Focus on Legacy – Playing Bant Survival


In the previous Focus on Legacy column we analyzed the common choices for constructing Bant Survival. This companion article will hopefully shed some light on playing against some of the common matchups you might find to expect in your upcoming Legacy tournaments, whether it’s a smaller weekly tournament or a massive tournament like GP Madrid.

Here’s the decklist I presented as a suggested starting point for your adventures with Bant Survival (after the jump).
Bant Survival 20101Q 1.0, by Jaco 02-01-2010
Business (41)
4 Brainstorm
2 Ponder
4 Force of Will
3 Spell Snare
4 Swords to Plowshares
4 Survival of the Fittest
4 Noble Hierarch
4 Tarmogoyf
2 Rhox War Monk
2 Spellstutter Sprite
2 Qasali Pridemage
1 Trygon Predator
1 Eternal Witness
1 Kira, Great Glass-Spinner
1 Loyal Retainers
1 Iona, Shield of Emeria
1 Squee, Goblin Nabob

Mana Sources (19)
4 Misty Rainforest
3 Windswept Heath
1 Flooded Strand
4 Tropical Island
2 Savannah
1 Tundra
2 Forest
1 Plains
1 Island

Sideboard A (15)
3 Spell Pierce
2 Path to Exile
2 Krosan Grip
2 Relic of Progenitus
1 Faerie Macabre
1 Ethersworn Canonist
1 Gaddock Teeg
1 Meddling Mage
1 Rhox War Monk
1 Loxodon Hierarch

As mentioned in the previous article, this is built for a mixed metagame where I’d expect to face a range of aggro, control, combo, and other random decks that always show up at Legacy events. The deck and sideboard should obviously be tweaked for what you expect to play against and expect to have trouble against. So for example if you think Naya Zoo and aggro will be heavily represented and you won’t be running into much Counterbalance, you could easily drop a Qasali Pridemage or Trygon Predator and ramp up the number of Rhox War Monks. Or if you think you’ll be playing against a lot of Storm combo it might make sense to leverage the number of Spellstutter Sprites or Meddling Mages to combat that.

So how exactly do you play this beast? Bant Survival has a number of methods to attack the opponent. It can play the aggro-control game by beating down with a (hopefully Exalted) Tarmogoyf or Rhox War Monk, and counter and/or Swords the opponent’s relevant threats. If it lands a Survival of the Fittest it can play the long game and just overwhelm the opponent with good creatures and an avalanche of card advantage created by Survival and Squee, or it can try to go the combo route by powering out the unfair Loyal Retainers + Iona, Shield of Emeria couplet to lock the opponent out. The addition of Loyal Retainers to the deck has really pushed the Bant Survival archetype into overdrive, and has also pushed the card Loyal Retainers into the $75-125 bracket, unfortunately. If you are unable or unwilling to obtain Loyal Retainers, you could also drop Retainers + Iona from the deck and load up on things that might be good in your metagame, such as more War Monks, Pridemages, Spellstutter Sprites, or other useful things like main deck Meddling Mage or Rafiq of the Many.

Playing Against Merfolk
Mono-Blue Merfolk is a relatively cheap and effective deck to build in Legacy, and for this reason it is one of the more commonly played decks. It has a tough time against Naya Zoo, but excels against Blue-based aggro control (such as Threshold and CounterTop variants), and also has decent game against combo. Bant Survival is kind of a Blue-based aggro control deck, but the flexibility outlined above is what gives it game against so many decks. It can be flexible in how it attacks or defends against the opponent’s strategy, and against Merfolk this is no different.

