What about cards like Temporal Mastery and Peer Through Depths. Temporal seems good with all the cards that arrange your draws.
Temporal Mastery is a bad card in the opening hand, as you need to mulligan it away, or hope to get JTMS, or a Brainstorm to get it back on top of your Library. It's great if you are able to miracle it for an extra turn, otherwise you probably are winning already, or would just get ti play an extra land, and draw a card then pass the turn again. I think it's more suited for MW decks who ramp a lot.
And why banisher priest instead of fiend hunter which has an interaction with restoration angel.
I actually don't own a copy of Council's Judgement yet.
I will include it when I get to own one.
As for Banisher Priest, I like the 2 power better, as I've managed to attack with it against control players before. The 1-point of power is sometimes more important when trying to go all out on an aggressive plan. I have never been able to have enough mana to cast both Fiend Hunter and Resto Angel in a game before, when it was better to cast the fiend hunter to remove a blocker for GST on an earlier turn. I like to hold the angel as a surprise finisher, or post board wipe creature to continue the pressure.
Sharky: Azorius Signet and Talisman of Progress are soo bad :/ In late game dead cards..
Hi Watmazer -
Those mana rocks probably are bad in late game draws, you can swap them out for lands if you think that would work better for you. The reasoning I have for including them are as follows:
1. I run only 35 lands, 7 of which are fetches. I count them as part of my land count, along with Tithe, and Land Tax.
2. They produce colored mana, where land-destruction effects are everywhere in duel commander. Getting color-screwed sometimes leads to losing games. (I also run Geddon in the deck )
3. I would rather my opponent counter/destroy these mana rocks, then they do it to the equipment, or enchant creatures I have for GST.
Weird things happen all the time in a game of magic and I've had opponents destroy or counter them thinking I have mana/land shortage problems in a game. It's happened before, probably due to inexperience from other players.
Perhaps that was because it would have made tempo counters like Force Spike less relevant? Better use it to counter the mana rock than have a dead card in hand for the rest of the match. I can imagine making that play, thought it certainly is not a "feel good" one.
This.
Against Zur, a lot of the time it was a good choice to fight over mana rocks. Stopping Zur from hitting both 3 colors and UU was a great way to seal the deal. But most of the time it won't be worth it.
For playing rocks in Geist, if you're going to go for the two-three geddon route, they're good. You're probably going for a later win anyways, and having both the mana and the cards to kill them with is nice.
Speaking of which, I just got a Dig and a Cruise and will be playing with them. Delve is just an incredible mechanic for us, as the only thing we ever use the graveyard for wouldbe the odd spirit token, which you can just not delve if you need to.
I promised a deck update, but that will be sometime later. I don't have access to my desktop's gigantic depository of decks at the moment, and it included different Geist variations. In any case, Geist is still awesome.
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Tantarus: It didn't make the gaka greifer level, so it should be fine
Legacy URGBOops all my spellsBGRU URBYoung GrixisBRU
~Commander~ BUDralnu/ReanimatorUB GRUMaelstroM WanderiNgURG GBMerengue Clan of SalsaBG
WUGeist of Saint TraftUW UTalrand PolymorphishU UAzami, Lady of CAU BRWZurgo, Worldslayer BearerWRB BWUMerieke Ri Berit UWB UVendilion CliqueU
Modern:U Mono-U TroN U
What about the new white planeswalker from the com 2014 set? She seems to fit right into this deck although a little expensive at 5 mana.
Honestly doesn't do enough to justify playing it. You're spending 5 mana that needs some ramp time to have board impact, but by the time you're at 5 mana the game should either be in your control or if you're dropping 5 mana it better be enough to do just that.
Simply put, she's slow and irrelevant.
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Tantarus: It didn't make the gaka greifer level, so it should be fine
What about the 1 cc cost equipment copy artifact. Surely that is worth a slot in the deck
It presents a different problem. We only run a few select equipment, namely Jitte, SoFaF, and sometimes Batterskull.
