With the spoiling of Topplegeist and "Rattlechains", spirits have gotten a few new shinies so far, and the Shadows of Innistrad isn't even close to completely spoiled. Add in some of the goodies from the last time we visited Innistrad such as Drogskol Captain, Geist of Saint Traft, Cavern of Souls, and Moorland Haunt and we have ourselves an incredibly resilient tribal deck.
I don't personally have a suggested list or anything as of yet, but the Innistrad Spoiler thread didn't seem like the rright place to start discussing that. In any case, let's have at 'er!
I found my old build in the archives. Key point: Figure of Destiny becomes a Spirit as soon as you level it up once. Figure of Destiny <has been great> for me. It's been a long time since I played this but it was a lot more consistent and powerful than it looks. Please feel free to borrow or discard ideas.
I found my old build in the archives. Key point: Figure of Destiny becomes a Spirit as soon as you level it up once. Figure of Destiny RAAAAAAAAPED for me. It's been a long time since I played this but it was a lot more consistent and powerful than it looks. Please feel free to borrow or discard ideas.
@Balefire In regards to Kira, I was more thinking of her like additional copies of Drogskol since you REALLY want his effect (both the lord and the hexproof). I think Geist is strong enough not to dilute yourself with Tallowisp and Auras though. This allows you to go wide while having a couple very real threats. I am currently testing out a different deck but will try to proxy up this tribal soon. It seems like it's really strong and has some really good pieces (I am still a big fan of Eidolon of Countless Battles since you can either use it as "just a dumb beater" or make one of your creatures huge. Bonus effect of making one of your dudes big is that if they kill it, you get a large dude as a replacement.
I found my old build in the archives. Key point: Figure of Destiny becomes a Spirit as soon as you level it up once. Figure of Destiny RAAAAAAAAPED for me. It's been a long time since I played this but it was a lot more consistent and powerful than it looks. Please feel free to borrow or discard ideas.
@Balefire In regards to Kira, I was more thinking of her like additional copies of Drogskol since you REALLY want his effect (both the lord and the hexproof). I think Geist is strong enough not to dilute yourself with Tallowisp and Auras though. This allows you to go wide while having a couple very real threats. I am currently testing out a different deck but will try to proxy up this tribal soon. It seems like it's really strong and has some really good pieces (I am still a big fan of Eidolon of Countless Battles since you can either use it as "just a dumb beater" or make one of your creatures huge. Bonus effect of making one of your dudes big is that if they kill it, you get a large dude as a replacement.
The trouble with Kira is specifically that it makes Eidolon or Steel of the Godhead really bad. I think that the Tallowisp version of the deck would probably play a more controlling route, dropping tokens and running counters since Rattlechains lets you keep everything up all of the time.
As far as a token version is concerned though, I definitely think Eidolon is better. Not only does it make a mean Geist, you can throw it onto just about anything. Unfortunately it's not uncounterable and it doesn't get hexproof while it's an aura, but effectively requiring two removal spells more than makes up for the cost I think.Figure of Destiny seems really good as an additional 1-drop in either case. Not sure it will ever reach it's level cap since it's so white intensive, but adding another cheap threat can't be bad.
One card someone else mentioned in the other thread was Spirt Bonds, which combines really well with Aether Vial, essentially getting you a token each turn just for "playing" your spells.
I found my old build in the archives. Key point: Figure of Destiny becomes a Spirit as soon as you level it up once. Figure of Destiny RAAAAAAAAPED for me. It's been a long time since I played this but it was a lot more consistent and powerful than it looks. Please feel free to borrow or discard ideas.
@Balefire In regards to Kira, I was more thinking of her like additional copies of Drogskol since you REALLY want his effect (both the lord and the hexproof). I think Geist is strong enough not to dilute yourself with Tallowisp and Auras though. This allows you to go wide while having a couple very real threats. I am currently testing out a different deck but will try to proxy up this tribal soon. It seems like it's really strong and has some really good pieces (I am still a big fan of Eidolon of Countless Battles since you can either use it as "just a dumb beater" or make one of your creatures huge. Bonus effect of making one of your dudes big is that if they kill it, you get a large dude as a replacement.
