Arena Standard - Bant Finale THB v1

13
25
14
1
27
7
25
Combo
Jank
  • Deck contains 3 invalid cards for this format: Wilderness Reclamation (RNA), Growth Spiral (RNA), Teferi, Time Raveler (WAR)
Main 60 cards (26 distinct)
Planeswalker (7)
$0.50€0.290.02
$3.95€5.305.39
$5.99€2.840.17
Instant, Sorcery, Enchantment, Artifact (27)
$0.20€0.110.03
$0.30€0.270.03
$1.00€0.740.03
$0.25€0.130.03
$0.73€0.790.07
$1.82€1.010.02
$0.19€0.110.03
$0.35€0.230.02
$0.22€0.130.03
Creature (1)
$0.300.02
Land (25)
$5.54€4.180.15
$0.52€0.600.02
$0.39€0.230.02
$0.34€0.200.02
$16.43€15.090.17
$8.25€9.460.17
$10.04€9.740.24
$0.20€0.150.03
$0.15€0.020.03
$0.17€0.030.04
$0.49€0.380.10
$0.25€0.170.03
$0.31€0.310.02
Side 15 cards (15 distinct)
$0.48€0.360.03
$0.27€0.170.02
$1.82€1.010.02
$0.85€0.420.02
$0.30€0.150.02
$0.30€0.210.02
$0.39€0.160.02
$0.70€0.530.02
$0.72€0.580.02
$0.15€0.180.03
$3.06€1.860.04
$0.25€0.130.03
$2.03€1.200.03
$5.85€4.330.02
$1.25€1.070.03
Maybeboard 23 cards (9 distinct)
$4.008.86
$0.49€0.270.02
$0.39€0.190.02
$0.40€0.430.18
$1.86€2.820.03
$0.74€0.660.02
$0.25€0.200.03
$0.22€0.130.03
$0.85€0.740.04

Simulating MTG Arena Best of 1 starting hand
(Simplified, true algorithm in MTGA not revealed by Wizards yet)

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Description

This is an update on the ELD version of the same deck.

Therefore I will not explain the combo or how each card works, at least the interactions from older cards. Check the previous writeup for details.

Instead let us look at the new additions from this set. THD substaintially bolstered Bant Finale with some new options, but at once also presented new rivals to deal with. By and large, this deck is a lot more playable on the laddar, but still finds misery against some bad matchups.

image

Outperforms Time Wipeimage from cumulated experience. One less blue cost matters a lot against the upgraded aggro decks like the current iteration of RDW and cavalcade. Fantastic card, but can be rather useless against control decks. Therefore we play 2 in maindeck in the BO1 setting.

image

A somewhat upgraded version of Prison Realmimage. I also added one more copy to a total of three to increase our ability to interact with control and aggro early on. Since we can shoot down enchantment and artifact (Witch's Ovenimage, namely), this card is a lot less clunky than Prison Realmimage too. 

image

A pretty decent T2. Of course we want to spiral on T2 into reclamation and chemister on T3, but this card helps a lot when mulling into a 2 land hand, especially with bad color combinations. It also draws very well, as once it lands, countering your named spell will not prevent chapter 3 from taking effect. Omen of the Seaimage is a decent replacement. I do not have strong opinion on which is superior.

image

Being a rare, this card is not as playable as Thassa's Interventionimage, which can be used as an all-purpose counter spell. Nevertheless, the rising popularity of enchantments produced an environment where this card is playable. It helps dealing with Fires decks, temur reclamation, and food decks. The Sanguine Sacrement effect is also valuable against aggro decks, usually function as a fog but via healing.

image

I moved Blast Zoneimage from side to main to make sure it has a chance to online against cavalcade and cat oven on time. It also deals with planeswalkers behind the protection of counter spells.

The new scry lands are welcomed additions for a healtier mana base, but not particularly interesting.

Now for the sideboard:

image

This card is actual gas. It is cheap, versatile and unexpected, basically a Veil of Summerimage with one colorless premium and protection against everything. Works great against casualties, agents, explosions, thought erasures, elspeth conquers death etc. etc. It is the single most useful sideboard card from experience.

image

You can sort of replace Return to Natureimage with this, as despite the higher starting cost, it hits multiple targets and has a healing option.

image

Moved to sideboard to make space for interactions and ramps. It is a pretty strong wish in lategame. 

image

It used to be a dead card in the side, but at present more decks are relying on graveyard to function. Ashiok can absolutely demolish in a drawn out game.

image

Provided we have set up the enchantments and lands, Emergency Powersimage usually benefits us more than our opponent given our advantage in mana supply. Beware this may shuffle away important cards from your hand such as a life saving Root Snareimage

 

Performance

As usual, this deck still shreds midrage; it is very hard to lose to, say, Selesnya enchantment. It also provided me with some interesting games against traditionally tough matchups. It fairs much better against its former nemesis like Fires and RDW. Temur reclamation is a tricky match up, as your Teferi could disable mana floating but is susceptible to brazen borrowers. Control matchups are also more bearable, such as Azor control and Esper. 

In principle this is still a jank deck. There is a lot of potential to make plays but in equal measure the chance to fail.

Edit: Removed Medomai's Prophecyimage with 3x Omen of the Seaimage. Adjust mana base to 25 lands (-1 Temple of Enlightenmentimage. Based on current ladder experience, this deck currently does exceptionally well against red deck (which was one of the worst matchup in previous iterations). Azor, Esper and flash are still difficult matchups. Slightly unfavored against Jeskai Fires.

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nyxnyxnyxnyx2
Last Updated: 08 Feb 2020
Created: 01 Feb 2020
1171 181 0

Enter The Battlefield Prepared

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Mana Curve
Color Breakdown
Main/Sideboard Rarity Count
14 12 31 2 0
1 4 9 1 0
Mana Calculator
Symbols Percentage Lands