Here's my first take on a spirit deck. Playing Bant as CoCo is just too good to ignore right now with a few non-spirit tempo creatures in Reflector Mage and Thalia, Heretic Cathar, along with our wonderful new Bant walker Tamiyo, Field Researcher who, if we can get to ult, means free flashy spirits
The side, I feel, deals with a lot of what could hinder the deck, with Advocates and two more Heralds for additional CoCo targets
I've played quite a bit of the spirits. I prefer just blue/white but if you're going to go green, might as well play 4 Dromoka's Command, as its the main reason to add green.
Also, one of huge reasons to splash green in spirits is Permeating Mass, that with Rattlechains becomes a spot removal (sorta) when blocks that leaves a creature behind (that does not matter, since you will be hitting flying anyways).
I hope that when CoCo rotates out 4/+ creatures start to see play in green again, so Niblis of Frost can get in this deck, it is really strong and sounds like fun. I think Anafenza is a tad too mana intense (since you want to cast it on turn 2) for a 3 color deck, never played her, though.
I made a rough draft of this deck focused on flashing and then blinking your etb creats to create some lock. Essence Flux is specially fine with ETB shenanigans and Spell Queller because of his wording,letting you exile 2 spells if you need and making it a 3/4 for a single extra mana
Completely forgot about Permeating Mass, cause I thought it was an elemental. Not sold on Topplegeist, however, I feel without Delirium he doesn't quite stack up. I also think you may be running a little short on lands with 22. Have you had mana issues in your testing, Street_Wise?
Private Mod Note
():
Rollback Post to RevisionRollBack
Currently Playing:
Standard - Some kind of control
Modern - UB Mill (casual)
EDH - Meren's Grave Shenanigans
I've proxied the deck up and played out a few sample hands. The above list is where the deck is currently sitting. The deck seems good, but the mana base has me a bit worried. 24 is where I think the deck should be, but the exact break down is up in the air. In a few of my hands I've ended up playing Canopy Vista or Prairie Stream tapped on turn 1 or 2 and have yet to see either of the Port Town in the hands of played out a bit. Other times I'd end up lacking for green or white (which is a risk in three colors, naturally). My thought is to take out the Port Towns in favor of a Forest and Plains. Thoughts?
EDIT: I also think the 4 Ojutai's Command in the side might be too much, but I'm not sure what to replace them with. I'd like to keep two in the side, but that's still two open sideboard slots
now and then it misses the 3rd/4th land drop, which is bad to CoCo quick, also, often the game only starts on t2, cause the deck is filled with 1 drops, but matching the correct mana type is not aways perfect. topplegeist kinds of slows an attack a turn (if you got Rattlechains just topplegeist before their attack), which compensates your mana delay sometimes
If you're going 3 colors AND aggro you need to make that 3rd color a splash, maybe try limiting green to show up for turn 4 and cut the Dromokas Commands down to 0-2. As good as DCommand is, the deck is aggro and needs to be able to play cards without stumbling.
Private Mod Note
():
Rollback Post to RevisionRollBack
The red mage lives by the variance and dies by the variance. May the variance be with you, always.
Yeah, Especially with Anafenza in the mix, I agree with limiting green to a light splash for coco. This is my take on it. Even though Anafenza is legendary, she serves as the lord for the deck pumping other creatures so I went with 3. Nebelghast in multiples means your opponent isn't going to be attacking much as long as you have spirits to play. With so many etbs, I'm tempted to try more essence flux.
Yeah, Especially with Anafenza in the mix, I agree with limiting green to a light splash for coco. This is my take on it. Even though Anafenza is legendary, she serves as the lord for the deck pumping other creatures so I went with 3. Nebelghast in multiples means your opponent isn't going to be attacking much as long as you have spirits to play. With so many etbs, I'm tempted to try more essence flux.
Can I inquire about your mana base here? You have more white sources than blue sources yet your deck is more blue heavy than white.