Depending on the build of Merfolk you run into, you will definitely see Force of Will and Daze, and could also see Stifle, Umezawa’s Jitte, and even Back to Basics. Getting a threat Force of Will’ed really isn’t that big of a deal, because you have a good number of threats and also have Force of Wills of your own if you really wanted to punch something through. I would always recommend taking your time if possible to play around Daze, because you’d rather slow play your threats to make sure they resolve rather than recklessly try to curve out as fast as possible. Umezawa’s Jitte is probably the best threat Merfolk has against you, so this should be one of the things that your Spell Snares and Qasali Pridemages are saved for, because an active Jitte can effectively render your creatures all but irrelevant. The second thing you really need to watch out for is Lord of Atlantis, because it provides all of their creatures Islandwalk. You will either want to keep Islands off the board on your side, or more realistically do everything you can to keep Lord of Atlantis off the board on your opponent’s side (Spell Snare, Path to Exile, etc.). All of their other Lords (+1/+1 creatures) are decent, but this is the one you really care about because it creates the ability for them to easily alpha-strike you to end the game in a single turn if the ground seems stalled with creatures.

When sideboarding against Merfolk with my list above, I’d lean towards the following:
+2 Path to Exile
+1 Krosan Grip
+1 Rhox War Monk
-2 Spellstutter Sprite
-1 Eternal Witness
-1 Noble Hierarch

Spellstutter Sprite won’t counter much against Merfolk and is smaller than all of their guys. Rhox War Monk is actually pretty good because of the lifelink to buffer against their attacks, and the fact that he’s generally bigger than their guys unless they’ve got a couple of Lords out. Having a total of 6 Swords and Paths will go a long way to keeping their board relatively clean, and Krosan Grip can aid your Pridemages to help out against AEther Vial, Back to Basics, and most importantly Umezawa’s Jitte. While I don’t like siding out Noble Hierarch in general, it’s the weakest remaining card in the deck against Merfolk. I realize that some people would argue for siding out Survival stuff here because of the mana investment, but I would argue that if a Survival sticks you’re going to win the game, by either overwhelming them with card advantage or landing an Iona naming Blue. You could also potentially remove Kira, but I would guess that my opponent would bring in their own Kira from the sideboard, so having your own could be helpful to Legend-rule theirs out of play.

Playing Against Ad Nauseam Tendrils
Depending on the build of ANT you’re squaring off against, you can be a real underdog in game 1. They could be sporting up to 6 Orim’s Chant effects main for protection, which is bad news for Bant Survival’s light protection package. There are really a lot of different permutations of ANT and Burning Wish hybrid decks running around now, so you could also see Duress or Xantid Swarm maindeck. If they don’t have Swarm main I would expect them to board it in against you. When sideboarding against ANT with my list above, I would do the following:
+3 Spell Pierce
+1 Ethersworn Canonist
+1 Gaddock Teeg
+1 Meddling Mage
+1 Rhox War Monk
-1 Trygon Predator
-2 Qasali Pridemage
-4 Noble Hierarch

While Spell Snare might not seem great against them, it can still counter Infernal Tutor, Burning Wish, Cabal Ritual, and whatever else they might have in the 2 slot. It’s not the best option, but you need to assume a more controlling role here to try to stay alive. Similarly, Swords to Plowshares could potentially be dead, but you can’t run the risk of being overrun by a Xantid Swarm (or even a Dark Confidant), so I’d be leaving in 3-4 Swords. Noble Hierarch can provide you with acceleration here, but doesn’t really do anything else, and again is the weakest card. A lot of people will be loathe to side it out but you really would rather have every other card in the deck instead. Kira is decent in the deck here because when paired with Ethersworn Canonist it means your hate creatures can’t be removed by the Chain of Vapor/Deathmark/Slaughter Pact that was sideboarded in against you by the combo player.

When playing this match you need to assume the control role if possible and actively dig for counters with Ponder, while saving Brainstorms for hiding your counters if need be, shuffling away junk you don’t want, or to dig for a counterspell in an emergency. Play this slow and carefully, and if you can keep mana open and then land either land Survival or some Rhox War Monks ideally. Rhox War Monks can push your life to a problematic number for an opposing Storm player if they start swinging early. If you have the early Survival draw you can chain out an Iona to shut off Black or Blue spells from the combo player, and either follow up with your other hate creatures (Meddling Mage, Teeg, Canonist) in whatever order you see fit, or you can dig for Spellstutter Sprites to shut down things like Orim’s Chant or Dark Ritual.

