I have been playing Jeskai GST for sometime now and with the Eldrazi Menace bashing everyone, I have started to side Verdicts and ***'s. Other than this I want to revist the age old question of which is better? Mana Leak or Remand? I just want 4 counters and I feel Remand is soo bad againts Robots and Infect which is subsequently good vs Eldrazi.
remand is usually not that good outside of a tempo build.. i think most jeskai lists are controlling in which case mana leak is a lot better.... but i would use more detention sphere or md sweepers and cut on path since it's a nonbo with leak...
I have been playing Jeskai GST for sometime now and with the Eldrazi Menace bashing everyone, I have started to side Verdicts and ***'s. Other than this I want to revist the age old question of which is better? Mana Leak or Remand? I just want 4 counters and I feel Remand is soo bad againts Robots and Infect which is subsequently good vs Eldrazi.
remand is usually not that good outside of a tempo build.. i think most jeskai lists are controlling in which case mana leak is a lot better.... but i would use more detention sphere or md sweepers and cut on path since it's a nonbo with leak...
Remand helps with consistency if you don't see finishers, it helps you cycle cards, combined with fetchlands doing some thinning you can hit value. With practice Remand can stop a lot of spells as well. For example, they cast a Snapcaster Mage, you let it resolve, they give something flashback and you Remand it, they don't have the mana to recast it so they waste it. I'd never run less than 4 Remand personally but we each have different preferences.
If I was running a deck with Cryptics, Sphinx Rev, 26 land with perhaps a Desolate Lighthouse I'd look at running Logic Knot and Mana Leak but I'm not sure why I'd want Geist in that deck. Celestial Colonnade would probably be enough of a win condition.
With practice Remand can stop a lot of spells as well. For example, they cast a Snapcaster Mage, you let it resolve, they give something flashback and you Remand it, they don't have the mana to recast it so they waste it.
A spell cast with Flashback is exiled if it would enter any other zone - hence Remand removes it from the game and they never get a chance to recast it to begin with.
If I was running a deck with Cryptics, Sphinx Rev, 26 land with perhaps a Desolate Lighthouse I'd look at running Logic Knot and Mana Leak but I'm not sure why I'd want Geist in that deck. Celestial Colonnade would probably be enough of a win condition.
You should try out a Loothouse anyway. That card's great.
If I was running a deck with Cryptics, Sphinx Rev, 26 land with perhaps a Desolate Lighthouse I'd look at running Logic Knot and Mana Leak but I'm not sure why I'd want Geist in that deck. Celestial Colonnade would probably be enough of a win condition.
You should try out a Loothouse anyway. That card's great.
It's nice filtering. I like it in other decks where I'm chasing a specific card or playing a longer, grindier game. I've been shifting away from that a bit though. I ended up taking Slayer's Stronghold as a 1 of in my current deck because of Ojutai. I'm really loving having Ojutai as an alternate win-con alongside Geist, Burn and Colonnades. Slayer's Stronghold is just downright amusing late-game to drop a Geist on an empty board and give it Haste as well.
I have been playing Jeskai GST for sometime now and with the Eldrazi Menace bashing everyone, I have started to side Verdicts and ***'s. Other than this I want to revist the age old question of which is better? Mana Leak or Remand? I just want 4 counters and I feel Remand is soo bad againts Robots and Infect which is subsequently good vs Eldrazi.
I feel Remand in the current environment isn't very good, Mana Leak is much better against decks like burn, infect, and Affinity, as well as Eldrazi. If your local meta is more Tron and Midrange than Remand is likely better. I am also going to try a set of Spreading Seas to help disrupt Eldrazi, Tron, and Get Man lands in decks like affinity and infect that can be problematic, and even in subpar matchups at least it cantrips game 1.
If I was running a deck with Cryptics, Sphinx Rev, 26 land with perhaps a Desolate Lighthouse I'd look at running Logic Knot and Mana Leak but I'm not sure why I'd want Geist in that deck. Celestial Colonnade would probably be enough of a win condition.
You should try out a Loothouse anyway. That card's great.
It's nice filtering. I like it in other decks where I'm chasing a specific card or playing a longer, grindier game. I've been shifting away from that a bit though. I ended up taking Slayer's Stronghold as a 1 of in my current deck because of Ojutai. I'm really loving having Ojutai as an alternate win-con alongside Geist, Burn and Colonnades. Slayer's Stronghold is just downright amusing late-game to drop a Geist on an empty board and give it Haste as well.