The trouble with Kira is specifically that it makes Eidolon or Steel of the Godhead really bad. I think that the Tallowisp version of the deck would probably play a more controlling route, dropping tokens and running counters since Rattlechains lets you keep everything up all of the time.
As far as a token version is concerned though, I definitely think Eidolon is better. Not only does it make a mean Geist, you can throw it onto just about anything. Unfortunately it's not uncounterable and it doesn't get hexproof while it's an aura, but effectively requiring two removal spells more than makes up for the cost I think.Figure of Destiny seems really good as an additional 1-drop in either case. Not sure it will ever reach it's level cap since it's so white intensive, but adding another cheap threat can't be bad.
One card someone else mentioned in the other thread was Spirt Bonds, which combines really well with Aether Vial, essentially getting you a token each turn just for "playing" your spells.
Yeah I think Countless still has play even if it's countered (which honestly I'm not too worried about). Unlike other Auras, if they kill the thing you are trying to enchant (like trying to put Captain out of Bolt Range) and they kill him, you still get the giant Eidolon creature onboard. I was the one who mentioned Spirit Bonds earlier and I do really like it. The deck would need more ways to constantly generate spirit tokens.
I think the best part about all this is that our curve can be pretty nice at the end of the day. dropping threats things turns 1-3 (or even more so with vial). We'd really need double lord (or lord and Phantasmal Image) in order to protect ourselves though. The deck could also use ANOTHER lord at 3CMC or less. I'd love a Spirit Lord that gave flying too. Would help all the non-flying spirits.
I know it's not a lord exactly, but if we're running Aether Vial and Rattlechains, we're already playing the "instant" game, so Bygone Bishop seems like a good draw engine, and it's in tribe.
I know it's not a lord exactly, but if we're running Aether Vial and Rattlechains, we're already playing the "instant" game, so Bygone Bishop seems like a good draw engine, and it's in tribe.
He only works on Cast so it's nombo with Vial.. That being said, it does provide us with some nice card draw if we rely on the flash casts of our guys (though I think 2 mana is a LOT to spend and we rarely will want to do that over casting our actual spells or using Moorland Haunt)
I know it's not a lord exactly, but if we're running Aether Vial and Rattlechains, we're already playing the "instant" game, so Bygone Bishop seems like a good draw engine, and it's in tribe.
He only works on Cast so it's nombo with Vial.. That being said, it does provide us with some nice card draw if we rely on the flash casts of our guys (though I think 2 mana is a LOT to spend and we rarely will want to do that over casting our actual spells or using Moorland Haunt)
I was referring to the fact that with Aether Vial and Rattlechains, you'll be able to t keep your mana open to play things EOT, and so you can decide then whether to crack a clue or cast a spell/spirit/Moorland Haunt. Sort of like how Merfolk plays a reactive game, only we have no Cursecatcher.
I think that Drogskol Captain will break your heart if you try to build around it.
GoST won matches consistently for me. Figure of Destiny won games but needed a bit of help. If Tallowisp ever comboed off it was a good chance for a win. When I had Drogskol Captain in my opening draw otoh I was often tempted to mulligan.
I think it's a really weak captain.
Now I did use him in my deck but I was treating him like Spellskite 5-8
I agree with something someone said over in the spoiler thread about cutting black from this deck (not sure why I thought to include it in the first place, really). My list would then be:
Something like that. The lands are very rough. As is the creature count. But I think those are the creatures I want to be playing, in some numbers. Still unconvinced Spirit of the Labyrinth does enough in Modern - not sure which deck it hoses (none?).
Geist in plan A. Drogskol + other dudes is plan B. As the Zur decks have shown, you don't need more than 3 or 4 enchantments maindeck to make Tallowisp effets powerful. If it triggers 3 times, you're winning.
