Sideboard


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This is a fun casual exalted deck. Its one of the oldest decks I own, and has been continually modified over the past seven years or so. I stopped playing Magic between Champions of Kamigawa and Conflux. The exalted and cascade mechanics, as well as the completely multicolored gimmick of Alara Reborn, pulled me back into Magic. This deck has been around since that era (though it's undergone many changes), and I have not tired of it yet.



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This deck plays the exalted mechanic the way I feel its meant to be played: by going big with your creatures, not going wide. Exalted is a safe, defensive mechanic; untapped creatures can stay behind to block while granting a temporary attack power boost to a single attacker. Because of this, many creatures are utility creatures ( Frontline Sage ) that lend their power to the decks key attackers ( Sejiri Merfolk , Sublime Archangel , Treva, the Renewer ). Other cards in the deck help slow down other decks (Dueling Grounds) while keeping the board clear for attackers (Path to Exile).

The decks main strategies are as follows: 1) do efficient damage early game with exalted boosts until you can get any large flyer and/or Finest Hour. With that combination, this deck is capable of dealing 20+ damage every turn with a single creature, applying serious pressure; or 2) lock the opponent out with Dueling Grounds and Moment's Peace until you can get any of the planeswalkers out and use their ultimate abilities to essentially win the game.

Next Ill talk about my card choices and why/how they help the deck achieve either of these victory conditions.



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Creatures:
Sublime Archangel : This is really the cream of the crop of exalted cards; another must-have for any exalted deck. She flies, she benefits (greatly) from her own ability, and she is never worse in multiples, only better.
Sejiri Merfolk : This is a great tool for Bant. A Turn 2 Merfolk can be easily pumped by a Turn 3 Pridemage, swinging as a 3/2 with first strike and lifelink. It only gets better as the game goes on.
Frontline Sage : A three-color deck with a ton of creatures requires lots of lands. The Sage filters those inevitable extra lands into something useful, all the while pumping attackers with exalted.
Clever Impersonator : This card is so diverse it would take forever to describe its potential. However, in this deck its chief (but not exclusive) purpose is to be Sublime Archangel copies 5 and 6.
Qasali Pridemage : The Pridemage is one of the key exalted pieces of the deck. It is helpful in the beginning of the game by pumping other creatures, and later by removing artifacts or enchantments.
Rafiq of the Many : Rafiq is a must-have for any exalted deck. The ability to lend double strike to any solo attacking creature is pivotal for dealing massive damage. Exalted helps that creature even further.
Treva, the Renewer : This is the big finisher of the deck. While expensive, there is nothing better late game than a 6/6 (bigger, really) flier that can gain back lost life and turn the tide.

Noncreature Spells:
Elspeth, Knight-Errant : Elspeth's second [+1] and [-8] abilities are what shine here. At her worst, she will buff a creature and absorb some damage for a turn or two. At her best, she makes permanents indestructible. Wow!
Jace, the Mind Sculptor : Kind of a no-brainer; every ability is useful in this deck. Most often it is his [0] Brainstorm and [-1] Unsummon that get the most play, but there are no bad abilities here.
Ajani, Mentor of Heroes : All of Ajani's abilities are relevant in this deck. Most often it will be his first [+1] that gets used, working towards his [-8]. But his second [+1] can be helpful in a pinch.
Path to Exile : This is a must-have for any Bant deck. It exiles instead of destroys and can take out most creatures at instant speed, all for just a single .
Moment's Peace : This helps stall the opponent. 2 copies with flashback effectively count as 4 copies. It can also be tossed with Frontline Sage if necessary, with minimal penalty
Beast Within : Removal is a must, and most creatures in this deck aren't afraid of a 3/3 Beast as a trade-off. It's especially useful on pesky artifacts, such as Icy Manipulator, or planeswalkers.
Detention Sphere : More useful removal. It can be duplicated with Clever Impersonator and is especially powerful against token decks.
Dueling Grounds : This card is perfect for exalted, though it came out nearly a decade before the mechanic. It slows most opponents down and doesn't hinder this deck in the slightest.
Finest Hour : This card is phenomenal. Two combat phases every turn - a second opportunity to trigger even more exalted bonuses - is utterly game-breaking. The first combat will hurt; the second will obliterate.

Lands:
Ancient Ziggurat : This deck has a great mana base, so only 1 copy is really necessary. But that one copy works hard with the sheer number of creatures in the deck, especially 3-color creatures like Treva or Rafiq.
Hallowed Fountain : This shock land is especially relevant in this deck because it does what the other dual lands do, and it allows Sejiri Merfolk to be cast easily on Turn 2 and buffs it at the same time.
Glacial Fortress : A dual land that couples well with all of the Ravnica shock lands in the deck. It is almost guaranteed to come in untapped.
Temple Garden : Ravnica shock lands help fix mana and have the option to come in untapped. The 2 life lost to do so can easily be recovered with Sejiri Merfolk, or later, Treva.
Sunpetal Grove : The Grove is another tap land that benefits greatly from the number of shock lands and basic lands in the deck. It's nearly a guaranteed untapped dual mana source when it hits the battlefield.
Breeding Pool : The mana base of this deck requires a lot of dual lands. The best balance is in Ravnica shock lands because of their dual land types and ability to come in untapped.
Hinterland Harbor : Like the other tap lands, it helps with mana fixing and is virtually guaranteed to enter untapped due to the number of shock lands and basic lands in the deck.

Sideboard:
Loam Lion : Lion is a great starter in this deck, one that gives me my mighty midrange edge against aggro decks as early as Turn 1. I would not use this against anything but weenie aggro decks.
Silklash Spider : This is a niche flying removal card. I mostly have it against faeries, which my friends love to play (gets around shroud and kills most of them without endangering my fliers).
Vexing Shusher : Counter spell protection. I play against a lot of control, so this is a must in my meta.
Loxodon Smiter : More control protection. Again, counter spell-proof and even a buffer against discard decks.
Bramblecrush : Crush is great protection against planeswalkers and other permanents I can't deal with directly. Beast Within does a great job, but sometimes I don't want another beast out there.
Dueling Grounds : One more copy against those aggro/token/weenie decks. Their only hope against a midrange deck is greater numbers over my larger creatures. This helps against that strategy.

Suggestions

Updates Add

I have a sideboard in the works. While the deck is still a little fragile to board-wipes, the sideboard is coming together. I included Bramblecrush to take out pesky enchantments, lands, planeswalkers, and artifacts. An extra Dueling Grounds has been added to provide additional support against aggro/token/swarm decks. Loam Lion was included for a more aggressive start slower control decks or to slow down aggro decks by outclassing their creatures with a Turn 1 2/3 body. Loxodon Smiter was added as an answer to Counterspells and hand disruption, as well as being great alongside Exalted. I included Silklash Spider as protection against a range of flying creatures. And finally, Vexing Shusher was added as anti-Counterspell support.

I play against a lot of counter-magic and control decks in general, hence the biased sideboard. Feel free to modify to your liking, but I think this is a very flexible build that has usefulness against a multitude of strategies.

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Date added 9 years
Last updated 3 years
Legality

This deck is Casual legal.

Rarity (main - side)

6 - 0 Mythic Rares

35 - 9 Rares

7 - 6 Uncommons

8 - 0 Commons

Cards 60
Avg. CMC 3.26
Tokens Beast 3/3 G, Emblem Elspeth, Knight-Errant, Soldier 1/1 W
Folders Casual
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