This is a personal note but I think 4 Port Towns (or any Shadow Land that matter) is a bit too high. I can understand trying to get one in your opener, but after turn three their play-ability, in my eyes, goes down substantially as they are more than likely to enter play tapped.
Private Mod Note
():
Rollback Post to RevisionRollBack
Currently Playing:
Standard - Some kind of control
Modern - UB Mill (casual)
EDH - Meren's Grave Shenanigans
It's mainly because of how good curving Wanderer into Anafenza is. Anafenza serves as the deck's lord, but really needs to come down 2nd turn to be at it's best. The 18 white sources is actually low for WW on 2nd turn, but it's the best I could do with the lands we have. 16 blue sources is enough to hit our blue spells reliably although 9 untapped U on 1 is low for wanderer, there's nothing to be done about that. Also, for a tempo deck, the early turns are what matters most so I went with lands that are untapped early over ones untapped late. This deck is also more reactive with weaker late game than traditional Bant Coco so it's even more important to curve out in the early turns in order to race where they use things like recruiter and tracker to out card advantage the opponent. I would play a 5th Port Town if I could in this deck.
Anafenza forces you to play Spirits at sorcery speed to compound on her Bolster ability. So either you don't, and lose value, or you do, and lose opportunities. She seems a lose-lose in this deck. Even more if you consider that the first candidates for her to Bolster are x/1 Spirits that you've just cast and will soon sacrifice to activate their own abilities (and not the ones that are already on the Battlefield and likely to stay there). She's mana intensive (18 white lands = 76.4% of having WW on T2, good but not great). She doesn't fly, and thus likely to not attack or block on copies of Permeating Mass (unless you tap them all) or anything else. She'll probably sit there, an awkward and expensive T2 lord, that won't do that much good to your strategy.
What about Stoneforge Masterwork? Equipments are not good, usually. But with so many ways (16) of protecting your target (hexproof, counter spells, indestructible), maybe that one just became an excellent option.
I'm worried about the speed of this supposedly aggressive deck :
T1 Mausoleum Wanderer
T2 Attack for 1 (1), Selfless Spirit
T3 Attack for 3 (4), Spell Queller
T4 Attack for 5 (9), CoCo for Nebelghast Herald and Rattlechains
T5 Attack for 9 (18)
Even without any interaction, impossible to kill opponent before T6. Avacyn could be a nice T5 in this deck, with Selfless Spirit to protect our Spirits when she flips and win on T6. But Stoneforge Masterwork could seal the deal on T5, while having enough spare mana for Rattlechains or Selfless Spirit (play it before you Equip if you can't Flash him), discounting the fact that Mausoleum Wanderer and/or Selfless Spirit may already be there to make the job simpler.
The only time Anafenza is awkward is when you draw her late, but when you get her early, it's busted and even midgame she's strong. It's usually the 1st creature to get removal aimed at it, sometimes even over a spell queller with a spell under it. I don't worry as much about my 2 drops being sorcery speed, it's 3 and 4 mana when I usually pass with mana up.
Maybe you are right. But I'll stand with my estimate of the card within a Spirit deck : she may see play at first, but before we get to Kaladesh, she's going down to 0-1 in the main deck, maybe sideboard material (maybe not). She does nothing the turn you play her, and skipping turn 3 to cast a Spell Queller during opponent's turn to put a +1/+1 counter on a Mausoleum Wanderer that you'll sacrifice next turn on CoCo or Languish is pretty bad. That will happen too often, sadly.
This is the list I'm going to bringing to FNM tomorrow. Will post my results when I am able. I've done a few test hands against a Black control deck and the results are favorable, going 3-1 out of four matches
Private Mod Note
():
Rollback Post to RevisionRollBack
Currently Playing:
Standard - Some kind of control
Modern - UB Mill (casual)
EDH - Meren's Grave Shenanigans
On the topic of Anafenza: As someone who plays black based decks, you should play Anafenza. Without her Liliana, the Last Hope eats half your deck. Maybe Always Watching is a suitable replacement but you seem overloaded on 3 drops and it's still sorcery speed.