Honestly, I'm not sure I like Topplegeist in your build. Realistically, you're only going to have 2 different card types in your graveyard on a regular basis (creature, land), and you're (almost) never going to actually have 4. As such, it feels like a kind of mediocre card, at least in comparison to Figure of Destiny. On the other hand, even with (almost) never being able to trigger delirium, having a 1/1 flyer that may be able to sneak through an alpha strike for your team in the mid to late game if your opponent doesn't have a bunch of fliers holding back on defense DOES seem pretty nice... Maybe a split of the two?
I'm surprised Tallowisp isn't being paired with more Born of the Gods enchantment spirits. Spirit of the Labyrinth and Eidolon of Countless Battles are both good options in the deck, whether mainboard or sideboard. Also, Windborn muse is another good sideboard prison option, though that gets a bit pricey on the mana.
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1. (Ravnica Allegiance): You can't keep a good esper control deck down... Or Wilderness Reclamation... or Gates...
2. (War of the Spark): Guys, I know what we need! We need a cycle of really idiotic flavor text victory cards! Jace's Triumph...
3. (War of the Spark): Lets make the format with control have even more control!
I'm surprised Tallowisp isn't being paired with more Born of the Gods enchantment spirits. Spirit of the Labyrinth and Eidolon of Countless Battles are both good options in the deck, whether mainboard or sideboard. Also, Windborn muse is another good sideboard prison option, though that gets a bit pricey on the mana.
Tallowisp can't search for them, since even the ones that actually become Auras only do so once you bestow them, so there isn't really any huge advantage to playing tons of them. If anything though, I like Eidolon of Rhetoric against Burn, Living End, Storm, Bring to Scapeshift, etc.
Ah, I misread it. I thought it was any enchantment and not just an enchant creature.
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1. (Ravnica Allegiance): You can't keep a good esper control deck down... Or Wilderness Reclamation... or Gates...
2. (War of the Spark): Guys, I know what we need! We need a cycle of really idiotic flavor text victory cards! Jace's Triumph...
3. (War of the Spark): Lets make the format with control have even more control!
I think that Drogskol Captain will break your heart if you try to build around it.
GoST won matches consistently for me. Figure of Destiny won games but needed a bit of help. If Tallowisp ever comboed off it was a good chance for a win. When I had Drogskol Captain in my opening draw otoh I was often tempted to mulligan.
I think it's a really weak captain.
Now I did use him in my deck but I was treating him like Spellskite 5-8
So I think the main difference now is that we have Rattlechains to provide pseudo protection for himself. I think it's totally reasonable if we get another Spirit Lord that you could use him primarily for the anthem effect and the hexproof is just a bonus. I think it's work great as a vial deck because you can tap out to play things like Lingering Souls or Spectral Procession (honestly I think we core white pretty hard, maybe run Emeria, Sky Ruin for late game grinds) and then vial in Dragskol to pump the team or dodge removal like Electrolyze. I think the deck sets itself up to be extremely grindy and try and win the attrition battle.
hello everyone, I play magic about 4 yrs and since i began i tried to make that deck (UW, esper spirits) viable. I excited about SOI, but i think thats nothing good enough besides rattlechain and maybe topplegeist. I start think in a more lockdown version using eidolon of rethoric and hokori, using drogskol and rattlechain to protect the lock. What do you think about that? Maybe a splash to black for more removal and lingering is viable?
I agree with something someone said over in the spoiler thread about cutting black from this deck (not sure why I thought to include it in the first place, really). My list would then be:
Something like that. The lands are very rough. As is the creature count. But I think those are the creatures I want to be playing, in some numbers. Still unconvinced Spirit of the Labyrinth does enough in Modern - not sure which deck it hoses (none?).
Geist in plan A. Drogskol + other dudes is plan B. As the Zur decks have shown, you don't need more than 3 or 4 enchantments maindeck to make Tallowisp effets powerful. If it triggers 3 times, you're winning.
I would replace topplegeist with vapor snag and spirits needs to run lingering souls since it's better than every spirit in this deck.