I actually run both, because I'm running Ojutai as well. I'll post my full list later tonight. I just think that Loothouse is extremely powerful in the late game where you can loot away extra lands while looking for action.
Anyone try running Kiki-Jiki in the deck? It kills with Resto Angel and gets value with Snapcaster and Clique. I run Thundermaw too so it helps swing for a huge amount as well.
I've seen a midrange deck using geist, snappy and mantis rider. Other than usual removal and permissions, the guy was using Steel of the Godhead on geist...that deck was pure awesomeness.
I have Thundermaw and DL Ojutai on the top of my curve with Minamo as my Tech land rather than Slayers Stonghold. Minamo will not hurt your curve and even if you untap Mr Ojutai with it, it dosent remove it from combat. It also baits the removal out of your opponents hand.
Anyone try running Kiki-Jiki in the deck? It kills with Resto Angel and gets value with Snapcaster and Clique. I run Thundermaw too so it helps swing for a huge amount as well.
Kiki doesn't work with Clique, Kiki can't target legendary creatures.
I've been running mainboard Supreme Verdict for a while now, even before Eldrazi became a thing, and I think it makes even more sense now. The biggest problem this deck has is it falters if it falls behind, and board wipes help to even the playing field.
I have Thundermaw and DL Ojutai on the top of my curve with Minamo as my Tech land rather than Slayers Stonghold. Minamo will not hurt your curve and even if you untap Mr Ojutai with it, it dosent remove it from combat. It also baits the removal out of your opponents hand.
I think Stronghold is just better. It makes all of your creatures better, where as Minamo just hits the legendary creatures you're running.
I have Thundermaw and DL Ojutai on the top of my curve with Minamo as my Tech land rather than Slayers Stonghold. Minamo will not hurt your curve and even if you untap Mr Ojutai with it, it dosent remove it from combat. It also baits the removal out of your opponents hand.
I think Stronghold is just better. It makes all of your creatures better, where as Minamo just hits the legendary creatures you're running.
See I run Stronghold, Minamo AND Eiganjo Castle. My deck has 4 Geists, 2 Ojutai and a Clique. The only non-Legendary creatures in the deck are Snapcaster Mage and 3 Restoration Angels. Other than that my landbase consists of 8 fetches, 4 basics, 2 white/blue shocks, 2 red/blue shocks and 1 white/red shock and 4 Colonnades.
I've seen a midrange deck using geist, snappy and mantis rider. Other than usual removal and permissions, the guy was using Steel of the Godhead on geist...that deck was pure awesomeness.
I experimented with a Steel of the Godhead deck once with Geist. It was a straight UW deck though. I might revisit it at some point. I do have a feeling that long-term Angelic Destiny would work better as while you don't get the lifelink, you can finish them quicker and Angelic Destiny works on a Snapcaster or Restoration Angel in a pinch. Maybe Batterskull has a place in that deck also as a curve-topper.
I have Thundermaw and DL Ojutai on the top of my curve with Minamo as my Tech land rather than Slayers Stonghold. Minamo will not hurt your curve and even if you untap Mr Ojutai with it, it dosent remove it from combat. It also baits the removal out of your opponents hand.
I think Stronghold is just better. It makes all of your creatures better, where as Minamo just hits the legendary creatures you're running.
See I run Stronghold, Minamo AND Eiganjo Castle. My deck has 4 Geists, 2 Ojutai and a Clique. The only non-Legendary creatures in the deck are Snapcaster Mage and 3 Restoration Angels. Other than that my landbase consists of 8 fetches, 4 basics, 2 white/blue shocks, 2 red/blue shocks and 1 white/red shock and 4 Colonnades.
Just switch out Geist with the more defensive and grindy Blade Splicer in this aggro meta. Flash in Resto angel when they attack with their Reality Smasher to kill it with your two first-strikers, and rejoice :)! Geist can go in the sideboard.
Just switch out Geist with the more defensive and grindy Blade Splicer in this aggro meta. Flash in Resto angel when they attack with their Reality Smasher to kill it with your two first-strikers, and rejoice :)! Geist can go in the sideboard.