FNM Results: 4-0
Round 1: 2-1 against WR Humans
All three of these games came down to a race, with me losing game 1 due to flooding out. Sided in Anafenza and was able to roll in the next two, including being able to bomb Tamiyo in game three which secured me the win.
Round 2: 2-0 against GR Ramp
Game one was a little rough, as I missed dropping Queller on his first ramp spell, but hit his second. Won by Reflector-ing his Ulamog off of CoCo and then swinging for lethal. Game two I once again brought Anafenza in and was about to CoCo once before his Worldbreaker nuked my only green source, but was able to cast Collective Effort and got the win
Round 3: 2-1 against UW Control
Game one I lost terribly to mana screw. Games two and three I took advantage of the times he tapped out to get solid board presence. Clip Wings was nice here as it dealt with his Archangel of Tithes. Was able to bomb Tamiyo in game three to cast three free CoCo with Anafenza on the field for the win.
Round 4: 2-1 against GW Tokens
I started this game with Anafenza main, moving both flux to the side. Game one went to me through a series of reflector-ing his Hangarbacks and Quelling his Gideons, along with him getting stuck on 4 land. Game two I got him down to 5 before he was able to stabilize while I flooded out. Game three I hit Tamiyo on curve. Favorite play of the night happened shortly there after. Roll Tamiyo to six and pass with four mana, Rattlechains and Thalia in play. He casts Planar Outburst to clear the way for his Gideon to hit Tamiyo. Flash in Selfless Spirit and then proceed to sac the spirit to allow my team to survive the wipe. Bomb Tamiyo two turns later for the win.
Overall: really fun deck to play and the only issues came about from mana. I am leaving Anafenza main for now. I'm considering swapping the Unsubstantiate for Summary Dismissal mainly for the Eldrazi Ramp matches, and possibly a Bygone Bishop or two, replacing the Declarations.
Edit: a few more notes. The deck plays very midrangey, to me at least, as it doesn't do much on turns 1-3. My sideboard was, for the part, useless to me as I never wanted to side in control aspects, it was always smash face faster. To that end I'm making adjustments to the side to enable different kinds creature play
Here is the current form of the deck. Not much has changed main board, though Falafell's suggestion about Bygone Bishop is being considered. Overall it can pull of some ridiculous plays, but Human decks still might be able to out pace the deck due to the lack of turn 1-3 interactions.
Private Mod Note
():
Rollback Post to RevisionRollBack
Currently Playing:
Standard - Some kind of control
Modern - UB Mill (casual)
EDH - Meren's Grave Shenanigans
Ah, so that is the list he used. I'm not surprised at all that he went with Duskwatch Recruiter and Coco. The fact is the main problem with UW spirits is the lack of good card draw to keep it fueled. With Duskwatch Recruiter and a mass of creatures, you always have something in your hand to play. The downside is that it becomes very creature heavy so you lose valuable counter magic, which opens up Spell Queller to removal spells.
Private Mod Note
():
Rollback Post to RevisionRollBack
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 threw together a Bant spirits deck for regionals this weekend. I built it Friday night and played for the first time in this tournament. It was much more powerful than i originally thought. The first two rounds I win and didn't draw a coco in either match but between spell quellers and rattlechains i get there no problem. Round 3 I play a guy who made top 8 on the stock bant coco list. I still don't any cocos vs his 2-3 per game. I get buried in the card advantage and can't crawl back. several points a coco would have just gotten me back in it but i don't draw it. He comments about the green mana but no cocos after the match. I tell him yeah they are in there just didn't get them. He comments about the bad luck and I move on. Round 4 i draw my first coco and it only get me 1 creature. damnit. lol. I win through some nebelghast heralds which are awesome all day. Round 7 I get a loss to gb delirium. It was a great match but I again don't draw any cocos in the third nor any dec in stone to deal with the ishkanah token. Finish x-2 in 8 rounds. I hadn't played standard in a few months let alone this deck so i thought it did great overall. I ran one collective effort in the main with 2 essence flux as my only non coco non creature spells. The fluxes were pretty decent. I always got value out of blinking something and with the exception of 1 time when i used it on a reflector mage the counter was always nice. Anafenza in the main was wonderful!
