Sideboard


Maybeboard


This deck is based off of the list that MTGO user DesolateMagic piloted to a 3-1 finish in a daily event. I've tweaked some numbers and also added the sweetest mainboard card: Phantasmal Image.

I've played CoCo in Modern since it was released, and until recently I had been struggling with Melira Company. While I still like the deck, it simply does not mulligan well (unlike its Pod predecessor) and whiffs on CoCo way too much for my liking.

The goal with this Bant CoCo list is to eschew any sort of combo shenanigans and simply out value the crap out of your opponent while beating them down with powerful gold creatures. I'll try to post and update any helpful links such as deck techs or streams for anyone who is interested.

Jacob Wilson streaming 4 rounds with the deck.

Paul Cheon playing against Faeries.

Jeff Hoogland plays against Living End.

Frank Leopore streaming the deck.


Spells

I don't think much needs to be said here. This spell is the centerpiece of the deck - it's why there are 28 creatures, all of which cost of less. The card selection and free mana that this card provides are absurd and all at instant speed no less! There really aren't any CoCo whiffs in this deck. Birds of Paradise and Noble Hierarch are the least desirable, but even they are flying blockers and provide Exalted, respectively.
Path to Exile is one of the best removal spells in Modern. Period. It gives us game against Splinter Twin decks, deals with opposing Siege Rhinos and Tarmogoyfs, deals with Tron's Wurmcoil Engines, etc.
In the past I've played CoCo decks without any mainboard interaction and it's not a pleasant experience. Modern is simply too broken to expect that your opening hand of dudes and a CoCo will always be enough - you need respones and Path is exactly that.
So I'll admit, when I first saw the Bant Company list I thought that the singleton Dromoka's Command was quite bad. But as you can see I'm now running the full 4 in my 75, so what changed? Command has turned out to be one of the most versatile cards I've played in Modern. It's excellent hate against twin as you can either pump and fight with their Exarch or Pestermite or just make them sac Splinter Twin. Command is insane against burn as you can either use it to soak up a Bolt or make them sac Eidolon of the Great Revel (and in some cases both). It can pump and fight our Smiter's to kill opposing Goyfs and Rhinos. The possibilities are endless with this card. Furthermore, there are some truly exciting synergies with Geist of Saint Traft and Phantasmal Image that I'll expand on later in the Creatures section. Finally, D-Command gives us mainboard and sideboard insurance against one of our worst nightmares: Anger of the Gods. Anger makes most of our creatures much less effective. It kills Geist without targeting and the exile clause stops our Finks and Voices from triggering upon death. Luckily D-Command comes to the rescue and prevents all of that damage without requiring us to play the much less versatile answer in Burrenton Forge-Tender.

