company after the threats has been picked
away or killed turn after turn.
A problem
occurs as long as the deck has to fight against a strategy with a lot of
redundant pieces, like say UR Storm. While the first attempt to go off can be
easily disrupted, the second attempt might be enough to go off. These matchups
are the most difficult to pilot through because there’s a need of disrupting
the opponents Turn 2 / 3 plays while maintaining pressure on board.
The go-wide-decks
like Elves, Goblins or Tokens seem to be threatening as well. The amount of
creatures on board is often too much to handle for Knightfall (lacking removal
is an issue with this deck).
Bant
Knightfall has an additional (new) tool against creature-centric decks in
Reflector Mage. While his stats aren’t that impressive, his bounce-ability is
somehow really annoying for certain decks.
Wether Tasigur, the Golden Fang or
Goblin Guide – nobody likes to not play his creatures.
A bonus of
the Mage is, that his ability doesn’t trigger the discard-clause of Reality
Smasher – what more can someone wish for?
Verdict disruption: +
Third: Combo-finish
It does
only happen once in a while, just because not both combo-pieces can be tutored,
but if it does, I’m either ahead in value or close out the game directly.
Retreat to Coralhelm is exceptionally well positioned right now because most of
the decks in modern are creature-based, so the card itself is no blank in many
games. On top of that – how many decks can remove a once-resolved Enchantment?
The most versatile answer is Abrupt Decay – a card that has lost a lot of it’s
impact in the format and therefore decreases in playability.
What does
set Retreat aside as a mediocre card is the fact that many decks does play
exceptional huge creatures in small amounts. Tapping down Smashers and Seers
mid-combo becomes attractive, doesn’t it?
Another
upside is, that it’s the best way to race Combo and Ramp in the format. A
problem other Midrange-based creature decks cannot solve because there plan is
to discard stuff and / or just race – which they do poorly.
So down the
line: Retreat is in great shape right now.
Combo-verdict: +-
Fourth: The explosiveness
The deck
couldn’t work without these three bombers: Birds of Paradise, Noble Hierarch
and Collected Company. While the first two are granting a 3-Drop on the second
turn, the latest ensures a 2-for-1 at literally all stages of the game.
It’s
exceptional important to ramp into a 3-drop because all 2-drops does have
(more-or-less) only little impact. They are Hatebears that do chip in for some
damage, disrupts here and there or support otherwise, but there impact is
pretty low-ceiling.
So the real
bombs are costing 3 Mana and the top-curver is Company with 4 Mana. It’s pretty
good that this one stretches our (virtually) available copies of some cards
(namely Spell Queller and Knight of the Reliquary) to 8 (either there’s 1+ in
our hand or it must be expected to find at least one in the top 6 of the
library).
I’ve
started with 7 dorks but quickly recognized that the true haymakers of the deck
are the 3-mana critters and Company. It’s awkard to have a 2nd copy
of BoP in the opener, but hey the deck has to make compromises.
Another thing
that should be noted is that I skimped on Eternal Witness and Courser of
Kruphix.
Both dudes are great Value-machines, but let’s be honest: the raw
power (a 2/1 and a 2/4 for 3 Mana) is completely deniable. As I’ve stated in
another Blog-entry, Modern is not about the great Value-decks of old days, it’s
about speed and resilience.
To
compensate for this loss I’ve added a 2nd Tireless Tracker and 2
Thalia 2.0. Tracker is at heart a 4-drop (casted followed by a landdrop) that
grows bigger over time and fits perfectly in the Landfall-mechanic. Thalia is a
contribution to the greedy manabases seen along the line. Especially on the
play and Turn 2 it’s a mess for some players.
Fifth: The reach
Everybody
familiar with GW Creature decks will know that these kind of decks have great
options in terms of reach. Gavony Township and Kessig Wolf Run ensures that
even laughable Birds of Paradise can end games. Between Birds, Selfless Spirit
and Spell Queller we got 10 Flyer’s at all.
Ooze,
Knight and Tracker grows the longer the games tend to get. They tutor stuff,
exile cards from graveyards or draw cards. Voice of Resurgence hinders
instant-speed actions on the other side of the table or can spit out huge
tokens, Selfless Spirit and Queller are able to protect the combo while going
off.
As all this
is great news, not every time everything lines up well. Opponents overloading
our disruption, slow starts (usually those w/o a Bird / Hierarch), flooding or
the “wrong half of the deck shows up” prevents this deck from becoming
exceptional rather than good.
Verdict reach: +
Last Words
For now the
deck is in great shape and has tools to beat most of the top-tier of the
format. It combines aspects of Midrange-decks with disruption, Ramp and even
tempo-elements commonly known of Aether Vial-decks.
It’s combo
consists of 2 pieces that work fine for themselves as long as modern sticks to
creature-based decks. The weaknesses are there low-impact 2-Drops and the
variance of it’s draws that sometimes doesn’t line up well.
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