An apology for the relative silence from me the past few days/weeks, been swamped with work and real life issues. Thank you to lajube for posting the decklist from the Pro Tour and to sp00nman for your recount from regionals.
The deck itself is very powerful and I like the Duskwatch Recruiter in the deck. I found myself focusing too much on minimizing the green splash and missing some of the stronger green cards that help.
Spell Queller actually has quite a bit of protection in the deck that makes the lack of counters not as hard hitting. Between Rattlechains, Mausoleum Wanderer, and Selfless Spirit you have enough ways to protect your Queller. Besides, at that point Spell Queller has done its job and provided good tempo disruption. The deck thrives on playing mind games with the opponent, often leaving mana open going into their turn because you have so many options that fire at instant speed.
Private Mod Note
():
Rollback Post to RevisionRollBack
Currently Playing:
Standard - Some kind of control
Modern - UB Mill (casual)
EDH - Meren's Grave Shenanigans
Just a heads up, I'm 10-4 with Bant CoCo locally, all 4 losses have been to Spirits. A friend of mine played a great version at the win a box, and he had Tamiyo main deck as a 3 of, along with CoCo. Twas a beating and had he not mulled in game 2 I don't think I would've pulled single win there. Just a suggestion, this deck is way more tempo based than Bant is, the trade off between these two decks is that Bant CoCo can deal with walkers due to the bigger bodies the creatures have. Spirits has a hard time against Lili and I've heard many times that once LiLi hits the battlefield it's almost lights out. How are you all dealing with Liliana and the influx of G/B delirium decks? I've seen Ishkhana brick Bant and Spirits on her own .
Private Mod Note
():
Rollback Post to RevisionRollBack
Standard Arena: Eh? Gruul or Die
Modern: Decks I'm playing right now: G Mono Green Tron (34-10-3 paper record, only SCG/Regionals/PPTQ record) C Eldrazi Tron (9-5) UG Infect RW Burn
4 Mausoleum Wanderer
2 Anafenza, Kin-Tree Spirit
4 Rattlechains
4 Selfless Spirit
2 Nebelgast Herald
4 Reflector Mage
4 Spell Queller
2 Thalia, Heretic Cathar
Instants (8)
2 Dromoka's Command
4 Collected Company
2 Ojutai's Command
2 Tamiyo, Field Researcher
Land (24)
3 Canopy Vista
4 Evolving Wilds
1 Forest
6 Island
2 Plains
2 Port Town
3 Prairie Stream
3 Yavimaya Coast
2 Clip Wings
3 Sylvan Advocate
2 Dromoka's Command
3 Negate
2 Unsubstantiate
2 Nebelgast Herald
1 Ojutai's Command
Here's my first take on a spirit deck. Playing Bant as CoCo is just too good to ignore right now with a few non-spirit tempo creatures in Reflector Mage and Thalia, Heretic Cathar, along with our wonderful new Bant walker Tamiyo, Field Researcher who, if we can get to ult, means free flashy spirits
The side, I feel, deals with a lot of what could hinder the deck, with Advocates and two more Heralds for additional CoCo targets
A couple of questions I've had while tossing this deck around in my head:
Would it make sense to run Lumbering Falls in this deck?
Should Duskwatch Recruiter be a part of the list?
Would Unsubstantiate or Summary Dismissal be better out of the side?
On Unsubstantiate, would it be better as a two of in the main over Ojutai's Command?
Anafenza, Kin-Tree Sprit, Topplegeist, or Bygone Bishop as a two of in the deck?