Creatures

Though unassuming on the surface, Birds of Paradise is one of the core foundations of this list. The deck is chock full of powerful -drops and being able to play them on turn 2 is actually a big game. Casting a turn 2 Geist of Saint Traft is phenomenal and simply wouldn't be possible without the help of our mana-dork friends. Furthermore, Birds helps us achieve the critical mass of mana to start activating Gavony Township. It also serves as an excellent creature to start piling counters on since it already has evasion. There will be games that are won by swinging in with a 3/4 Birds.
The arguments for Noble Hierach are largely the same as Birds of Paradise. There is however one slight tradeoff. Rather than naturally having evasion (or the ability to block opposing Inkmoth Nexus's or Delver of Secrets) Hierarch gives us a much needed boost in combat via Exalted. Attacking with a 4/3 Kitchen Finks or a 3/3 Geist of Saint Traft vastly improves our ability to rumble in the red zone. Exalted also plays very well with Voice of Resurgence - typically an opponent will allow Voice through and take their 2 damage, but those decisions get more difficult as we amass more sources of Exalted.
Voice of Resurgence is the real deal. If it resolves, it gives us permission to cast the rest of creatures or fills our board anyway in the face of counterspells. Need a chump blocker? Voice has your back - considering that our deck floods the field with dorks and offensive creatures, the token that replaces it will usually be massive, so throw Voice under the bus! Voice also plays very well with our non-creature spells. When we're playing against opponents who aren't packing counter-magic we really want to upgrade our 2/2 to a huge Elemental token as soon as possible. Unfortunately, our opponents are usually not so quick to oblige us, simply taking their 2 damage a turn rather than blocking and killing voice. Dromoka's Command solves that problem rather easily. We can pump voice and fight it to kill a 3-toughness creature and get our token, or even just put a counter on one of our other creatures and suicide-fight Voice. Finally, hitting a Voice (or 2!) off of Collected Company is great. If we are careful and cast CoCo earlier in the turn (either mainphase 1 or before blockers) we can force our opponent's hand or punish them severely - any removal spell must be used in response to CoCo, because once it resolves and a Voice hits the field their removal spells aren't even 1-for-1's anymore.
Qasali Pridemage is perhaps the least exciting creature in the mainboard, but he still has his merits. He provides us with a fifth source of Exalted as well as a mainboard form of artifact hate (Dromoka's Command has enchantments covered). There really isn't much else to say about the cat wizard.
Ok, the moment we've all been waiting for: Phantasmal Image. When I looked at DesolateMagic's list and saw that Geist of Saint Traft was the only spell in the mainboard I thought to myself, there's got to be some other really spicey cards out there that we aren't utilizing. Image is almost never dead, and that's really not an exaggeration. Let's start with perhaps the most important argument: Modern is absurdly powerful and your opponents will be doing powerful things, often in the form of putting awesome creatures on the board. We need ways of keeping up with this and being able to play our own copies of Primeval Titan, Emrakul, the Aeons Torn, Craterhoof Behemoth, Wurmcoil Engine, Tasigur, the Golden Fang or Siege Rhino certainly qualifies in my book. This is what made me actually consider Phantasmal Image for the list - whether it synergizes with our board is just gravy because our opponents will almost always be playing something that is worth copying. That being said, Image has a ton of synergy with our other creatures. We can gain an even more impressive recursion engine by copying Eternal Witness to get something else back from the grave. Even better, copy a Flickerwisp and flicker our Eternal Witness for the same effect but with a 3/1 with flying for more punch. Voice of Resurgence and Phantasmal Image are best pals. We can clone our Voice, and when the Image dies it hits the yard as a copy of Voice and thus still triggers the "when dies" clause, giving us an elemental. For even more fun, we can use Dromoka's Command to suicide the real voice into a creature and target the copy Voice with the +1/+1 counter mode. This results in us being able to generate a huge board presence at will rather than trying to persuade our opponent to kill one of our Voices. We can clone a Kitchen Finks, gaining even more life (and making our Burn opponents even more miserable) but the fun doesn't end there. When our clone Finks dies, it's still a Finks as it hits the graveyard, so Persist does trigger, allowing us to bring back the Image and clone something else. The only caveat is that we need to clone something with at least 2 toughness due to the -1/-1 counter that Image enters with. While it's not exciting, we also have the ability to clone one of our mana dorks and ramp faster into a Collected Company. Not the line that we want to take, but it will be relevant sometimes. Finllay, we have Geist of Saint Traft. Now I know what you're thinking, Geist is legendary, so there's no way that we've got clone synergy here, right? Wrong. One of the more common ways that this deck wins is by amassing an impressive array of flying power. We can attack with Geist, triggering him and putting an angel into play attacking. Then, before the end of combat, we cast Collected Company and if we hit a Phantasmal Image we get to clone the 4/4 angel and keep it around to assault our opponent with. Phantasmal Image really is the swiss army knife of this deck. I'm really tempted to run 3 copies, but I certainly don't want to see hands of multiple Images and no other creatures. I have toyed around with putting a third copy in the sideboard for matchups where I know I'll want to clone my opponent's stuff.
Geist of Saint Traft is the original reason that we're playing . In most matchups, he's the dream turn 2 play. Geist provides us with quite a bit of offensive power - he represents a 3 turn clock, assuming our opponent has shocked or fetched down to 18. Due to his Hexproof, Geist is immune to almost all forms of Modern removal (sans Liliana of the Veil's edict effect), so if we can sneak him in under counterspells he will almost always win the game against a control opponent. The biggest downside of Geist is that he often dies in combat, but our deck has two ways to remedy this. First, we have 5 sources of Exalted which means our Geist is often a 3/3 or even a 4/4 when he's attacking. Secondly, we have Dromoka's Command. We can attack with Exalted, then mid combat cast the Command to put a counter on Geist (making him a 4/4 now) and fight the angel token to clear out blockers. If need be, we can even pump and fight the angel to remove a Siege Rhino or Tasigur, the Golden Fang.
Kitchen Finks is a main stay of Modern decks for a reason. Finks can prolong our games against Burn or other Aggro decks long enough for us to take over. It provides us virtual card advantage against any 1-for-1 removal decks like Abzan or Grixis. With Exalted online it attacks as a 4/3 and puts our opponent on the back foot. This deck also has numerous ways to reset our Kitchen Finks and extract every ounce of value out of them. We can remove a -1/-1 counter with the help of Dromoka's Command (-1/-1 and +1/+1 counters mimic the matter-antimatter interaction, annihilating one another as soon as they come in contact) or Gavony Township. We can also exile a 2/1 Finks with Flickerwisp - when it returns it will be a fresh 3/2 ready to die once more. Although there are only 3 Finks in the deck, we have a virtual 8 copies due to our 3 Flickerwisp and 2 Phantasmal Image.
Flickerwisp may be the strangest-looking inclusion in this list, but it plays numerous roles. First off, it allows us to abuse our numerous ETB effects like Eternal Witness and Kitchen Finks. Flickerwisp also provides us with 3 flying power, making it a powerful addition to our offensive arsenal. However, creatures aren't the only permanents that Flickerwisp can flicker. Lands are fair game too! With mana we can cast Flickerwisp, exile one of our tapped lands, pass turn (getting our land back, untapped) and then cast a Collected Company. CoCo and Flickerwisp also play another role: mana denial. We can CoCo on our opponent's turn, hit a Flickerwisp and exile their land slowing them down for a turn. Then there's Magical Christmas Land where we cast a Collected Company and hit an Eternal Witness and a Flickerwisp. By putting the Wisp trigger on the stack first, Witness can grab us our CoCo back before being exiled by Wisp. Then it will come back in and grab us another goody from the land of the dead.
There actually isn't much to be said for Eternal Witness that hasn't already been mentioned in other headings. The most obvious reason to play it is to recur our Collected Companys. There aren't many fair decks in Modern that can over come the card advantage that a Witness and a CoCo can amass together. Witness also lets us rebuy our removal spells which gives us added game against unfair combo decks. Having a virtual 7 copies of Path to Exile and 5 copies of Dromoka's Command in our mainboard gives us a pretty robust interaction suite. There will also be times where we'll need to grab a fetchland out of the yard and keep hitting land drops. While Eternal Witness isn't the most exciting card in the 75, it fills a very vital role admirably.