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On mtgsalvation people don't want to discuss ideas, so I give people something else to discuss: my controversial opinions.
here was my take on the Tallowisp/Geist style I ran for a few weeks after months of tinkering. It worked well. Beat Death and Taxes, Burn, and some other Tier 2 decks. Couldn't do much against Infect though. That said, I think if I changed the sideboard up it could take it.
The deck can primarily go one of two ways: Tallowisp/Geist of Saint Traft/Steel of the Godhead, or just straight up hexproof tokens with Drogskol Captain/Phantasmal Image. You could even combine these game plans at the risk of diluting your deck, and we haven't even started looking into what black offers as a splash (Lingering Souls+).
I don't personally have a suggested list or anything as of yet, but the Innistrad Spoiler thread didn't seem like the rright place to start discussing that. In any case, let's have at 'er!
http://www.mtgsalvation.com/forums/the-game/modern/modern-archives/modern-archives-deck-creation/221349-spirits-and-auras
Wow I really like Figure in this deck with Vial.
@Balefire In regards to Kira, I was more thinking of her like additional copies of Drogskol since you REALLY want his effect (both the lord and the hexproof). I think Geist is strong enough not to dilute yourself with Tallowisp and Auras though. This allows you to go wide while having a couple very real threats. I am currently testing out a different deck but will try to proxy up this tribal soon. It seems like it's really strong and has some really good pieces (I am still a big fan of Eidolon of Countless Battles since you can either use it as "just a dumb beater" or make one of your creatures huge. Bonus effect of making one of your dudes big is that if they kill it, you get a large dude as a replacement.
The trouble with Kira is specifically that it makes Eidolon or Steel of the Godhead really bad. I think that the Tallowisp version of the deck would probably play a more controlling route, dropping tokens and running counters since Rattlechains lets you keep everything up all of the time.
As far as a token version is concerned though, I definitely think Eidolon is better. Not only does it make a mean Geist, you can throw it onto just about anything. Unfortunately it's not uncounterable and it doesn't get hexproof while it's an aura, but effectively requiring two removal spells more than makes up for the cost I think.Figure of Destiny seems really good as an additional 1-drop in either case. Not sure it will ever reach it's level cap since it's so white intensive, but adding another cheap threat can't be bad.
One card someone else mentioned in the other thread was Spirt Bonds, which combines really well with Aether Vial, essentially getting you a token each turn just for "playing" your spells.
Yeah I think Countless still has play even if it's countered (which honestly I'm not too worried about). Unlike other Auras, if they kill the thing you are trying to enchant (like trying to put Captain out of Bolt Range) and they kill him, you still get the giant Eidolon creature onboard. I was the one who mentioned Spirit Bonds earlier and I do really like it. The deck would need more ways to constantly generate spirit tokens.
I think the best part about all this is that our curve can be pretty nice at the end of the day. dropping threats things turns 1-3 (or even more so with vial). We'd really need double lord (or lord and Phantasmal Image) in order to protect ourselves though. The deck could also use ANOTHER lord at 3CMC or less. I'd love a Spirit Lord that gave flying too. Would help all the non-flying spirits.
He only works on Cast so it's nombo with Vial.. That being said, it does provide us with some nice card draw if we rely on the flash casts of our guys (though I think 2 mana is a LOT to spend and we rarely will want to do that over casting our actual spells or using Moorland Haunt)
GoST won matches consistently for me. Figure of Destiny won games but needed a bit of help. If Tallowisp ever comboed off it was a good chance for a win. When I had Drogskol Captain in my opening draw otoh I was often tempted to mulligan.
I think it's a really weak captain.