Standard - Some kind of control
Modern - UB Mill (casual)
EDH - Meren's Grave Shenanigans
I hope that when CoCo rotates out 4/+ creatures start to see play in green again, so Niblis of Frost can get in this deck, it is really strong and sounds like fun. I think Anafenza is a tad too mana intense (since you want to cast it on turn 2) for a 3 color deck, never played her, though.
I made a rough draft of this deck focused on flashing and then blinking your etb creats to create some lock. Essence Flux is specially fine with ETB shenanigans and Spell Queller because of his wording,letting you exile 2 spells if you need and making it a 3/4 for a single extra mana
4 Mausoleum Wanderer
3 Permeating Mass
3 Topplegeist
4 Rattlechains
2 Selfless Spirit
2 Duskwatch Recruiter
2 Nebelgast Herald
2 Reflector Mage
4 Spell Queller
Instants (10)
3 Essence Flux
3 Collected Company
3 Dromoka's Command
1 eerie interlude
2 Tamiyo, Field Researcher
Land (22)
3 Canopy Vista
2 Evolving Wilds
1 Forest
6 Island
2 Plains
2 Port Town
3 Prairie Stream
3 Yavimaya Coast
2 Clip Wings
1 Dromoka's Command
3 eerie interlude
3 Negate
2 Unsubstantiate
2 Reflector Mage
3 Ojutai's Command
Standard - Some kind of control
Modern - UB Mill (casual)
EDH - Meren's Grave Shenanigans
4 Mausoleum Wanderer
2 Permeating Mass
4 Rattlechains
3 Selfless Spirit
4 Nebelgast Herald
3 Reflector Mage
4 Spell Queller
2 Thalia, Heretic Cathar
Instants (8)
2 Essence Flux
2 Dromoka's Command
4 Collected Company
2 Tamiyo, Field Researcher
Land (24)
3 Canopy Vista
4 Evolving Wilds
1 Forest
6 Island
2 Plains
2 Port Town
3 Prairie Stream
3 Yavimaya Coast
2 Clip Wings
2 Dromoka's Command
3 Negate
1 Selfless Spirit
2 Unsubstantiate
1 Reflector Mage
4 Ojutai's Command
I've proxied the deck up and played out a few sample hands. The above list is where the deck is currently sitting. The deck seems good, but the mana base has me a bit worried. 24 is where I think the deck should be, but the exact break down is up in the air. In a few of my hands I've ended up playing Canopy Vista or Prairie Stream tapped on turn 1 or 2 and have yet to see either of the Port Town in the hands of played out a bit. Other times I'd end up lacking for green or white (which is a risk in three colors, naturally). My thought is to take out the Port Towns in favor of a Forest and Plains. Thoughts?
EDIT: I also think the 4 Ojutai's Command in the side might be too much, but I'm not sure what to replace them with. I'd like to keep two in the side, but that's still two open sideboard slots
Standard - Some kind of control
Modern - UB Mill (casual)
EDH - Meren's Grave Shenanigans
3 Anafenza, Kin-Tree Spirit
4 Rattlechains
3 Selfless Spirit
4 Spell Queller
4 Nebelghast Herald
4 Reflector Mage
3 Unsubstantiate
1 Ojutai's Command
4 Collected Company
4 Evolving Wilds
4 Yavimaya Coast
4 Port Town
3 Prairie Stream
1 Fortified Village
6 Plains
1 Forest
1 Island
Modern: UW Spirits
Can I inquire about your mana base here? You have more white sources than blue sources yet your deck is more blue heavy than white.
This is a personal note but I think 4 Port Towns (or any Shadow Land that matter) is a bit too high. I can understand trying to get one in your opener, but after turn three their play-ability, in my eyes, goes down substantially as they are more than likely to enter play tapped.
Standard - Some kind of control
Modern - UB Mill (casual)
EDH - Meren's Grave Shenanigans
Modern: UW Spirits
What about Stoneforge Masterwork? Equipments are not good, usually. But with so many ways (16) of protecting your target (hexproof, counter spells, indestructible), maybe that one just became an excellent option.
