UWx Control is Back! Modern Bant Control – Deck Guide Update

Blue/white/X control is in a great position to make a big comeback in Modern. The deck has a lot of game versus the top decks in the format (Grixis Shadow. Hammer, Titan and Omnath). It also recently got access to some great to tools with March of Otherworldly Light and the channel lands. In this guide, I’ll be updating my favorite blue/white/X control variant (and the one I’ve had the most success with recently): Bant Control.

I recommend taking some time to go over that first guide, which you can find a link to here:

These are the most important things to keep in mind when you’re thinking about this deck list:

  • It’s relatively easy for blue/white control to splash a color if it wants to, play either Yorion, Sky Nomad, Kaheera, the Orphanguard or no companion. There are tons of flexible options like Chalice of the Void, Fire // Ice and Spreading Seas that will each be individually powerful in different metas. I think it’s important to not think of Bant Control as a separate entity as blue/white. Instead, think of Bant as one of the many builds of blue/white, one that’s great in the mirror and against Omanth, Shadow, Hammer and Titan, but loses some percentage  points versus Burn and Tron. 
  • The main reason to play Bant is Ice-Fang Coatl. The card is incredibly powerful, well positioned and a perfect fit for a control deck with lots of instant speed interaction. The problem with Ice-Fang is that the mana restrictions that come along with it are quite steep. In my experience, playing Yorion is the best way to meet these steep requirements, both because you get to play Abundant Growth and  get to play more fetches, and fetchables like Glacial Floodplain and Prairie Stream (cards that are hard to fit into 60-card shells but work great with Ice-Fang).
  • Yorion control decks don’t sacrifice much consistency or power level in game one. They struggle to keep up in sideboard games though since they have a harder time mulliganing to efficient sideboard cards and they have more cards in their main deck that might be inefficient in certain matchups. This is why I like to play versatile and effective sideboard cards like Endurance and Dovin’s Veto in my Yorion sideboards, as they give you a much better range against the metagame as a whole. 
  • I say this as someone who has a reputation for playing quickly: while this version plays great on MTGO, I’ve found that finishing matches on time in paper can be somewhat of a challenge. Shuffling an 80-card deck takes longer than a 60-card one, and with so many fetches, you’ll be mulliganing a lot. It’s also true that on MTGO you play with a chess clock, which means if your opponent doesn’t concede in the late game, it’s not that big a deal since they’re taking time off of their clock and not yours. But in paper, you share a clock, and closing the game out can take a long time and even as someone who plays quite quickly. I was playing until the end of rounds almost every time. You won’t have these issues on MTGO of course, but keep this in mind if you’re wanting to pick this deck up in paper. You can help mitigate these issues by conceding early in game one or two so you can ensure you’ll have enough time for the rest of your match or by communicating with your opponent that you both need to take game actions in a timely fashion. 

Now let’s talk about the main changes to this lift compared to the last time you saw it: 



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