In order for the 1 drop to be effective, we need for one of those pieces to be in play. If we don't have it out, then we're stuck with an entirely useless artifact in hand.
In something like super equipment Isamaru, it might be useful. It has no practical application for us.
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Tantarus: It didn't make the gaka greifer level, so it should be fine
What about the 1 cc cost equipment copy artifact. Surely that is worth a slot in the deck
Agree with Gaka, and would rather run Phyrexian Metamorph over this for more versatility. It's a great card design though, and could see play in Legacy decks.
Containment priest I will definitely run in my geist deck. It hoses birthing pod, green sun zenith and restoration blinks. Plus its a cleric so that is also nice.
Containment priest I will definitely run in my geist deck. It hoses birthing pod, green sun zenith and restoration blinks. Plus its a cleric so that is also nice.
It hoses a lot. Card seems like it will be super powerful.
I know that the priest is amazing hoser in legacy/vintage, but is it good enough in commander 1 vs 1 ? Time will tell I guess.
Anyway, I haven't had time to test geist vs narset, how bad is this match up for us ?
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Legacy URGBOops all my spellsBGRU URBYoung GrixisBRU
~Commander~ BUDralnu/ReanimatorUB GRUMaelstroM WanderiNgURG GBMerengue Clan of SalsaBG
WUGeist of Saint TraftUW UTalrand PolymorphishU UAzami, Lady of CAU BRWZurgo, Worldslayer BearerWRB BWUMerieke Ri Berit UWB UVendilion CliqueU
Modern:U Mono-U TroN U
I know that the priest is amazing hoser in legacy/vintage, but is it good enough in commander 1 vs 1 ? Time will tell I guess.
Anyway, I haven't had time to test geist vs narset, how bad is this match up for us ?
It's played like a worse Zur, from my experience. It's fairly good for us, but gets progressively more annoying depending on how many Pyroclasm effects they choose to play.
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Tantarus: It didn't make the gaka greifer level, so it should be fine
I played 3 matches vs narset and won all 3 easily. Granted he wasnt playing any counterspells at all. He got narset into play once and I used councils judgment before he could attacked. Other than that I just kept counter mana open and kicked him silly with geist. In one game I countered narset all thr way up to 12 mana casting cost... Good times!
Lot's of free spells, and Reanimation going on. That Containment Priest just might be what the Ghost needs right now. Last tournament I played in, there was a Mimeoplasm, and a Child of Alara reanimator deck that played. Saw someone play Narset too, but we did not get matched up.
I only played against the reanimator Child of Alara deck, and barely got through with no GY hate.
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1 Geist, of Saint Traft
Lands (35)
1 Adarkar Wastes
1 Arid Mesa
1 Cavern of Souls
1 Celestial Colonnade
1 Cephalid Coliseum
1 Command Tower
1 Dustbowl
1 Eiganjo Castle
1 Flagstones of Trokair
1 Flooded Strand
1 Glacial Fortress
1 Hallowed Fountain
7 Island
1 Marsh Flats
1 Misty Rainforest
1 Minamo, School at Water's Edge
1 Moorland Haunt
1 Mystic Gate
1 Nimbus Maze
3 Plains
1 Polluted Delta
1 Scalding Tarn
1 Seachrome Coast
1 Tectonic Edge
1 Tundra
1 Wastelend
1 Windswept Heath
Artifacts (5)
1 Azorius Signet
1 Sword of Feast and Famine
1 Sword of Fire and Ice
1 Talisman of Progress
1 Umezawa's Jitte
1 Aqueous Form
1 Detention Sphere
1 Journey to Nowhere
1 Land Tax
1 Nevermore
1 Oblivion Ring
1 Parallax Tide
1 Parallax Wave
1 Steel of the Godhead
Planeswalkers (1)
1 Jace, the Mind Sculptor
