


The Resolve…
As the Geist of St. Traft lay naked and alone on the battlefield, defeat seemed imminent. All hope was lost. The opposing Planeswalker loomed menacingly over the battlefield, an army of devilish cacklers at his beck and call, frothing at the mouth. Somewhere in the distance, a two-headed demon-hound howled as the chainwalkers spilled blood on the frontlines from the safety of their highbeams. This would not end well for the spirit cleric. And yet, as the horde approached he had not lost hope. A
voice resounded in is heart.
“We can make him better, faster, stronger.”
He couldn’t fathom the meaning of the words. Traft couldn’t even begin to imagine the source of the statement. It was if another Planeswalker was at his side, filling him with hope.
Something burst within Traft’s heart. A fire, a desire, and a surging of boldness had empowered him. As the cacklers surrounded him, the power welled up inside him. He would not die today. He would destroy this Planeswalker and his demonic army of hellions.
Traft arose from the ground, a figure of Unflinching Courage in the face of loss. Rancor swelled up inside him and he lifted from the ground, his Ethereal Armor glinting in the moonlight. His flight was a direct course to the face of the opposition. He grasped the Charm granted to him from the Selesnya priestess and its power surrounded him.
The Planeswalker was taken aback. Surely this lowly cleric was ready to die! How could this be? The Planeswalker raised his spear and took aim, yet
Traft was too fast. The sky darkened with the Planeswalker’s rage as the sky spit lightning bolts in frustration. This was impossible!
With the force of a thousand angels, Traft smote the Planeswalker across the battlefield, thus diminishing his life force. The Planeswalker screamed as his life was absorbed by the godly cleric. Traft floated to the ground, his enemy vanquished and the demonic horde scattered. Victory was his and peace was restored to Bant. As he kneeled in exhaustion, Traft said a silent prayer to the voice that delivered him. With the aid of a higher power, he was able to overcome certain defeat.
Peace had been restored to the realm.
And. Here. We. Go!
In anticipation of the release of Dragon’s Maze, my local testing group, which I’ve affectionately dubbed “Klan Khaos”, began work on the next batch of Standard decks to run through the gauntlet in preparation for GP Miami.
The newly spoiled Unflinching Courage looked like a fine addition to the already established Bant Hexproof deck and, after numerous failed variations of “Blue Jund” with Ral Zarek, we were ready to give this new card a shot in an archetype we were completely unfamiliar with.
Our first attempts were rather clunky, but we were amazed at how much damage the deck was able to punch through to the opponent. The life gain swings from Unflinching Courage were tremendous – riding the back off of the new Armadillo Cloak made it almost impossible for certain decks to race us. We knew were on to something, but the question was: How much did the rest of the world know about the value of this card?
At would turn out, many others were already keen to idea of suiting up a hexproof body and sending it into the Red Zone for maximum damage. And while were weren’t trying to break the metagame in secrecy, the new Bant Hexproof still hadn’t quite caught up to the local meta in the Tampa Bay area. Klan Khaos was able to
use the results from the deck’s performance in MTGO results and SCG events to help guide us where we wanted to go.
The end result was a deck that has taken my local meta by complete surprise. Piloted by my good friend Jon Cronin, the deck is already responsible for several FNM wins and a GPT victory which has netted Mr. Cronin 3 BYES at GP Miami. With just a month left to go in preparation, I now beseech the Diestoremoval Community and the Fires of Salvation Clan for any advice, knowledge, and guidance on this deck. For those with any experience with the deck, I thank you now in advance. For those unfamiliar with Bant Hexproof’s awesome-sauce, I will attempt to educate you in its ways.
[center]So What Exactly IS Bant Hexproof?[/center][/b]
So if you’ve read this far, then you’re probably hooked. Well, at the very least, somewhat interested. So how can you defeat hordes of demonic cacklers? Well, it’s quite simple.
[b:
h053o89s]Step 1:[/b] Play a critter, generally one that has hexproof.
