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Nonebutone's Standard Bant Walkers

Posted: Wed May 28, 2014 11:34 am
by Nonebutone

Here is the deck:

4 Mana Confluence (tap, pay 1 life, add 1 mana to any color to your mana Pool)
4 Hallowed Fountains (Comes into play tapped unless you pay 2 life, Taps for White/or blue)
4 Temple Gardens (Comes into play tapped unless you pay 2 life, Taps for White/Green)
4 Breeding Pools (comes into play tapped unless you pay 2 life, Taps for Blue/Green)

3 temple of Plenty (comes into play tapped, Scry 1(look at the top card of your deck, can put it at top or bottom of your deck) Taps for green/white)
1 Temple of Mystery (comes into play tapped, Scry 1, Taps for green/blue)
2 Temple of Enlightenment (Comes into play tapped, Scry 1, Taps for White/Blue)

4 Slyvan Caryatids (1 Colorless, 1 Green Defender, Hexproof, 0/3 Tap to add 1 mana of any color to your mana Pool)


3 Detention Spheres (1 Colorless, 1 Blue, 1 White) When Detention sphere enters the battlefield, you may exile target nonland permanent not named Detention sphere and all other permanents with the same name as that permanent.
When Detention sphere leaves the battlefield, return the exiled cards to the battlefield under their owner's control.

Banishing Light (2 Colorless 1 white) When banishing Light enters the battlefield, Exile target Nonland Permanent an opponent controls until banishing light leaves the battlefield.


4 Supreme Verdict (1 colorless, 2 white, 1 blue) Sorcery, Destroy all creatures, Can't be countered

2 Sphinx's Revalation (X colorless, 1 white, 2 blue) Instant, Gain X life, Draw X cards

2 Cyclonic Rift( 1 colorless, 1 blue) Return Target Nonland Permanent you don't control to its owner's hand. (Overload, Instead cast for 6 colorless 1 blue, replace Target with "all")

2 Syncopate, (X colorless, 1 blue) Counter target spell unless its controller pays X, if that spell is countered this way, Exile it instead of putting it into its owner's Graveyard


2Gideon, Champion of Justice (2 colorless, 2 white) Loyalty 4,
+1 Put a Loyalty counter on Gideon for each creature target opponent controls
0 Until the end of turn becomes a creature with power/toughness equal to Loyality, indestructible and cannot take damage this turn
-15, Exile all other permanents
4 Kiora, the Crashing Waves (2 colorless, 1 blue, 1 Green) Loyalty 2
+1 Until your next turn, prevent all damage that would be dealt to and by target permanent an opponent controls
-1 Draw a Card, you may play an additional land this turn
-5 you get an emblem with "at the beginning of your end step, put a 9/9 Kraken Creature token onto the battlefield"

4 Jace, Architect of thought (2 colorless, 2 Blue) Loyalty 4
+1 Until your next turn, whenever a creature an opponent controls attacks, it gets -1/- until end of turn
-2 Reveal the top 3 cards of your deck, an Opponent separates those cards into two piles, put one into your hand, and the other onto the bottom of your library in any order.
-8 For each player, search that player's library for a nonland card and exile it, then that player shuffles his or her library. you may cast those cards without paying their mana costs

3 Ajani, Mentor of Heros (3 Colorless, 1 Green, 1 white) 4 Loyalty

+1 Distrubte 3 +1/+1 counters among one, two or three target creatures you control.
+1 Look at the top 4 cards from your libary, you may reveal an Aura, Creature or planeswalker card from among them and put it into your hand, put the rest on the bottom of your libary in any order
-8, you gain 100 Life

2 Elsepth, Sun's Champion( 4 colorless, 2 White) Loyalty 4
+1 Put 3 1/1 White soldier creatures tokens onto the battlefield
-3 Destroy all creatures with power 4 or greater
-7 you get an emblem with "Creatures you control get +2/+2 and have flying

2 Chromantic Lantern (3 colorless)
Lands you control have (Tap, add one mana of any color to your mana pool)
Tap, add one mana to your mana Pool.

More or less, the deck just plays good walkers, over and over, controls the board with exile, bounce, and Destroy effects, and has enough walkers to protect itself starting turn 4... forever, Wincons are the 100 life where your Opponent just can't keep up, 9/9 Krakens showing up constantly, Gideon beating people to death, or... Elespeth making 1/1 tokens till you have enough 3/3 tokens with flying to murder

Or... Jace just plays your opponet's best card and wins with that


Re: Nonebutone's Standard Bant Walkers

Posted: Tue Jun 03, 2014 11:14 am
by m14
My worry with the deck is that Ajani's +1 ability will go to waste with only 4 creatures that can't attack. What's the reasoning for going with Jace and not Ashiok if the end goal is to cast your opponents stuff? I understand Jace is really good, but Ashiok gets around too. She'll work well with the amount of fixing you have in the deck too in the Caryatids and Lanterns. Just a thought.

Re: Nonebutone's Standard Bant Walkers

Posted: Tue Jun 03, 2014 11:07 pm
by Nonebutone
well, AJani's +1 does not just hit creatures, it also hits planeswalkers, Allowing me to fetch more of the planeswalkers out of my deck easily. :P it actually came 1st during the pre-release event, and has done rather well agianst most decks it comes across, although its slow as heck.