Sorceries (6)
1 Armageddon
1 Ponder
1 Preordain
1 Steelshaper's Gift
1 Supreme Verdict
1 Wrath of God
Instants (29)
1 Brainstorm
1 Counterspell
1 Cryptic Command
1 Daze
1 Delay
1 Dig Through Time
1 Disenchant
1 Enlightened Tutor
1 Fact or Fiction
1 Force of Will
1 Force Spike
1 Into the Roil
1 Mana Leak
1 Mana Tithe
1 Memory Lapse
1 Miscalculation
1 Mystical Tutor
1 Negate
1 Path to Exile
1 Prohibit
1 Remand
1 Spell Pierce
1 Spell Snare
1 Stifle
1 Swords to Plowshares
1 Tithe
1 Treasure Cruise
1 Trickbind
1 Unexpectedly Absent
1 Aven Mindcensor
1 Banisher Priest
1 Grand Abolisher
1 Kor Sanctifiers
1 Meddling Mage
1 Mother of Runes
1 Restoration Angel
1 Snapcaster Mage
1 Stoneforge Mystic
1 Thassa, God of the Sea
1 True Name Nemesis
1 Vendilion Clique
1 Venser, Shaper Savant
1 Weathered Wayfarer
Temporal Mastery is a bad card in the opening hand, as you need to mulligan it away, or hope to get JTMS, or a Brainstorm to get it back on top of your Library. It's great if you are able to miracle it for an extra turn, otherwise you probably are winning already, or would just get ti play an extra land, and draw a card then pass the turn again. I think it's more suited for MW decks who ramp a lot.
Peer Through Depths is nice, but we're not into combo, and I'd put in Impulse before that card. I run Dig Through Time now and it has been AMAZING!
And why banisher priest instead of fiend hunter which has an interaction with restoration angel.
I actually don't own a copy of Council's Judgement yet.
I will include it when I get to own one.
As for Banisher Priest, I like the 2 power better, as I've managed to attack with it against control players before. The 1-point of power is sometimes more important when trying to go all out on an aggressive plan. I have never been able to have enough mana to cast both Fiend Hunter and Resto Angel in a game before, when it was better to cast the fiend hunter to remove a blocker for GST on an earlier turn. I like to hold the angel as a surprise finisher, or post board wipe creature to continue the pressure.
Hi Watmazer -
Those mana rocks probably are bad in late game draws, you can swap them out for lands if you think that would work better for you. The reasoning I have for including them are as follows:
1. I run only 35 lands, 7 of which are fetches. I count them as part of my land count, along with Tithe, and Land Tax.
2. They produce colored mana, where land-destruction effects are everywhere in duel commander. Getting color-screwed sometimes leads to losing games. (I also run Geddon in the deck )
3. I would rather my opponent counter/destroy these mana rocks, then they do it to the equipment, or enchant creatures I have for GST.
Your other points are fine, but why would anyone ever do this against a non-ramp deck?
This.
Against Zur, a lot of the time it was a good choice to fight over mana rocks. Stopping Zur from hitting both 3 colors and UU was a great way to seal the deal. But most of the time it won't be worth it.
For playing rocks in Geist, if you're going to go for the two-three geddon route, they're good. You're probably going for a later win anyways, and having both the mana and the cards to kill them with is nice.
Speaking of which, I just got a Dig and a Cruise and will be playing with them. Delve is just an incredible mechanic for us, as the only thing we ever use the graveyard for wouldbe the odd spirit token, which you can just not delve if you need to.
I promised a deck update, but that will be sometime later. I don't have access to my desktop's gigantic depository of decks at the moment, and it included different Geist variations. In any case, Geist is still awesome.