Step 2: Enchant your critter with a can of whoop-ass.
Step 3: Turn your critter sideways at your opponent.
Step 4: Profit.
Of course, this is over simplified. But don’t worry, I’m about to get into the meat and potatoes.
Bant Hexproof is a deck that profits from suiting up a creature with multiple Auras that buff the creature with absurd abilities to single handedly smite your opponent into oblivion. Sometimes all it takes is playing a Geist of Saint Traft and enchanting it with Unflinching Courage and sending it into the Red Zone. Other times, it involves some finesse and careful maneuvering in the attack step. Regardless, you will win by turning your creature sideways.
You May Like This Deck If:
(1) You like playing aggressively.
(2) You like to
play quick games.
(3) You prefer to ride one creature out to victory.
(4) You enjoy being proactive.
(5) You have fond memories of Armadillo Cloak.
You May Not Enjoy This Deck If:
(1) You prefer a reactive style of play.
(2) You prefer to avoid the combat step.
(3) You enjoy multiple paths to victory.
(4) You enjoy long, grindy games of Magic.
(5) You despise Creatures, Enchantment, and most of all, Geist of St. Traft.
[center]How to Play Bant Hexproof[/center]
Like the name suggests, Bant Hexproof plays all the wonders of the Bant Wedge – Blue, White, and Green. The early stages of the deck are quite simple: land a mana dork, such as [card]Avacyn’s Pilgrim[/card], to land a turn 2 threat, such as a Loxodon Smiter or Geist of Saint Traft. However, the fun doesn’t
end there. The next step is to buff your guy to grant it a form of evasion and start chipping away at your enemy’s life total. Obviously, having a guy with Hexproof is key here, since you want to avoid getting 2-for-1’ed with a removal spell, but in all actuality, simply having a guy with evasion is good enough the majority of the time. The more enchantments on a creature, the quicker the game will be. Unflinching Courage is the superstar of the deck since it grants a buff, lifelink, and trample.
Okay, I’m sure you’re sick of all the talk. Where are these decklists? Hold your horses…
[center]The Decks[/center]
[deck=Schibba's Bant Auras
Standard – 3rd Place, Magic Online Premier #5423820]Creatures (20)
4 Avacyn's Pilgrim
4 Geist of Saint Traft
4 Invisible Stalker
4 Loxodon Smiter
4 Voice of Resurgence
Spells (18)
4 Ethereal Armor
4 Rancor
2 Simic Charm
4 Spectral Flight
4 Unflinching Courage
nLands (22)
4 Breeding Pool
1 Cavern of Souls
1 Forest
3 Glacial Fortress
4 Hallowed Fountain
3 Hinterland Harbor
2 Sunpetal Grove
4 Temple Garden
Sideboard (15)
1 Dispel
3 Fog
2 Ground Seal
2 Nearheath Pilgrim
2 Negate
3 Rootborn Defenses
2 Selesnya Charm[/deck]
[deck=Alex Mitchell
4th Place at StarCityGames.com Standard Open on 5/5/2013]Creatures (20)
4 Avacyn's Pilgrim
4 Fencing Ace
4 Invisible Stalker
4 Voice of Resurgence
4 Geist of Saint Traft
Spells (18)
4 Ethereal Armor
4 Rancor
4 Spectral Flight
4 Unflinching Courage
2 Simic Charm
Lands (22)
1 Forest
4 Breeding Pool
1 Cavern of Souls
3 Glacial Fortress
4 Hallowed Fountain
3 Hinterland Harbor
2 Sunpetal Grove
4 Temple Garden
Sideboard (15)
2 Nearheath Pilgrim
2 Ground Seal
2 Nevermore
1 Feeling of Dread
2 Fog
2 Negate
2 Render Silent
2 Selesnya Charm[/deck]
[deck]Bant Auras by Shane Severs[/deck]
[deck]Jonathan Cronin of Klan Khaos[/deck]
[center]
The Key Players:[/center]
[card]Avacyn’s Pilgrim[/card]: Ideally your turn 1 play since he not only fixes your mana, but also allows you to play a Turn 2 Geist or Smiter.
