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Bant Emeria Control

Modern*

durpkie


Sideboard


BANT EMERIA CONTROL

AKA

SwUNg CONTROL

("SN Control", get it?)

Intro

Welcome to my pet deck, a pile of functional jank which I have devoted entirely too much time into. I do, however, have full faith in the power and potential of these beautiful cards.

Unlike many other control decks, Emeria has the ability to play like a midrange deck into the late game, where it outgrinds and outvalues almost any deck that dares to let us live past turn 10. We have some trouble against classic draw-go in the late game if the top of our deck stops treating us nicely, but the constant pressure provided by our many creatures and value engines can fill in gaps if we stumble. Aggro matchups are extremely dependent on mulligans, but Lone Missionary and our large amount of removal makes them quite winnable. Of course, any "grindy" deck that is not the mirror or a blue control deck is pure prey. Mardu Pyro? More like Mar-don't, amiright?

Emeria is a tap-out control deck with a sizable suite of counterspells in the main and the side. This means that leveraging our opponent's probable next play against furthering our own game plan is imperative to getting wins. There's nothing worse than getting that Wall of Omens down on T2, shouting GO, and seeing your opponent's eyes widen and dilate as they untap, upkeep, draw and resolve a Search for Azcanta before instantaneously climaxing. It feels bad to pass with 3 mana up with a Renegade Rallier in hand only to see the opponent play land and pass, but keep in mind that land drops = orange juice and no one laps up that orange juice like we do. Are other decks playing orange juice? No. They're playing some concentrate shit. We got the real deal.

Let's get started.

The Core

Sun Titan

Never leave home without 4 big bois. I was trying Primeval Titan because of my rational fear of getting my orange juice Surgical Extraction'd out of my deck (please, never again), however, I've currently kept my phobias quelled because the instant effect of Sun Titan hitting the board is almost always worth it, even if it gets Path'd. Prime Time often completes Emeria, but its weakness to Ghost Quarter/Field of Ruin is very relevant.

Flickerwisp

My Favorite Magic Card. Often serves double purpose of coming down to generate value while also making the opponent have an answer for a 3/1 beater. Kills Jace surprisingly well. Two of them takes your opponent off of a land for a turn. Half for one against Lingering Souls. :(

Oath of Nissa

A choice I resisted for a long time but finally decided to jam and it's v nice. Somewhat uncommon but valuable interaction: Rallier + Oath + Oath = basically infinite Oaths. I mean, not really, but you've never durdled until you do that durdle. But anyway, digs for lands, creatures and planeswalkers out of the side. Doesn't get spells and a lot of our sideboard cards, but that's okay.

Court Hussar

This is the squishiest spot in terms of sideboarding. It's often often the first card to come out in almost any matchup. I've kept it in as a one-of over the fourth Oath of Nissa because it digs for everything Oath doesn't, still makes a nice blocker and swings in for that crazy whammy 1/3 vigilance. It's also nice to anticipate every turn once Emeria is online.

Wall of Omens

Draws cards, fogs anything on the ground, comes back with Rallier. Also eats The Best Ramp Spell In Modern (path to exile) pretty well.

Sakura-Tribe Elder

Steve + Rallier make green worth splashing. Ramping up to Titan shores up some of the weakness of the UW version of this deck. It replaces Pilgrim's Eye, which does not have an irrelevant body in a 1/1 flyer. However, our buddy Steven allows us to turbo out a Titan on T5 relatively frequently, which is certainly valuable when the format is grindy. Tribe Elder helps by increasing our land count and landing answers and threats early.

Renegade Rallier

Gets back fetches, Steves and Missionaries. Accelerates us to the late-game while also providing a sizable beater/blocker on turn 3. Getting back a Rallier with Sun Titan can make your opponent want to throw up. Rallier and Steve makes us one of the only decks in the format able to land Supreme Verdict on t3, which is great against Hollow One and Humans.

Lone Missionary

Went without them for a while and regretted it. Missionary hoses burn and, with our recursion and flickering, slowly squeezes off any pressure the opponent might be presenting. 2/1 can be relevant if we need to create a bit of pressure. Obviously comes out in a lot of grindy matchups.

Recent Changes

18/04/29

Removing Nissa, SOE; 3rd Queller; 2nd RIP out of the side. Putting in Settle the Wreckage, Gideon of the Trials and Damping Sphere. Reasons being that aggro is seeing a lot of play, most apparently Humans and Hollow One. Settle is pretty good in both matchups as it kills Phoenixes and hasty Mantises. Gideon is decent against combo decks as well as aggro. He also attacks which shores up the deck in a similar way to Nissa, except not grindy.

18/05/10

Moving Wrath of God to sideboard and adding a Settle the Wreckage to the main. Helps fight Hollow One and Humans and being able to hold it up on their T3/4 seems good.

18/05/19

Trying Timely Reinforcements as a Lone Missionary-esque card. Keep hearing Gerry Thompson rant about it.

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Date added 6 years
Last updated 5 years
Legality

This deck is Modern legal.

Rarity (main - side)

4 - 2 Mythic Rares

25 - 4 Rares

17 - 6 Uncommons

8 - 3 Commons

Cards 60
Avg. CMC 2.59
Tokens Emblem Elspeth, Sun's Champion, Emblem Gideon of the Trials, Soldier 1/1 W
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