This isn't quite accurate. Additionally, we’ll only be running 60 cards in the main deck. The dream, basically, is to resolve Vadrok and survive the turn, and then start swinging while defending Vadrok with counterspells and then flashing back your counterspells with Octopus while also drawing cards. At first, I had read this -2 ability as a looting effect with a bonus. Depending on the meta, we're going to be balancing the ratio of Essence Scatter and Dovin's Veto in our mainboard in proportion to the amount of aggro in the meta. It cycles to kill Teferi, and it cycles to block and kill Dream Trawler. The enchantment part is strictly "win more". If you're both untapped on turn three and they resolve Teferi on the play, if they draw a card off Teferi, you can simply respond by cycling Shark Typhoon for x=1 at the end of your turn and then immediately swing in for the kill on your combat step. I play UW Control in Standard whenever the deck is viable in Tier 1 or 1.5. Upvote 0. The ability to pitch counterspells at the end of your opponent's turn is huge, and it often makes Neutralize the preferred option over Absorb in a grindy, control-based meta. (1) [[Vadrok, Apex of Thunder]]: At face-value, this is a three mana 3/3 flyer with first strike, which is formidable enough on its own. Zenith Flare - (G) (SF) (txt)Yidaro - (G) (SF) (txt)Deafening Clarion - (G) (SF) (txt)[[cardname]] or [[cardname|SET]] to call. It seems like there's some definite synergy there, resetting Sagas and walkers (though coming back EOT is bad for the latter), or reusing Omen. CardHoarder 184.57 TIX. Yet Vadrok can also be an insane value engine for a control deck when played together with [[Sea-Dasher Octopus]]. I've always felt good playing her in multiple different matchups. (3) [[Yidaro, Wandering Monster]]: The best thing about this card is that, when it cycles for the first three times, it goes back into your deck, meaning that your odds of drawing this card will only increase throughout the game and after you cycle it subsequent times. It's a win-more card that we might maybe cast if we have just more mana than we know what to do with, but playing it during our main phase leaves our shields open, so we're almost always going to be using the cycle part of this card and ignoring the rest of the text. Not totally leaning on cycling, but enough of it. I also casually play the deck in other formats and watch many videos of pros playing the deck. It is a [[Mantis Rider]], but without the haste or human tag, and Mantis Rider is a good card. Press J to jump to the feed. that makes no sense given how nissa decks pushed control out in the first place. We can't afford to do this anymore, and Neutralize isn't going to be the right meta call unless things drastically change. Honestly I'm most excited for Abzan Hero though I think that's going to be a lot of fun. I think the UGR cycling deck is going to be really good with Uro and all the Draw 2 cards from ELD. (1) [[Raugrin Triome]]: Obvious enough. Also, we have Teferi, which literally shuts down their entire deck, so this probably just makes the match a bit more even. ©Wizards of the Coast LLC. I don't think Bant gets much this set, since most of the Green, Simic, and Selesnya cards deal with creatures. Format: Standard. Narset also effectively answers Teferi after the fact (much like Vraska was played on turn four to "answer" Oko), letting you turn a dead counterspell into an immediate answer on turn four ... and then you get to draw a card, which is huge in terms of card advantage. 69.45 tix 7 Mythic, 54 Rare, 22 Uncommon, 6 Common. Esper Control passes with its mana untapped more often than any other deck in Standard, which makes it very dangerous and very annoying to play against. I hope Narset does well. I'm not sure there's enough non-creature cards with cycling to make Zenith Flare worth it sadly. Right now, however, most Bant Control decks ramp using [[Growth Spiral]] and [[Uro, Titan of Nature's Wrath]]. Thank you for your post. While [[Cunning Nightbonder]] makes flash decks into a bit of a bigger threat, this card doesn't shut us down the way Teferi does. It is worth mentioning, however, that the main text of this card is almost always not worth it for us. It's a win-more card and is not good. At that point, however, we're not really running [Shatter the Sky]] or other control cards, so the deck is more like Bant ramp than Bant control. I think it goes in the UW blink deck, but probably not in the control deck. I have not played this deck heavily on Arena (although I have definitely taken it for a spin a few times), so please let me know if I am missing something. Dire Tactics costs you life, but it can exile an [[Anax, Hardened in the Forge]]. MTG Arena Zone © 2020. It produces a token off [[Hero of Precinct One]], pumps all of our tokens +1/1, and lets us exile cards from our opponent's graveyard every time we make a token.
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