Playing Against Dream Halls
This is one of the few matches where you’ll want to sideboard out Swords to Plowshares, as it does nothing against their deck. Spell Snare is also relatively weak here, countering only Lim-Dul’s Vault. They will probably have 8-10 Duress, Thoughtseize, and Spell Snare effects after sideboarding, as well as 4 Force of Wills, so you’ll have to try to do everything in your power to play the control role and prevent them from busting either a Show and Tell into Progenitus or Show and Tell into Dream Halls, or just hard casting Dream Halls and trying to go off. I would look at sideboarding with the above list like this:
+3 Spell Pierce
+1 Ethersworn Canonist
+1 Gaddock Teeg
+1 Meddling Mage
+2 Krosan Grip
-4 Tarmogoyf
-4 Swords to Plowshares

Your anti-combo suite will function well here, as Spell Pierce will be very good at protecting you in the early turns and stopping a quick Show and Tell. If possible try to play around the opposing Spell Pierces and keep mana open. Tarmogoyf is just a random beater that does nothing else against this deck, and because of this all of your creatures that do something else are much better at limiting the opponent’s lines of play. Pridemage can kill Dream Halls, Gaddock Teeg can prevent them from going off with Dream Halls, and Meddling Mage can shut down Show and Tell. Your best bet is to go for the Survival into Iona package if you can find a Survival, and naming Blue will shut them off of both Show and Tell and Dream Halls. When possible keep your mana open to play around Spell Pierce and save your Brainstorms for hiding counterspells against opposing Thoughtseizes and Duresses, or to shuffle away junk you don’t want to see.

It is also worth noting that if you do have 1 Llawan, Cephalid Empress in your sideboard for Merfolk it would also be worth sideboarding in here as well, because it can bounce a Progenitus to the owner’s hand if they are able to force through a Show and Tell.

Playing Against Naya Zoo
Naya Zoo is both a popular and well performing deck, and because of the efficiency and speed of every one of their spells this can be a tough matchup if they get a fast draw. As noted above, if you expect a lot of Naya Zoo in your area it is probably worth ramping up the number of Rhox War Monks and maybe even Loxodon Hierarchs, as these can both present critical life buffers to swing games back your way after the Zoo player comes out fast and aggressive. Loxodon Hierarch in particular can be brutal when landing, because it effectively functions as a 3-for-1 against Zoo, because it negates 1-2 of their burn spells and will also block and kill one of their creatures (or draw a Path to Exile out). When sideboarding with the list above this is what I would recommend:
+2 Path to Exile
+1 Rhox War Monk
+1 Loxodon Hierarch
-1 Trygon Predator
-1 Noble Hierarch
-2 Ponder

Having access to as many Swords and Paths as possible for sideboarded games is important, as these can knock out early Wild Nacatls and Tarmogoyfs to buy you time to set up, or to clear an opposing Qasali Pridemage from the board if you have a Survival to drop and go nuts with. Kira is great in this matchup as they will have to use two removal spells to get rid of it if they want to be able to combat the rest of your creatures on a one for one basis with their removal spells. Spellstutter Sprite can be great at countering an important Path to Exile or Lightning Bolt from the opponent to try to remove your War Monks, so I would keep them in hand until necessary.

I like to leave in Qasali Pridemage in this matchup, because aside from the Exalted bonus it can provide to your Tarmogoyf or Rhox War Monk it can also destroy Sylvan Library or more importantly Umezawa’s Jitte if the opponent brings it in against you. Ponder is really your weakest card here, so while I don’t like siding out Blue cards that can find cheap answers, it’s actually better to just draw more threats and removal than to have to dig for it when you’re racing against the clock that Zoo presents. Along these lines one might ask why not side out Survival, but if you can land a Survival you should win the game, and Zoo has no counterspells to prevent you from landing Survival if you draw it. Chaining out War Monks or even the Retainers into Iona combo is fantastic here.