Match-Ups

This MU used to feel terrible, but after playing it a bit, and with the addition of Echoing Truth to the sideboard, it has certainly improved.
Affinity is definitely the faster deck - by the time we're casting a Geist of Saint Traft they have an entire board presence. It can be difficult to hang with Affinity unless you're either equally fast or have access to some major X-for-1's like Shatterstorm, Shattering Spree, Hurkyl's Recall or Kolaghan's Command. Unfortunately Bant Company is nowhere near fast enough, though we do have access to Creeping Corrosion (which is most likely worth boarding if you anticipate playing this MU often) and some other tools to even the tides. Now, the MU isn't unwinnable for a couple of reasons. First, we do have a decent amount of interaction between Path to Exile, Echoing Truth and Dromoka's Command (granted the latter loses some of its versatility here as it's only use is fighting their creatures). All of these spells can buy us enough time to turn the corner if the Affinity player decides to go all in with Arcbound Ravager. However, if they decide to go wide instead with Steel Overseer we're in trouble, not to mention the fact that Etched Champion will still give us fits. Our other line of defense is Flickerwisp, which not only has Flying (thereby blocking most of Affinity's threats) but can reset the Modular counters left behind by Arcbound Ravager. This can also be done at instant speed via Collected Company. Lastly, we have the sideboard all-star, Kataki, War's Wage. As I mentioned above, he could be supplemented (or even simply supplanted) by Creeping Corrosion, though the former can still be hit by Collected Company and also comes out much sooner.
Tron is rough. When we steal a win it's on the back of T1 Noble Hierarch into T2 Geist of Saint Traft. Speed is the key to victory. The issue is that we really can't deal with a resolved Karn Liberated - though we can try and just attack past him. Ugin, the Spirit Dragon on the other hand is just game over. This is a match up where the sideboard Unified Wills are worth way more than their weight in gold. Luckily, we have a good supply of tools to deal with Wurmcoil Engine between Path to Exile and Flickerwisp to just get it out of the way and swing.