EDH:
RNorin the WaryR <-Link! (Primer - Mono Red Control)
GUEdric, Spymaster of TrestUG <- Link! (Mini-Primer - Dredge)
Duel Commander:
WUGeist of Saint TraftUW <- Link! (Aggro-Control)
BGSkullbriar, the Walking GraveGB <- Link! (Aggro)
BUGDamia, Sage of StoneGUB <- Link! (Extinction Control)
Church of the Wary
URGBOops all my spellsBGRU
URBYoung GrixisBRU
~Commander~
BUDralnu/ReanimatorUB
GRUMaelstroM WanderiNgURG
GBMerengue Clan of SalsaBG
UTalrand PolymorphishU
UAzami, Lady of CAU
BRWZurgo, Worldslayer BearerWRB
BWUMerieke Ri Berit UWB
UVendilion CliqueU
Modern:U Mono-U TroN U
I lost the semis (cut to top 4) against Ninjajinx's Doran. Will try to post a report probably this Thursday as I'm busy at work til tomorrow.
DTT and T.Cruise are great, except with Gaddock Teeg in play on the opponents side!
I think it's not a right card for this deck, it does nothing to win. Removal is just better.
Honestly doesn't do enough to justify playing it. You're spending 5 mana that needs some ramp time to have board impact, but by the time you're at 5 mana the game should either be in your control or if you're dropping 5 mana it better be enough to do just that.
Simply put, she's slow and irrelevant.
EDH:
RNorin the WaryR <-Link! (Primer - Mono Red Control)
GUEdric, Spymaster of TrestUG <- Link! (Mini-Primer - Dredge)
Duel Commander:
WUGeist of Saint TraftUW <- Link! (Aggro-Control)
BGSkullbriar, the Walking GraveGB <- Link! (Aggro)
BUGDamia, Sage of StoneGUB <- Link! (Extinction Control)
Church of the Wary
It presents a different problem. We only run a few select equipment, namely Jitte, SoFaF, and sometimes Batterskull.
In order for the 1 drop to be effective, we need for one of those pieces to be in play. If we don't have it out, then we're stuck with an entirely useless artifact in hand.
In something like super equipment Isamaru, it might be useful. It has no practical application for us.
EDH:
RNorin the WaryR <-Link! (Primer - Mono Red Control)
GUEdric, Spymaster of TrestUG <- Link! (Mini-Primer - Dredge)
Duel Commander:
WUGeist of Saint TraftUW <- Link! (Aggro-Control)
BGSkullbriar, the Walking GraveGB <- Link! (Aggro)
BUGDamia, Sage of StoneGUB <- Link! (Extinction Control)
Church of the Wary
Agree with Gaka, and would rather run Phyrexian Metamorph over this for more versatility. It's a great card design though, and could see play in Legacy decks.
It hoses a lot. Card seems like it will be super powerful.
Anyway, I haven't had time to test geist vs narset, how bad is this match up for us ?
URGBOops all my spellsBGRU
URBYoung GrixisBRU
~Commander~
BUDralnu/ReanimatorUB
GRUMaelstroM WanderiNgURG
GBMerengue Clan of SalsaBG
UTalrand PolymorphishU
UAzami, Lady of CAU
BRWZurgo, Worldslayer BearerWRB
BWUMerieke Ri Berit UWB
UVendilion CliqueU
Modern:U Mono-U TroN U
It's played like a worse Zur, from my experience. It's fairly good for us, but gets progressively more annoying depending on how many Pyroclasm effects they choose to play.
EDH:
RNorin the WaryR <-Link! (Primer - Mono Red Control)
GUEdric, Spymaster of TrestUG <- Link! (Mini-Primer - Dredge)
Duel Commander:
WUGeist of Saint TraftUW <- Link! (Aggro-Control)
BGSkullbriar, the Walking GraveGB <- Link! (Aggro)
BUGDamia, Sage of StoneGUB <- Link! (Extinction Control)
Church of the Wary
Lot's of free spells, and Reanimation going on. That Containment Priest just might be what the Ghost needs right now. Last tournament I played in, there was a Mimeoplasm, and a Child of Alara reanimator deck that played. Saw someone play Narset too, but we did not get matched up.
I only played against the reanimator Child of Alara deck, and barely got through with no GY hate.