Baneslayer Angel is probably a better answer. Baneslayer Angel is very good against Affinity as well, it basically just wins the game if you get to 5 mana.
Just switch out Geist with the more defensive and grindy Blade Splicer in this aggro meta. Flash in Resto angel when they attack with their Reality Smasher to kill it with your two first-strikers, and rejoice :)! Geist can go in the sideboard.
Baneslayer Angel is probably a better answer. Baneslayer Angel is very good against Affinity as well, it basically just wins the game if you get to 5 mana.
It doesn't block Etched Champion like Blade Splicer do, though And Splicer is a two-for-one 3-drop while BA is a 1-for-1 5-drop in a meta full of Dismembers and Paths. But tempting to play one or two of them now, like in place of Elspeth in Shohei Mita's top4 deck from GP Kobe 2014
Just put this together after seeing a few similar lists putting up solid results and for some reason buying into blue in a post-Twin meta seemed like a good idea (I've primarily played aggro/combo prior to this). I love Geist and have tried to fit him into a number of decks in the past, but overall I'm enjoying the solid control feel of the deck thus far. Planning on taking it to a Modern event next weekend if I can grind some games with it first, as my FNM experience this past week was pretty rough, though it was my first time piloting the deck. Any thoughts on the list? Anything you feel will help bring it up to par in the Eldrazi matchup? Affinity feels pretty rough, too, so I want to try and get better against that, too. Thanks!
remand is usually not that good outside of a tempo build.. i think most jeskai lists are controlling in which case mana leak is a lot better.... but i would use more detention sphere or md sweepers and cut on path since it's a nonbo with leak...
Remand helps with consistency if you don't see finishers, it helps you cycle cards, combined with fetchlands doing some thinning you can hit value. With practice Remand can stop a lot of spells as well. For example, they cast a Snapcaster Mage, you let it resolve, they give something flashback and you Remand it, they don't have the mana to recast it so they waste it. I'd never run less than 4 Remand personally but we each have different preferences.
If I was running a deck with Cryptics, Sphinx Rev, 26 land with perhaps a Desolate Lighthouse I'd look at running Logic Knot and Mana Leak but I'm not sure why I'd want Geist in that deck. Celestial Colonnade would probably be enough of a win condition.
A spell cast with Flashback is exiled if it would enter any other zone - hence Remand removes it from the game and they never get a chance to recast it to begin with.
Abzan Traverse / Traverse Shadow / UR Kiki
You should try out a Loothouse anyway. That card's great.
UW Control
UWR Geist
UWR Control
It's nice filtering. I like it in other decks where I'm chasing a specific card or playing a longer, grindier game. I've been shifting away from that a bit though. I ended up taking Slayer's Stronghold as a 1 of in my current deck because of Ojutai. I'm really loving having Ojutai as an alternate win-con alongside Geist, Burn and Colonnades. Slayer's Stronghold is just downright amusing late-game to drop a Geist on an empty board and give it Haste as well.
I feel Remand in the current environment isn't very good, Mana Leak is much better against decks like burn, infect, and Affinity, as well as Eldrazi. If your local meta is more Tron and Midrange than Remand is likely better. I am also going to try a set of Spreading Seas to help disrupt Eldrazi, Tron, and Get Man lands in decks like affinity and infect that can be problematic, and even in subpar matchups at least it cantrips game 1.
I actually run both, because I'm running Ojutai as well. I'll post my full list later tonight. I just think that Loothouse is extremely powerful in the late game where you can loot away extra lands while looking for action.
UW Control
UWR Geist
UWR Control
I've been running mainboard Supreme Verdict for a while now, even before Eldrazi became a thing, and I think it makes even more sense now. The biggest problem this deck has is it falters if it falls behind, and board wipes help to even the playing field.
Commander
U Tetsuko Umezawa, Fugitive
RG Zilortha, Strength Incarnate
WB Amalia Benavides Aguirre
I think Stronghold is just better. It makes all of your creatures better, where as Minamo just hits the legendary creatures you're running.
UW Control
UWR Geist
UWR Control
See I run Stronghold, Minamo AND Eiganjo Castle. My deck has 4 Geists, 2 Ojutai and a Clique. The only non-Legendary creatures in the deck are Snapcaster Mage and 3 Restoration Angels. Other than that my landbase consists of 8 fetches, 4 basics, 2 white/blue shocks, 2 red/blue shocks and 1 white/red shock and 4 Colonnades.