Another debatable sideboarding option here is to board out your 4 Force of Will and try to become the midrange deck and just have better threats than your opponent. Instead of siding out Ponders and creatures you could drop the Forces and then just play creatures, removal, and use your Ponders and Brainstorms to dig for removal and Survivals. Pitching any of your Blue creatures to Force can really suck your resources out on the first or second turn here, so it is worth consideration.

Playing Against Goblins
Like Zoo, Goblins is a fast an aggressive deck that you will need to fight to stay alive early and then stabilize by dropping creatures that are bigger than theirs. Tarmogoyf, Rhox War Monk, Swords to Plowshares, Qasali Pridemage, and Force of Will are all very good cards that you have main deck against Goblins, and with the list above we have some decent sideboarding options:
+2 Path to Exile
+1 Rhox War Monk
+1 Loxodon Hierarch
-1 Trygon Predator
-2 Spellstutter Sprite
-1 Spell Snare

Depending on the build of Goblins you are facing Spell Snare can be very good or very bad. If they are playing some number of things like Stingscourger, Umezawa’s Jitte, Mogg War Marshall, or Warren Weirding in addition to the standard 4 copies of Goblin Piledriver this can greatly increase the value of Spell Snare. Siding it out or not will be based on what you’ve seen and what you expect, but in the example above I’ve sided out 1 copy.

Playing against Goblins is relatively straight forward. You obviously don’t want Goblin Lackey to connect and start dropping creatures in for free, so Swords, Path, and Force are your best friends here. Your opening hands will greatly dictate how these games play out, because for example if you have a Qasali Pridemage you may be far more inclined to let an AEther Vial resolve, or if you are on the play and have a first turn Noble Hierarch to power out a second turn Rhox War Monk or Tarmogoyf you will probably let a Goblin Lackey resolve and not blink an eye.

My main recommendations here would be to fetch basic lands whenever possible to play around Wasteland, and to use Swords and Paths to handle Goblin Lackey and Goblin Warchief. Try to save your Force of Wills for Goblin Ringleader if at all possible, because the card advantage it provides can really push the Goblins player ahead. Obviously if you have the Survival draw chaining Loyal Retainers into Iona naming Red can be backbreaking against the Goblins player, and if you have Survival and can buy yourself the turns I would strongly recommend this.

Playing Against CounterTop
As the weeks and months pass by there seem to be more and more CounterTop variants popping up, but not nearly as many people playing the deck in terms of a percentage of the field at large Legacy tournaments. Development is splintering into a lot of different directions, but not nearly as many people seem to be playing it or playing it successfully. The kill condition will almost always be Tarmogoyf plus whatever else (whether it’s Dark Confidant, Vedalken Shackles, Natural Order into Progenitus, etc.), and they will seek to lock out an opponent with Counterbalance coupled with Sensei’s Divining Top.

Against these decks your Qasali Pridemages and Trygon Predator will shine and you will obviously want to bring in whatever number of Krosan Grips you are packing, but what else? The answer is that it really depends on what you’ve seen or expect from their deck. The more non-creature spells they have the stronger Spell Pierce becomes, and if they are playing Natural Order your Meddling Mages can be more potent as well. Depending on your opening hand and how aggressive their build is this can dictate how aggressive you are. Major things to watch out for (besides CounterTop) are Threads of Disloyalty, Vedalken Shackles, Dark Confidant, and Natural Order.

