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Format | Legality |
1v1 Commander | Legal |
Archenemy | Legal |
Block Constructed | Legal |
Canadian Highlander | Legal |
Casual | Legal |
Commander / EDH | Legal |
Commander: Rule 0 | Legal |
Custom | Legal |
Duel Commander | Legal |
Highlander | Legal |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Modern | Legal |
Modern Beyond Horizons | Legal |
Oathbreaker | Legal |
Planar Constructed | Legal |
Planechase | Legal |
Quest Magic | Legal |
Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
Ardent Plea
Enchantment
Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.)
Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.)
legendofa on Is this the end of …
3 months ago
plakjekaas I'm going to hold my ground on this one. A legendary creature can still be vanilla--"legendary matters" doesn't make Y+M non-vanilla by itself any more than Elvish Champion makes Norwood Ranger non-vanilla by itself. A big chunk of the legendary creatures from Legends were vanilla.
Still, you're not being rude. I got something wrong, and I'd rather have it get corrected (politely) than keep spread bad information. So thank you for that.
It's not a creature, but I really want to see/own an Ardent Plea with no reminder text. Just two words of rules text on an enchantment.
TheOfficialCreator on Bant SWAT Team
3 months ago
E2R4 ah, I didn't consider that angle! I definitely think Ardent Plea would be a good pick for Benediction's slot, especially considering you're fairly unlikely to wiff since a good chunk of your removal is mv3.
E2R4 on Bant SWAT Team
3 months ago
I like the built-in shroud on Sighted-Caste Sorcerer, but also want to keep the knight synergy I have maximized. The creatures I have that aren’t knights have game changing effects. I wish they could all be knights. You think I could replace Angelic Benediction with Ardent Plea?
sergiodelrio on Glimpse Combo
1 year ago
Another thought I had and forgot to mention: Violent Outburst is great for Instant speed comboing and it buffs your team, but you might be better off playing Ardent Plea to get an extra permanent, no?
wallisface on BANT Enchantments
2 years ago
Something like this might do you better:
4x Ardent Plea
4x Cast Out
4x Lay Claim
4x Subtlety or Siege Rhino
wallisface on Green White Counters
2 years ago
I also think maybe you want to aim for a deck that uses 22-23 lands, just so you can more reliably apply pressure early
wallisface on BANT Enchantments
2 years ago
I'm really skeptical of this gameplan. From what I can tell you're hoping to cast either Ardent Plea or Shardless Agent and cascade into either Founding the Third Path or Resurgent Belief. The problems here are:
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If you cascade into Founding the Third Path, you're likely only using it to try and get enchantments into the grave (it's first activation does nothing for you, so I assume you always read ahead to chapter 2). But from milling 4 cards you're only going to average putting 1.46 enchantments into the grave, which feels like really low value. And then it's 3rd chapter also does nothing for you. This feels like a really, really poor card to use with this current deck.
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If you cascade into Resurgent Belief, you have the problem that your deck has no really easy way to get enchantments into the grave... you might only have a single copy of either Shark Typhoon or Colossal Skyturtle in there at best.
My current feeling is that you need to be doing a lot more to be putting your enchantments into the graveyard, as currently you have almost no way to do that, and they're just going to be stuck in your hand doing nothing. I also don't see how Founding the Third Path helps you at all here.
NinjaKitty778 on Fight With The Power Of Ten (Exalted)
4 years ago
Hello! Thanks for the comment on my deck! I'll see what I can do.
Ok so I see a lot in the way of aggro and not a lot of answers to problems. Don't get me wrong, dedicated aggro decks can be devastating; but they need to be quick and those cards are almost exclusively in red. This deck looks like it kicks off around turn 3-5 so we want to be able to do stuff in the early game. Bant is a color scheme that lends itself well to defensive tactics rather than harming opponents; this can take the form of protection, buffing creatures, or stalling until our game-plan can get off the ground. Now at the end of the day that game-plan is still "turn creatures sideways", so we want to make sure that the creatures we select are aggressive; but, the control colors in our deck (white and blue) can provide us with a fair amount of answers to problems that we can use both early and mid game to ensure our victory.
So what we want from the deck is:
1) Board Control/Stall Tactics 2) Protection 3) Card Advantage 4) Aggressive creatures
Often times these categories can overlap. For example: a creature with hexproof. That fills the "aggressive creature" and "protection" categories so that means we're getting more value out of just that one card, which is what we want. Variety is both the spice of life and the answer to our deck-building conundrum. So we want to make sure that our card selection is refined. So lets break each category down.
Board Control/Stall Tactics
I love the options Bant gives us for board control. Green has a lot of artifact/enchantment removal, white has a lot of good spot removal in the form of "exile" which gets around that pesky indestructible ability, and blue often bounces things off the board or counters things. So what options are best? Honestly, its up to you. But remember that the more options that a card gives you the more value you get out of it. Here are a couple of my favorite board control cards in Bant:
Authority of the Consuls Bant Charm Cryptic Command Detention Sphere Disallow Dromoka's Command Exclude Krosan Grip Path to Exile Qasali Pridemage Remand Spell Pierce Unravel the Aether
That should give you enough options to play with and see which ones you like best.
Protection
Protection spells are many and can come in many different forms, but ultimately it comes down to making sure our permanents stay permanent. For us this is most likely gonna be about protecting our creatures. Some of my favorite protection spells in Bant are:
Fog Gods Willing Grand Abolisher Heroic Intervention Mark of Asylum Shalai, Voice of Plenty Simic Charm
The longer our creature(s) stay on the field the more likely we are to win.
Card Advantage
This can either mean card draw, digging through our library, or just straight up tutoring. Some good options are:
Ardent Plea Brain storm Curiosity Eladamri's Call Gaea's Blessing Impulse Serum Visions Wargate
By giving ourselves card advantage, we can find solutions to problems a lot faster.
Aggressive Creatures
And finally we get to the bread and butter of the deck, the creatures. Now the mechanic we're working with is the Exalted mechanic, which states that if the player attacks with exactly one creature, then each card with Exalted (including the attacker) will grant that lone attacker +1/+1. This aggro tactic minimizes casualties in battle but doesn't reduce the armies strength during the attack phase. So the more instances of exalted we have the more powerful our lone attacker is. Here are some cards worth looking at into for this combat style:
Finest Hour Invisible Stalker Knight of Glory Noble Hierarch Rafiq of the Many Sublime Archangel
With these creatures at our disposal, opponents will often find it hard to outgrow our aggressive playstyle.
Now keep in mind that the exalted mechanic itself is very aggressive and simultaneously acts as the "buff" aspect of our defensive tactics that mentioned near the top. So we need little in the way actual buffing spells like Giant Growth; that leaves much more room open for including a lot more control and card advantage spells. Ultimately what you pick is up to you but try using the cards I've listed above as the basis of your card selection and go from there. Cross reference which cards fall into multiple categories for the best options possible. I don't want to just straight up give you a decklist, I want you to choose the cards yourself and make a deck that's entirely your own. I hope my longwinded advice helped LOL happy deck building.
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