Hexproof Bant (formerly known as Blouses) is a deck which plays Hexproof creatures (obviously) such as Geist of Saint Traft and pump spells/effects such as Unstable Mutation or Exalted triggers to power out a turn 3 pumped attacker that should win the game by turn 4-5 with disruption backup, namely Force of Will and Spell Pierce or Daze. This gameplan undoubtedly makes it one of the coolest deck ever.
It was played various times and placed top8/16 in various minor/big tournaments during the past years but as far as I know it didn't never really catch legacy players attention and has always been an underdog since its first appearance a couple of years ago.
Without further ado, let's analyze one of the last lists that did well recently.
Rogue, by Brendan Lutzi (9th @SCG Portland)
Creatures [20]
4 Aven Mimeomancer
4 Birds of Paradise
4 Geist of Saint Traft
4 Noble Hierarch
4 Qasali Pridemage
Instants [15]
3 Force of Will
4 Brainstorm
4 Daze
4 Spell Pierce
Enchantments [5]
2 Spectral Flight
3 Unstable Mutation
Lands [20]
2 Forest
2 Island
2 Savannah
3 Tropical Island
3 Tundra
4 Misty Rainforest
4 Windswept Heath
SB
2 Kitchen Finks
1 Blue Elemental Blast
4 Mindbreak Trap
2 Path to Exile
3 Submerge
1 Surgical Extraction
2 Gaddock Teeg
Creatures.
8 Mana Dorks: Birds of Paradise and Noble Hierarch. These guys enable your turn 3 Geist which is the strongest play you can develop, enabling a turn 3 potential attack for 7 ( Exalted Geist and Angel). If you add a pump spell the effect is devastating. You Ideally always want to drop one turn one.
4 Geist of Saint Traft: He's our main beater! Hexproof is good in this metagame. He gives control players headaches. Plus, nothing says fuck you Abrupt Decay like an exalted and enchanted Geist beating for 9 turn 3.
4 Qasali Pridemage: Additional Exalted trigger, a decent beater by himself, hinders CB, Batterskull and Jitte, good in multiples.
4 Aven Mimeomancer: Brendan became my new hero when I saw this list just because of this card. Basically he's a not-so-bad beater by himself (hes a pitchable evasive beater for 3 anyway) and his main hobby is transfoming all your midgame bad topdecks ( Birds of Paradise and Hierarch mainly) into a small army of Vendilion Clique-sized beaters. Mimeomancer also works very good with Exalted triggers, is not so difficult beating for 5 or 6 per turn with him (you play 8 exalted guys). Certainly a decent choice.
Pump spells and other spells.
2 Spectral Flight: Gives a boost and evasion to a beater for only 2 mana investment. Probably one of the best in colour pump spells.
3 Unstable Mutation: +3+3 for u, then +2+2 for 0, then +1+1 for 0. Doesn't give any form of evasion though. Easily cuttable imho.
3 Force of Will: I generally dislike this choice but here it's understandable since FoW is not an essential part of this strategy, and maybe the metagame where the guy played didn't need the 4th Force maindeck.
4 Daze: This deck has a strong early to midgame and wants to close the game before shifting to lategame. That's where Daze shines. This deck is generally tapped out during the first 3 turns of the game so it's really the best counter spell available. Also playing mana dorks you kind of nullify the drawback of setting yourself back a turn.
4 Spell Pierce: avoids early Tops and CBs and generally is an hard counter during the first 3 turns of the game.
4 Brainstorm: it's awwwsome the same way Maru the cat is, I mean I feel like cuddling and snuggling it every time I draw one. That's why I keep giving tells to my opponents- because I play Brainstorms.
Cards I'd play:
Riding the Dilu Horse is the main reason why you should play this deck. Fits nicely on curve and basically reads +2+2 and unblockable. Give it to a Geist and watch your opponent cry!
If you play Riding the Dilu Horse, Troll Ascetic is easily your 2nd best beater. Regeneration, hexproof (here in its original form, the infamous troll-shroud) and decent body makes him a very solid choice for this deck.
Green Sun's Zenith lets you play Hierarchs only as mana dorks and still have 8 ways to produce 3 mana turn 3. Gives access to maverick-style toolbox of creatures.
Deathrite Shaman is an improved Bird of Paradise that also can net you some life. Makes sense as a 1 of in GSZ builds.
Even if the deck is mana hungry, you need a very, very good reason not to include some copies of Wasteland. Wasting a land and keeping your opponents under Daze or Pierce range one turn more is a very very good way to try to artificially lenghten the ''early game state'' where this deck shines, and therefore gaining tempo. I'd play 3 since you also need lands to cast stuff.
Karakas Yeah, this deck wants a Karakas maindeck because against UWx control mass removals ( Supreme Verdict, Terminus) are their only out to a resolved Geist, bouncing Geist in response to Terminus is super cool and helps you restarting your race easily. Also, works as a 4th Wasteland vs. decks using Karakas.
Therefore, my list!
4 Misty Rainforest
4 Flooded Strand
3 Tropical Island
2 Savannah
2 Tundra
3 Wasteland
1 Dryad Arbor
1 Karakas
4 Noble Hierarch
4 Geist of Saint Traft
4 Troll Ascetic
4 Qasali Pridemage
1 Deathrite Shaman
1 Sigarda, Host of Herons
4 Brainstorm
3 Pierce
4 Daze
3 Force of Will
3 Riding the Dilu Horse
2 Spectral Flight
3 Green Sun's Zenith
Sb:
4 Submerge
1 Loaming Shaman
1 Deathrite Shaman
1 Flusterstorm
3 Pithing Needle
2 Sower of Temptation
2 Gaddock Teeg
1 Krosan Grip
Now I just need 3 Riding the Dilu Horse and I'm ready to test this pile.
Are you into Jazz? Have a look at the Lp's I have for sale on Discogs!
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