If you anticipate playing this match often, then it may be worth it to board some number of Meddling Mages.

Also, Dromoka's Command is pretty great here for stymying Pyroclasm. However, Kozilek's Return - not so much...

I've actually found Jund to be a pretty favorable match up. I think this breaks down primarily into three roots:
  1. Hand attack is somewhat underpowered against a deck like Bant Company that is trying to be hyper redundant.
  2. Jund operates on the principle of one-for-oneing the opponent to death. Well Bant Company is built on inherent two-for-ones. Kill voice of resurgance or Kitchen Finks? No worries, they'll be sure to pay you another visit. By the time Flickerwisp or Eternal Witness die they've probably already gained enough value/card advantage to be worth it. Dromoka's Command can simultaneously counter a Lightning Bolt and fight an attacking Geist angel with a Dark Confidant (or really any other creature they play for that matter). Oh, I almost forgot to mention the best green 2-for-1 in Modern: Collected Company!
  3. Geist. Of. Saint. Traft. Seriously. Jund is not equipped to handle a hexproof clock like Geist with the exception of Liliana of the Veil. Luckily we play enough dorks that even Lili's edict effect will often fail at removing the stubborn ghost.
I'll be updating this section with MU-specific notes as I get more testing data.

Sideboard

Coming soon!

Kataki, War's Wage is an all-star against Affinity, but it won't come in against any other decks. This little spirit really punishes the blazing fast starts of Affinity and will often win us the game if we're able to cast it on T-2.
The final 2 copies of Dromoka's Command will typically come in against creature based decks like Merfolk, Affinity and other CoCo decks for the +1/+1 Fight modes. The Enchantment removal mode is fine against Boggles - it's not stellar but it's what we've got to work with. The damage prevention mode also pulls quite a lot of weight. We can easily justify bringing these 2 copies in against burn because they offer us the chance to both remove one of their goblin guides or Eidolon of the Great Revel while also blanking a burn spell. We also want this effect against RG Tron - Pyroclasm really rains on our parade, so having some protection against it is wonderful. Lastly, D-command is excellent against Splinter Twin decks as it hits both sides of their combo - destroying the Aura or fighting and killing the creature.
So the 2 copies of Echoing Truth came about after my testing partner and I realized that Lingering Souls can really be a pain for this deck. The little 1/1's trade with our Flickerwisps, team up to kill our Geist of Saint Traft and chump the rest of our beaters for days. Truth gives us some game against the card, though I'm not sure how often our opponents will let us whisk away 4 spirits with the card. Truth also has some applications against Affinity as another Instant speed answer to a creature carrying Cranial Plating. Although our Twin MU is already pretty good, Truth also helps out there by waiting until they go to combat and then bouncing all of their tokens. Granted, this only buys us one turn, but it's better than dying on the spot.

As always, thanks for stopping by. Any helpful comments or +1's are always appreciated.

Suggestions

Updates Add

I went 3-1 tonight and just barely missed going 3-0-1 and splitting for first. I've implemented a few changes to both the mainboard and sideboard. I'm holding off on updating the decklist until I have some more results, but I'll outline the changes here.

MainBoard:

  • -2 Elspeth, Knight-Errant: Elspeth felt great against the decks where I was already favored to win, but was almost always boarded out against aggressive opponents like Burn or Infect. She is also generally worse than Collected Company against the control decks. Furthermore, I've been a total scrub playing 62 cards, so these were a pretty easy solution.
  • -1 Scavenging Ooze: Without any graveyard decks to prey on, Scooze has been mediocre. This card does grant us some lifegain and the ability to shrink opposing Tarmogoyfs, but both of those abilities typically come too late in the game to matter. If I were playing against more Dredge or Abzan CoCo decks than I would definitely play more copies.
  • +1 Voice of Resurgence: Took out Scooze and the fourth Voice replaced it. This also felt smart in the face of more decks in the room.
  • +1 Loxodon Smiter: There looked to be an increased presence of decks as well decks like Tron and Restore Balance that will go over the top of Bant Company. For these reasons I added another uncounterable, 4 power creature to help keep up the tempo against control and put the pressure on in matches where I'm the aggressor. This was my 61st card, but I guess 61 is better than 62.