I'm worried about the speed of this supposedly aggressive deck :
T1 Mausoleum Wanderer
T2 Attack for 1 (1), Selfless Spirit
T3 Attack for 3 (4), Spell Queller
T4 Attack for 5 (9), CoCo for Nebelghast Herald and Rattlechains
T5 Attack for 9 (18)
Even without any interaction, impossible to kill opponent before T6. Avacyn could be a nice T5 in this deck, with Selfless Spirit to protect our Spirits when she flips and win on T6. But Stoneforge Masterwork could seal the deal on T5, while having enough spare mana for Rattlechains or Selfless Spirit (play it before you Equip if you can't Flash him), discounting the fact that Mausoleum Wanderer and/or Selfless Spirit may already be there to make the job simpler.
1st, GP Toronto Sunday Super Series 2016 : Ally Company RWBG
Top 8, PPTQ Shadows over Innistrad : Boros Humans WR.
Use a hypergeometric calculator for your deckbuilding maths,
and use TopDecked to manage your decks and collection on your Apple or Android device.
Modern: UW Spirits
1st, GP Toronto Sunday Super Series 2016 : Ally Company RWBG
Top 8, PPTQ Shadows over Innistrad : Boros Humans WR.
Use a hypergeometric calculator for your deckbuilding maths,
and use TopDecked to manage your decks and collection on your Apple or Android device.
4 Mausoleum Wanderer
4 Rattlechains
4 Selfless Spirit
4 Nebelgast Herald
4 Reflector Mage
4 Spell Queller
2 Thalia, Heretic Cathar
Instants (6)
2 Essence Flux
4 Collected Company
Sorceries (2)
2 Collective Effort
2 Tamiyo, Field Researcher
Land (24)
3 Canopy Vista
4 Evolving Wilds
1 Forest
1 Fortified Village
6 Island
2 Plains
2 Port Town
3 Prairie Stream
2 Yavimaya Coast
2 Anafenza, Kin-Tree Spirit
2 Clip Wings
2 Declaration in Stone
2 Dromoka's Command
3 Negate
2 Unsubstantiate
2 Ojutai's Command
This is the list I'm going to bringing to FNM tomorrow. Will post my results when I am able. I've done a few test hands against a Black control deck and the results are favorable, going 3-1 out of four matches
Standard - Some kind of control
Modern - UB Mill (casual)
EDH - Meren's Grave Shenanigans
Round 1: 2-1 against WR Humans
All three of these games came down to a race, with me losing game 1 due to flooding out. Sided in Anafenza and was able to roll in the next two, including being able to bomb Tamiyo in game three which secured me the win.
Round 2: 2-0 against GR Ramp
Game one was a little rough, as I missed dropping Queller on his first ramp spell, but hit his second. Won by Reflector-ing his Ulamog off of CoCo and then swinging for lethal. Game two I once again brought Anafenza in and was about to CoCo once before his Worldbreaker nuked my only green source, but was able to cast Collective Effort and got the win
Round 3: 2-1 against UW Control
Game one I lost terribly to mana screw. Games two and three I took advantage of the times he tapped out to get solid board presence. Clip Wings was nice here as it dealt with his Archangel of Tithes. Was able to bomb Tamiyo in game three to cast three free CoCo with Anafenza on the field for the win.
Round 4: 2-1 against GW Tokens
I started this game with Anafenza main, moving both flux to the side. Game one went to me through a series of reflector-ing his Hangarbacks and Quelling his Gideons, along with him getting stuck on 4 land. Game two I got him down to 5 before he was able to stabilize while I flooded out. Game three I hit Tamiyo on curve. Favorite play of the night happened shortly there after. Roll Tamiyo to six and pass with four mana, Rattlechains and Thalia in play. He casts Planar Outburst to clear the way for his Gideon to hit Tamiyo. Flash in Selfless Spirit and then proceed to sac the spirit to allow my team to survive the wipe. Bomb Tamiyo two turns later for the win.
