Going Big

Posted in Daily Deck on April 18, 2014

By Gerry Thompson

In Standard, it's generally acceptable to be doing some reasonably powerful things. Game-ending six-drops or "X" spells are not unheard of. If you go any larger than that, chances are you get run over before you can set up, or your big spell gets Thoughtseized just before you were going to break the game wide open.

If you catch someone with a surprise Plasm Capture, you might be able to play Supreme Verdict and a Planeswalker; an Elspeth, Sun's Champion; or even a giant Sphinx's Revelation. From there, it should be pretty easy to win. The trick is getting to that point in the first place! But like I said earlier, with Plasm Capture being mostly forgotten about, it might not be so tricky after all.

FunnyPink888's Bant Control

Download Arena Decklist
Other (60)
4   Breeding Pool 1   Forest 4   Hallowed Fountain 3   Island 2   Plains 4   Temple of Enlightenment 4   Temple of Mystery 4   Temple of Plenty 2   Celestial Flare 4   Detention Sphere 4   Dissolve 3   Last Breath 2   Negate 4   Plasm Capture 3   Sphinx's Revelation 3   Supreme Verdict 2   Syncopate 2   Elspeth, Sun's Champion 3   Jace, Architect of Thought 2   Kiora, the Crashing Wave
60 Cards
Sideboard (15)
1   Supreme Verdict 3   Centaur Healer 1   Debtor's Pulpit 2   Dispel 2   Fiendslayer Paladin 2   Gainsay 2   Mistcutter Hydra 2   Sundering Growth

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