Invisible Stalker: A 1/1 that’s not only unblockable, but comes with Hexproof. This guy can be a real menace for your opponent.
Geist of Saint Traft: This guy is the business. He is, simply put, the most effective means of dealing damage. On his own, he’s a 4 turn clock. With some buffs, he’s even scarier.
Rancor: A resilient and cheap enchantment that gives your man Trample and a power increase. Just what the doctor ordered.
Spectral Flight: For a mere 2 mana you can now have your man sail right over your opponent’s army and
smash face. Did I mention it also gives your creature a +2/+2 buff?
Ethereal Armor: This little buffer can get out of hand quick. Not only does it give your creature First Strike, but also a +1/+1 buff for EACH enchantment you control.
Unflinching Courage: Trample, Lifelink, and a +2/+2 buff all for 3 mana. This is the heart and soul of the deck and when enchanted on a Geist or Stalker, can make the game almost unwinnable for the opponent.
Simic Charm: What doesn’t this card do!? It has the potential to save anything you may have from spot removal, deliver the final deathblow to your opponent, or save a critter from a boardwipe.
[center]The Free Agents:[/center]
Now that I’ve discussed the shell of the deck, here are some very important cards to
consider when rounding out the rest of the deck.
Loxodon Smiter: An uncounterable brick wall of a creature for only 3 mana. Good against discard abilities and even better against other aggro decks.
Voice of Resurgence: A 2/2 critter that actually enjoys being killed? I must be talking crazy, but hear me out. Since Bant Hexproof is generally weak against decks that play Verdict and Bonfire, this creature is added resiliency against them. No to mention, it’s quite fun watching that token get bigger and bigger. The only thing Voice really hates is Pillar of Flame, so be wary!
Fencing Ace: The little two drop that could. A 1/1 double striker isn’t much on his own, but see how quickly your opponent’s smile turns into a frown when you give the Ace a Rancor.
[card:
h053o89s]Selesnya Charm[/card]: Like Simic Charm, this card is a catch-all answer to a lot of problems. Need a creature? Ya got one. Need help pushing a bit of damage through? It’s there. Thundermaw Hellkite giving you trouble? Not anymore.
Known Weaknesses and Strengths:
At times this deck is an unstoppable juggernaut, but it does have a few known weaknesses:Naya Blitz: This is a tough match, especially on the draw. A turn 1 Champion of the Parish followed by a Burning-Tree Emissary into a Flinthoof Boar or Mayor of Avabruck is pretty much good game. Unless you can cast some Smiters to stonewall their offense or land an Unflinching Courage onto
a decent attacker to gain some life back, it’s pretty much over.
Spot Removal such as Abrupt Decay, Pillar of Flame, Searing Spear, and Ray of Revelation: Having your Pilgrim killed in action early can be pretty bad if you’ve kept a land-light hand. Abrupt Decay is can get rid of game-winning enchantments and critters while Ray of Revelation will surely shrink your guy back down to size in no time.
Sweepers such as Terminus, Supreme Verdict, and Bonfire of the Damned: What’s the best way to get rid of Hexproof guys riding tough with lots of battlegear? That’s right, with mass removal spells that don’t target. While it’s often best to remember to never overextend in most match-ups,
you must play extra cautious when up against any type of control deck or Jund since Verdict and Bonfire are almost guaranteed.
Sacrifice Effects and Liliana of the Veil: One of the few ways to get rid Hexproof creatures is to make your opponent do it for you by making them sacrifice it. Sometimes the best way around these spells is to just lay out some fodder, like an [card]Avacyn’s Pilgrim[/card], so this way you’re not losing your fully loaded Invisible Stalker.