SideBoard:

  • -2 Thrun, the Last Troll: I've always loved playing Thrun, but I think that he is just outclassed by Collected Company. I would often have to board out a couple copies of CoCo because I was boarding in Thrun and some removal spells which felt like a waste of sideboard space. He has also been less impressive than I had hoped against Jund - they are able to snag him with Thoughtseize or simply ignore him once their Scavenging Oozes and Tarmogoyfs are bigger.
  • -1 Vendilion Clique: The cost has proven much more cumbersome than I had anticipated.
  • -3 Meddling Mage: Since I primarily play against Jund, Grixis, Burn, Hatebears, Merfolk etc. there aren't many matchups where I can confidently make a strong name with Meddling Mage. Furthermore, the matchups where I'd like it aren't great environments for it either. Against Tron I can name Ugin, the Spirit Dragon which I can otherwise not handle, but then Mage just dies to Pyroclasm or Kozilek's Return. You can try to wait until you have Dromoka's Command backup, but that's easier said than done. Against Infect I would name Phyrexian Crusader, but then just die to the other creatures in the deck. I'll be keeping this card in consideration, but it's certainly not right for all metas.
  • +3 Rhox War Monk: Over the last couple of weeks, there have been points where I really wanted to board in the Azorius Charms for the lifelink mode but also wanted to keep my creature count high for Collected Company. Thus, I've decided to add War Monk to the board to serve as additional lifegain as well as another beefy threat. I'm also keeping the Charms for now since they can serve as additional removal.
  • +3 Dismember: These are a concession to Infect mostly, though they also give another way to deal with Tarmogoyfs and Kalitas, Traitor of Ghet. Unlike the rest of the removal in the deck, these can kill Phyrexian Crusader!

I haven't included round by round sideboarding notes this week because I waited too long and forgot how exactly I boarded. They will be returning next time.


2-0

Playing Islands makes this match up intrinsically more difficult. Fortunately for me, my opponent had to mulligan to 5 in game 1 and 6 in game 2. In both games he was unable to front an early offense and I kept the pressure on.

2-0

This was my first time playing against this deck. My opponent was being spicy and playing Pyromancer's Ascension, which did not match up well against Dromoka's Command. Having Path to Exile and Dromoka's Command (and possibly Dismember) in the deck allow us to keep their Thing in the Ice  Flips down. This means that the game will probably go long, which favors the deck playing Kitchen Finks, Eternal Witness, Collected Company and Gavony Township.

It's also super satisfying watching your opponent take a turn to cast some cantrips and tick think in the ice down to two counters only to cast Flickerwisp and reset it.

1-2

This deck was playing all of the extra turn cards plus Exhaustion to stall and then cast an awakened Part the Waterveil and kill you. The sideboard also contained Thing in the Ice  Flip to serve as another win-con. I won game 1 on the play via a turn 2 Geist of Saint Traft. Game two I punted:

Game 3 was close, though my opponent was able to start chaining turns when he was at 1 life.

2-0

After throwing away a match I was rewarded with one of the deck's best matchups in Burn. We already play quite a few resilient blockers in Kitchen Finks and Voice of Resurgence and have quite the trump card in Dromoka's Command. I felt especially good going into the match having access to 3 Kitchen Finks, 3 Rhox War Monk, 3 Loxodon Smiter, 4 Dromoka's Command and 3 Azorius Charm accross my 75.

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Revision 18 See all

(7 years ago)

Top Ranked
  • Achieved #9 position overall 8 years ago
Date added 8 years
Last updated 7 years
Legality

This deck is Modern legal.

Rarity (main - side)

9 - 2 Mythic Rares

44 - 7 Rares

4 - 6 Uncommons

1 - 0 Commons

Cards 62
Avg. CMC 2.35
Tokens Angel 4/4 W, Elemental */* GW, Emblem Elspeth, Knight-Errant, Soldier 1/1 W
Folders Collected Company, Cool Modern Decks, Modern, possible decks, Modern, Decks, :3, 5. Inspirations, Inspiration, bant reference
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