One last thing to note about these decks is that they are relatively slow, and so if you think they are packing Daze it is worth keeping your mana open and playing around their potential Dazes to cut off half of their counterspells and to make sure your spells stick. If you don’t think they are packing Daze then you can push the envelope and try to resolve spells before they have CounterTop in play or maybe when they’re tapped out to avoid Spell Snare if they are running that. Landing a single Survival of the Fittest after baiting with stuff like Tarmogoyf and Rhox War Monk can be a very strong line of play for you that will lead to a quick win.

Playing Against Canadian/Tempo Threshold
Like Goblins, the Threshold player will try to attack your manabase, so if you can help it you should be fetching for basic lands whenever possible, and when fanning open your starting hands keep Stifle and Wasteland in mind when determining if your hand is keepable. Because of this and the Merfolk match I’m considering tweaking the manabase slightly to drop 1 Tropical Island and adding 1 more basic Forest, which will help make your manabase more bulletproof. You realistically don’t need to be fetching multiple Tropical Islands in a game very often, so it merits serious consideration.

Most of the Tempo Threshold decks are only playing Lightning Bolt and Fire/Ice for removal, so you need to be weary of how you engage in creature combat in these games. Losing two of your creatures to a Fire/Ice after combat damage can easily lose you a game. Another combat trick to keep in mind is thinking you’ll have a bigger guy than theirs and attacking, only to have the Threshold player Stifle the Exalted trigger from one of your Noble Hierarchs. Be careful and play cautiously here. Also be on the lookout for opposing Submerges from the Threshold player after sideboarding (if they’re good they’ll do it in response to you sacrificing a fetchland to shuffle away your dude). This is how I would sideboard with the list above:
+3 Spell Pierce
+1 Rhox War Monk
+1 Path to Exile
-2 Ponder
-1 Trygon Predator
-2 Qasali Pridemage

Some people will have a tendency to side in too many Swords/Paths against an opposing Threshold player. I don’t think you need more than 5 or a max of 6, because you can’t target their Nimble Mongooses and the only thing you’ll really need them for is Tarmogoyf and possibly Trygon Predator or Vendilion Clique. Some of the European builds are running Grim Lavamancer, and if you do see that then it will definitely be worth siding the additional Paths. Just don’t go overboard here and end up with dead cards if you can help it.

The Threshold player will have a counterspell base 4 Spell Snares and 4 Force of Wills to deal with your Tarmogoyfs and Survivals, and may be siding in Spell Pierce and/or Red Elemental Blast in lieu of Daze. You have a number of similar size threats to them, but if you can bait and then land a Survival it will push the game out of reach, so take your time in this match and play around Daze or Spell Pierce if you can afford it.

Playing Against Dredge
Similar to the Dream Halls matchup, Tarmogoyf is just a regular dude in this matchup and doesn’t really do anything to cripple the opponent or prevent them from going off like some of your other creatures can. He’s got a big backside and can block or swing through all the opponent’s creatures, but he doesn’t prevent the Dredge player from continuing their game plan. Noble Hierarch accelerates but doesn’t provide much else against a match that you generally don’t need much mana against. Outside of a Breakthrough for 2 mana Spell Snare is also pretty underwhelming in this matchup. With this in mind, this is how I would sideboard with the list above:
+3 Spell Pierce
+2 Path to Exile
+2 Relic of Progenitus
+1 Faerie Macabre
+1 Gaddock Teeg
+1 Meddling Mage
+1 Rhox War Monk
+1 Loxodon Hierarch
-3 Spell Snare
-4 Noble Hierarch
-2 Tarmogoyf
-1 Eternal Witness
-1 Trygon Predator
-1 Kira, Great Glass-Spinner

Dredge generally needs their few creatures available to either beat you down or to start generating tokens with Bridge From Below. Your Paths and Swords can be really handy in removing their Ichorids, Bloodghasts, and Narcomoebas from the game to even prevent them attacking or getting tokens. Relic of Progenitus is probably the best anti-Dredge card available, and Faerie Macabre can remove critical cards and is obviously better than what you’re siding out. As for the other cards, Gaddock Teeg can shut down Dread Return, and Rhox War Monk and Loxodon Hierarch can provide a life buffer and a big backside to either hold off opposing creatures or to swing through with the win. Spellstutter Sprite isn’t great here, but it can counter the Chain of Vapors, Pithing Needles, Firestorms, or whatever opposing hate cards the opponent will bring in.