Mulligans: It’s not uncommon to have to mulligan down to 5 or even 4 with this deck. The great thing about building this deck is that it follows the 20/20/20 block, however, in practice this means that you want to draw an equal mix of land, creatures, and spells at the start of the game. Unfortunately in Magic, this doesn’t always work out. Aggressive mulliganing is key here, and it’s likely there will be a few
games where the deck just flat-out loses to itself. With that said, the deck is also fully capable of bouncing back after a mulligan to 4. Preferably, you’ll want to see at least 2 lands, 2 creatures, and an Aura in your opener.
So with all the potential hate in the format for this deck, what exactly are its strengths and favorable match-ups? For one, Midrange decks that aren’t playing are where this deck really excels. You win because most decks simply cannot interact with your guys, and if you start gaining life, the aggressive decks just lose. The nut draws from this deck are pretty explosive, with a Turn 2 Geist of Saint Traft being nearly unbeatable for most decks. And simply having a man granted with Unflinching Courage that goes unanswered for a few turns pretty much seals the deal.
[center]Choosing Your Sideboard[/center]
Being in the Bant Wedge gives the
deck a few options for sideboarding against the plethora hate and hyper-aggro decks out there.
Fog: Sometimes all you need to do is stay alive just one more turn to deliver the killing blow. Fog allows you to stymy the bleeding when the Blitz decks go into overdrive.
Feeling of Dread: In this aggro format, and with the deck's ability to gain a bunch of life, this card is essentially 2 Time Walks. It supplements the Fogs so you can stay alive and assemble the perfect warrior!
Dispel, Negate, and Render Silient: Hate Bonfire? Despise sacrifice effects? Counter it, bro!
Ray of Revelation: Because sometimes facing the mirror match can be a very real thing. Shrink those opposing Stalkers down to size!
[
card]Nearheath Pilgrim[/card]: Extremely useful against the aggressive decks out there. Remember, the more life you can gain, the more time you buy to knock your enemy out.
Ground Seal: Obligatory graveyard hate for Reanimator strategies and Snapcaster Mage shenanigans. It’s also an enchantment that will play nice with Ethereal Armor.
Nevermore: Sometimes you have to make sure your opponent NEVER plays a Verdict, Thragtusk, or Unburial Rites. It counts for Ethereal Armor too!
Strangleroot Geist: For those times you need to kick your aggressive strategy into high gear. He’s also very resilient but, like Voice of Resurgence,
he hates Pillar of Flame.
Rootborn Defenses: If you’re running Voice of Resurgence and Selesnya Charm, this is your insurance policy against boardwipes like Supreme Verdict. Go on and Time Walk your opponents when they cast the Verdict. Then wallow in the sweet tears of their frustration!
[center]The Differences in the Klan Khaos Version[/center]
With many decks eschewing Selesnya Charm maindeck in favor of Voice of Resurgence, we in Klan Khaos feel that it’s a mistake. Testing has indicated that the Charm can be over 9,000 times better than Voice in certain situations. For
one, the 2/2 Vigilant Knight token has been extremely valuable in closing out games. It provides an aggressive attacker as well as a decent blocker once equipped with a buff. In addition to the creature mode that the Charm provides, the removal ability has also been a deciding factor in many race situaions, effectively removing an opposing Thundermaw Hellkite or Thragtusk when it’s counted the most.
With Pillar of Flame essentially making a “comeback” in our local metagame, it was also extremely common to have the Voice of Resurgence die early on with no benefit to us. Adding more Charms also lets the deck trim out a few creatures and a land in favor of more versatility.
Going Forward…
So far, the deck is working pretty well. However, with the deck making more and more appearances at large events, it’s inevitable that more decks will start including extra hate for the deck. There isn’t too much to adjust or add to the build currently, but that may all change with the addition of M14 to the Standard pool. In Klan Khaos, we’ve toyed with the idea of adding Azorious Charm for some bounce/lifelink, but we’re open to ideas.
Feel free to comment and let me know!