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Bant Superfriends ((Semi-Budget))

Modern Budget GWU (Bant) Superfriends

Allepoca


Sideboard

Instant (5)

Artifact (3)

Enchantment (5)

Sorcery (2)


This is a semi-budget superfriends deck that looks to use early game mana dorks to help ramp into early game planeswalkers then protect them with enchantments such as Ghostly Prison and eventually win with a planeswalkers ultimate or something along those lines.

Birds of Paradise: I can't really afford a full shockland/fetchland mana base so Birds is one of the best things that I can do to not only fix my mana colors but also accelerate my mana.

Wall of Omens: This is our only real early game blocker for our planeswalkers but I feel it does a fine job at that and it also helps us draw into gas with its etb trigger.

Sylvan Caryatid: just another way to help me fix my mana and also accelerate into planeswalkers.

Dovin Baan: I like dovin in this deck because his +1 helps us keep creatures off our planeswalkers and also helps shut down activated abilities such as the sacrifice ability of Archbound Ravager. His -1 helps us draw into more impactful planeswalkers and helps us gain some life because we have a hard time with fast aggro decks such as zoo and his ultimate makes it very very hard for our opponent to beat us.

Elspeth, Sun's Champion: This is our real bomb planeswalkers that demands our oppenent deal with it or else they lose. Her +1 allows us plenty of chump blockers to help keep her alive and her -3 kills almost all problem creatures while her ultimate easily wins us the game after a few of her +1's.

Garruk Wildspeaker: Garruk helps ramp us into more things with his +1 and helps us protect our planeswalkers with his -1. While his ultimate won't often win us the game it is still a nice thing to have in case we have a few tokens laying around on an empty board.

Gideon, Ally of Zendikar: Gideon is just a really good planeswalkers and with him rotating out of standard soon his price is dropping at a very fast rate. His +1 helps us swing in for damage because this deck doesn't have many other ways of dealing damage with big creatures. His 0 ability helps make us creatures to protect our planeswalkers and his ultimate will give us an advantage due to how many tokens our planeswalkers create.

Jace, Unraveler of Secrets: I included Jace mainly as a way to gain card advantage but also his -2 helps us get rid of troublesome creatures for a short time. While his ultimate doesn't make us win if we are behind it still helps us in those situations and if we are ahead our opponent might just scoop.

Nissa, Steward of Elements: I included Nissa as a 4 of because she does almost everything we want in this deck. The ability to be played on turn 3 helps us a lot against aggressive decks because she may take some damage for us. Her +2 helps us find value cards and sets up her 0 ability which helps us ramp almost every time we use it and her ultimate makes 10 total flying damage in the air and if cast late game we can do it the instant she comes into play.

I'm not going to go into the mana base very much but the fetchlands happen to be the cheapest in the cycle and are from khans block, the double check lands are budget alternatives to shock lands and the evolving wilds helps us get basic lands so the double check lands become untapped when we play them.

sideboard

Authority of the Consuls: I board in this card against really fast aggro decks such as zoo and sometimes burn if they are creature heavy. It helps us stabilize in the early game by making creatures our opponents creatures enter the battlefield tapped and helps us gain some life back.

Ivory Mask: one of the key problems with running a lot of planeswalkers is that they are very vulnerable to burn. By making ourselves hexproof we not only protect ourselves from being burned out but also our planeswalkers.

Echoing-Truths: I mainly use this to help against tokens due to the fact it can remove a lot of them and also helps remove enchantments and artifacts for a short while. I may change this to Detention Sphere but I'm not all to sure.

Negate: Negate is just very good against a lot of decks and if you are running blue you should have some number in your side board.

Wrath of God: Wrath of God just happened to be the cheapest board wipe around and I felt it would be good to have a few in the 75.

Orbs of Warding: Burn is a very real threat and I feel that justifies running more cards that give me hexproof and it also helps protect my planeswalkers from creatures as well.

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Date added 6 years
Last updated 6 years
Legality

This deck is Modern legal.

Rarity (main - side)

16 - 0 Mythic Rares

25 - 8 Rares

6 - 2 Uncommons

0 - 5 Commons

Cards 60
Avg. CMC 2.54
Tokens Elemental 3/1 R, Emblem Dovin Baan, Emblem Jace, Unraveler of Secrets, Emblem Kiora, Master of the Depths, Emblem Kiora, the Crashing Wave, Kraken 9/9 U, Octopus 8/8 U, Plant 0/1 G, Soldier 1/1 W, Wolf 1/1 B, Wolf 2/2 G
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