My plan in this matchup is most often to stay alive to either swing through with Rhox War Monk and gain a lot of life, or to land a Survival and pump out the Loyal Retainers into Iona combo and name Black to shut down or dramatically slow down the opponent. If you suspect they will be bringing in Leyline of the Void or Pithing Needle against you to shut down Survival you can always sideboard in Krosan Grip instead of something like Spellstutter Sprite or the 2 remaining Tarmogoyfs.

Playing Against Lands.dec
Depending on the opening hand for the Lands player they will try to come out extremely fast (first turn Manabond, dump hand, start dredging back Life From the Loam), or they will have to take a few turns to set up with Gamble and/or Intuition and start trying to grind out board advantage. In this matchup both Iona and Kira, Great Glass-Spinner are your maindeck trump cards. Kira prevents them from using Maze of Ith and Barbarian Ring effectively, and Iona can just name Green to shut off the Loam engine.

The Lands player will seek to drop their combo pieces and also seek to weaken your manabase. Fetch basic lands to play around Wasteland and use Noble Hierarch to try to play around Rishadan Ports. Their Tabernacle of the Pendrell Vale is obviously very good at tying up your mana resources, but it’s not backbreaking if you don’t overextend into it. Play smart and aggressively use your Ponders and Brainstorms to dig for a Survival to try to lock up the game. Here’s how I would look at siding against this match:
+3 Spell Pierce
+2 Relic of Progenitus
+1 Faerie Macabre
+1 Meddling Mage
-2 Rhox War Monk or Tarmogoyf (depending on number of Blue cards you want for Force)
-1 Eternal Witness
-3 Spell Snare
-1 Swords to Plowshares

Spell Snare is marginal here because the only thing it counters in their deck is Life from the Loam (which keeps coming back) and potentially Burning Wish if they play that (but that’s mostly relegated to AggroLoam nowadays). Spell Pierce does a better job in the first couple of turns by possibly keeping them off of an early Manabond, Exploration, Gamble, or Intuition. Spellstutter Sprite can also prevent their important 1 casting cost spells from resolving, so it also relevant here. Swords to Plowshares is hit or miss because it can only hit their man lands, but it removes a lot of their win conditions and also serves as land destruction, and can clear out a blocker at a critical juncture. I’m torn on its value because I don’t like sitting around with multiple Swords in my hand here, so I’m currently siding out 1, but that could change based on the exact configuration of the opponent’s deck and the better feel I get for how this plays out. Relic of Progenitus is obviously very powerful for you in this match, but keep in mind they’ll probably be siding in Krosan Grip for your Survivals and graveyard hate.

Other Tips and Strategy
You may notice that I rarely sideboard out Eternal Witness, and this is for a couple of reasons. The first reason is that Witness can easily get back a destroyed Survival once your opponent tries to get rid of it with the hate they have inevitably sided in. The second reason is that it basically acts like a Time Walk against a lot of decks, because it gets back a nice card for you (probably an important creature, a Swords to Plowshares, or a Force of Will) while acting as a blocker or can trade with the opponent’s attacking creature.

Your sideboarding will obviously depend a lot on how you construct your deck and sideboard, as well as what is very prevalent in your local metagame, but hopefully this article has served as an insight into playing against some of the most common matches you’re likely to see. For a lot more discussion on the subject check out the fantastic Bant Survival thread on TheSource, where posters Jak, Waikiki, Kuma, Windux and others have provided a lot of insight. Join us again next time as we’ll delve into some alternative and outside-the-box sideboarding strategies for Bant Survival.