Now I did use him in my deck but I was treating him like Spellskite 5-8
4 Drogskol Captain
4 Topplegeist
4 Tallowisp
4 Rattlechains
2 Phantasmal Image
2 Anafenza, Kin-tree Spirit
4 Aether Vial
1 Steel of the Godhead
3 More Auras (at least 1 that exiles stuff)
2 Moorland Haunt
3 Cavern of Souls
3 Seachrome Coast
1 Celestial Collonade
4 Flooded Strand
3 Hallowed Fountain
3 Plains
2 Island
2 Mutavault
1 Glacial Fortress
Something like that. The lands are very rough. As is the creature count. But I think those are the creatures I want to be playing, in some numbers. Still unconvinced Spirit of the Labyrinth does enough in Modern - not sure which deck it hoses (none?).
Geist in plan A. Drogskol + other dudes is plan B. As the Zur decks have shown, you don't need more than 3 or 4 enchantments maindeck to make Tallowisp effets powerful. If it triggers 3 times, you're winning.
1. (Ravnica Allegiance): You can't keep a good esper control deck down... Or Wilderness Reclamation... or Gates...
2. (War of the Spark): Guys, I know what we need! We need a cycle of really idiotic flavor text victory cards! Jace's Triumph...
3. (War of the Spark): Lets make the format with control have even more control!
Tallowisp can't search for them, since even the ones that actually become Auras only do so once you bestow them, so there isn't really any huge advantage to playing tons of them. If anything though, I like Eidolon of Rhetoric against Burn, Living End, Storm, Bring to Scapeshift, etc.
1. (Ravnica Allegiance): You can't keep a good esper control deck down... Or Wilderness Reclamation... or Gates...
2. (War of the Spark): Guys, I know what we need! We need a cycle of really idiotic flavor text victory cards! Jace's Triumph...
3. (War of the Spark): Lets make the format with control have even more control!
So I think the main difference now is that we have Rattlechains to provide pseudo protection for himself. I think it's totally reasonable if we get another Spirit Lord that you could use him primarily for the anthem effect and the hexproof is just a bonus. I think it's work great as a vial deck because you can tap out to play things like Lingering Souls or Spectral Procession (honestly I think we core white pretty hard, maybe run Emeria, Sky Ruin for late game grinds) and then vial in Dragskol to pump the team or dodge removal like Electrolyze. I think the deck sets itself up to be extremely grindy and try and win the attrition battle.
I would replace topplegeist with vapor snag and spirits needs to run lingering souls since it's better than every spirit in this deck.
Decks I'm playing in Modern right now:
URB Grixis Reveler (http://www.mtgvault.com/supast4r7/decks/modern-grixis-reveler/)
UB Faeries (http://www.mtgvault.com/supast4r7/decks/ub-fae-2/)
UW Azorious Control (http://www.mtgvault.com/supast4r7/decks/modern-ojutai-control-2/)
2x anafenza, kin-tree spirit
4x drogskol captain
4x rattlechains
4x topplegeist
2x figure of destiny
2x phantasmal image
4x path to exile
4x lingering souls
3x cavern of souls
3x marsh flats
4x flooded strand
4x hallowed fountain
2x godless shrine
1x prairie stream
2x vault of the archangel
2x plains
1x island
1x swamp
4 Flooded Strand
2 Glacial Fortress
2 Island
3 Plains
4 Ghost Quarter
2 Prairie Stream
2 Seachrome Coast
2 Hallowed Fountain
1 Faerie Conclave (I think Glacial Colonnade needs to be somewhere though)
Spells
4 Path to Exile
4 Gitaxian Probe
4 Serum Visions
2 Supreme Verdict
2 Spell Snare
1 Spell Pierce
2 Mana Leak
1 Logic Knot
3 Disrupting Shoal
1 Elspeth, Knight-Errant
4 Geist of Saint Traft
4 Tallowisp
Enchantments
2 Steel of Godhead
1 Spirit Mantle
1 Angelic Destiny
2 Detention Sphere
1 Disrupting Shoal
2 Reflector Mage
1 Negate
2 Spell Snare
1 Dispel
1 Pithing Needle
1 Phyrexian Revoker
1 Journey to Nowhere
1 Kor Firewalker
2 Celestial Purge
2 Stony Silence
Modern Tallowisp Spirits - A Modern Tallowisp Deck UW
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