I experimented with a Steel of the Godhead deck once with Geist. It was a straight UW deck though. I might revisit it at some point. I do have a feeling that long-term Angelic Destiny would work better as while you don't get the lifelink, you can finish them quicker and Angelic Destiny works on a Snapcaster or Restoration Angel in a pinch. Maybe Batterskull has a place in that deck also as a curve-topper.
Now I have to try this!
UWRUWR Delver/Lynx TempoUWR-------UWRUWR Midrange GeistUWR-------UWRUWR Nahiri ControlUWR-------UWRUWR SaheeliUWR
BGRJund / Jund ShadowBGR-------BGWAbzan / Abzan ShadowBGW
Commander (Leviathan/MTGO): UWGeist of Saint TraftUW
3 Jace, vryn's prodigy
3 geist of st traft
4 snapcaster mage
3 restoration angel
2 vendillion clique
1 thundermaw helkite
Spells
3 remand
2 mana leak
1 cryptic command
4 lightning bolt
4 lightning helix
3 path to exile
2 electrolyze
4 scalding tarn
4 flooded strand
2 steam vents
1 sacred foundry
1 hallowed fountain
2 island
1 plains
1 mountain
3 celestial collonade
1 wandering fumerolw
1 shinka, the bloodsoaked keep
1 eiganjo castle
3 ghost quarter
1 keranos god of storms
2 stony silence
1 shatterstorm
2 molten rain
1 crumble to dust
1 supreme verdict
1 negate
1 dispel
2 pia and kiran nalaar
1 wear//tear
1 engineered explosives
1 izzet staticaster
Please remember to use deck tags. ~Lantern
Baneslayer Angel is probably a better answer. Baneslayer Angel is very good against Affinity as well, it basically just wins the game if you get to 5 mana.
It doesn't block Etched Champion like Blade Splicer do, though And Splicer is a two-for-one 3-drop while BA is a 1-for-1 5-drop in a meta full of Dismembers and Paths. But tempting to play one or two of them now, like in place of Elspeth in Shohei Mita's top4 deck from GP Kobe 2014
4 Blade Splicer
3 Snapcaster Mage
3 Vendilion Clique
2 Baneslayer Angel
2 Remand
2 Electrolyze
4 Lightning Bolt
2 Spell Snare
1 Lightning Helix
2 Mana Leak
2 Cryptic Command
4 Path to Exile
1 Mountain
1 Plains
2 Tectonic Edge
1 Glacial Fortress
4 Celestial Colonnade
4 Scalding Tarn
1 Sulfur Falls
4 Arid Mesa
2 Steam Vents
1 Sacred Foundry
2 Hallowed Fountain
Mutavault with Splicer out means even more first strike.
UWRUWR Delver/Lynx TempoUWR-------UWRUWR Midrange GeistUWR-------UWRUWR Nahiri ControlUWR-------UWRUWR SaheeliUWR
BGRJund / Jund ShadowBGR-------BGWAbzan / Abzan ShadowBGW
Commander (Leviathan/MTGO): UWGeist of Saint TraftUW
3 Geist of Saint Traft
4 Snapcaster Mage
3 Restoration Angel
1 Vendilion Clique
2 Pia and Kiran Nalaar
1 Kiki-Jiki, Mirror Breaker
Planeswalkers
1 Ajani Vengeant
Spells
3 Remand
2 Cryptic Command
4 Lightning Bolt
4 Lightning Helix
4 Path to Exile
2 Electrolyze
2 Spell Snare
4 Flooded Strand
1 Arid Mesa
1 Bloodstained Mire
2 Polluted Delta
2 Steam Vents
2 Sulfur Falls
1 Sacred Foundry
1 Hallowed Fountain
2 Island
1 Plains
1 Mountain
1 Rugged Prairie
3 Celestial Colonnade
2 Tectonic Edge
1 Keranos, God of Storms
1 Stony Silence
1 Spreading Seas
1 Crumble to Dust
1 Supreme Verdict
1 Wear//Tear
1 Engineered Explosives
1 Izzet Staticaster
1 Batterskull
1 Anger of the Gods
2 Flashfreeze
1 Celestial Purge
1 Kor Firewalker
1 Spellskite