Overall: really fun deck to play and the only issues came about from mana. I am leaving Anafenza main for now. I'm considering swapping the Unsubstantiate for Summary Dismissal mainly for the Eldrazi Ramp matches, and possibly a Bygone Bishop or two, replacing the Declarations.
Edit: a few more notes. The deck plays very midrangey, to me at least, as it doesn't do much on turns 1-3. My sideboard was, for the part, useless to me as I never wanted to side in control aspects, it was always smash face faster. To that end I'm making adjustments to the side to enable different kinds creature play
Standard - Some kind of control
Modern - UB Mill (casual)
EDH - Meren's Grave Shenanigans
4 Mausoleum Wanderer
2 Anafenza, Kin-Tree Spirit
4 Rattlechains
4 Selfless Spirit
4 Nebelgast Herald
4 Reflector Mage
4 Spell Queller
2 Thalia, Heretic Cathar
Instants (4)
4 Collected Company
Sorceries (2)
2 Collective Effort
2 Tamiyo, Field Researcher
Land (24)
3 Canopy Vista
4 Evolving Wilds
1 Forest
1 Fortified Village
6 Island
2 Plains
2 Port Town
3 Prairie Stream
2 Yavimaya Coast
2 Essence Flux
2 Clip Wings
2 Dromoka's Command
2 Negate
2 Gisela, the Broken Blade
2 Summary Dismissal
1 Bruna, the Fading Light
2 Elder Deep-Fiend
Here is the current form of the deck. Not much has changed main board, though Falafell's suggestion about Bygone Bishop is being considered. Overall it can pull of some ridiculous plays, but Human decks still might be able to out pace the deck due to the lack of turn 1-3 interactions.
Standard - Some kind of control
Modern - UB Mill (casual)
EDH - Meren's Grave Shenanigans
Modern: UW Spirits
4 Mausoleum Wanderer
4 Selfless Spirit
4 Rattlechains
4 Spell Queller
4 Nebelgast Herald
4 Reflector Mage
3 Declaration in Stone
4 Collected Company
4 Canopy Vista
4 Evolving Wilds
4 Port Town
1 Fortified Village
6 Island
1 Plains
1 Forest
1 Declaration in Stone
3 Tireless Tracker
3 Clash of Wills
3 Dispel
2 Negate
2 Aerial Volley
1 Ojutai's Command
Scored 6-4 in standard.
GB Electric Dreams BG Deal 20 in one shot, or discard their hand?
GWU Free Stuff Midrange UWG Slowly bury the opponent with more threats and answers than they can handle.
My greatest hits:
GURFate Reforged Temur Ascendancy COMBORUG
GUDragons of Tarkir Whisperwood Forever UG
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!
The deck itself is very powerful and I like the Duskwatch Recruiter in the deck. I found myself focusing too much on minimizing the green splash and missing some of the stronger green cards that help.
Spell Queller actually has quite a bit of protection in the deck that makes the lack of counters not as hard hitting. Between Rattlechains, Mausoleum Wanderer, and Selfless Spirit you have enough ways to protect your Queller. Besides, at that point Spell Queller has done its job and provided good tempo disruption. The deck thrives on playing mind games with the opponent, often leaving mana open going into their turn because you have so many options that fire at instant speed.
Standard - Some kind of control
Modern - UB Mill (casual)
EDH - Meren's Grave Shenanigans
Modern: Decks I'm playing right now:
G Mono Green Tron (34-10-3 paper record, only SCG/Regionals/PPTQ record)
C Eldrazi Tron (9-5)
UG Infect
RW Burn
Answers to Ishkana: Declaration in Stone gets halfway. Avacyn helps or Elder Deep Fiend. Always Watching. Ojutai's Command.
GB Electric Dreams BG Deal 20 in one shot, or discard their hand?
GWU Free Stuff Midrange UWG Slowly bury the opponent with more threats and answers than they can handle.
My greatest hits:
GURFate Reforged Temur Ascendancy COMBORUG
GUDragons of Tarkir Whisperwood Forever UG