Overview of the Deck
U/W Spirits is a newly developing tempo/control creature-based deck for Modern that was made possible by the addition of new spirits in Shadows over Innistard/Eldritch Moon set. The deck aims to control what is and isnt on the field so that the pressure form your attacking spirits is left undisrupted. It can be loosely described as a deck with the synergy of a merfolk deck but with the control aspect of a W/U/R tempo control deck and plays most like a Tempo Splitertwin Deck.
Disclaimer: Since this isnt yet an established deck, this primer will be based on theorycraft and Gauntlet testing. This deck is one interpretation of playing U/W tempo/control.
Why play this deck?
-If you like to to be very proactive but dont like investing too much into a play.
-If you like to be very reactive but hate waiting around doing nothing with your life.
-If you like feeling in control of your life, board, and destiny.
-If you like to pull off (Patrick Sullivan)s because you know you are just that good.
-If you like denying people any fun.
-If you like having fun.
-If you like the feeling of pity for your opponent because he just realized he never had a chance of winning before the game even started.
If you said yes to 2 or more, then this deck is for you. All your spells allow you play the permission game that lets you chose what makes it to the field and what doesnt. The flash and aether vials let you play on the opponent's turn so you dont have to worry about what he's gonna do on your own and your sideboard forces them to play fair against you. All the ETB effects protect yourself and opens the playing field to an endless array of possibilities and wins.
Best part is that your creatures are synergetic and evasive, so you can chip away at them until they fall or rush them quick.
Why not to play this deck?
-If you dont like puzzles
-If you dont like worrying about what your opponent does.
-If you dont like dynamic gameplay.
-If you dont like feeling pity or have no remorse for the opponent
-If you are lazy.
if you said yes to 3 or more of any of these, you probably wont like this deck. Its definately meant to control and outplay the opponent but it isn't a sadistic piece of torture (I'm looking at you Esper and Lantern Control decks) nor does the game play the same every time ( Fish People and Zoo come to mind). The deck much switch between aggro and control depending on the match, and can often do so mid game several times. It also requires you to pay attention to what your opponent plans to do, what you plan to do, and measure the Pros and Cons thoroughly before casting spells. This deck is decently easy to play but it does require you to actually play and not just sit back and enjoy the ride.
Card Choices Creatures: This deck is based on the ETB effects of spirits, thus they will make up most of the cards in it and will revolve around how you play them.
The core of the deck revolves around spirits.These two, however, the the most crucial and important peices that allow the deck to work:
Spell Queller counters EVERYTHING! Ive played fringe and tier 1-1.5 decks and there is never a time that it doesnt steal the show. It essentially counters any spell below 4CC is an evasive flyer and its butt allows it to block small modern viable creatures and survive (im looking at you, hatebears and tokens). When it dies, the opponent has spent resources to not only destroy it, but it also delays the spell to the point that it is no longer useful (like removal or counterspell). So its a 2 for 1 when it is removed and its a 2 for 1 when its left alive...aka the perfect card.
Rattlechains is the other important piece in the game because it allows you to play the entire game during your opponent's turn. By giving all your other creatures flash, you can essentially adopt the Tap-Go strategy that Splinter Twin Combo decks used to sport around. Your opponent does something, you answer it with your untapped mana and your spirits and slap them next turn for trying. Your opponent doesnt do anything, you answer that with spirits and slap them next turn for not trying. Oh, and the hexproof, you say?? thats just icing on the cake.
The rest of the spirits serve as support for these two cards as they are all incredibly synergistic.
Drogskol Captain makes all your spirits untouchable by anything less than a good old fashioned board wipe. It pumps your army and flashing it in will make your opponent double check his math when deciding if he can really take a hit or not.
Mausoleum Wanderer is your primary defense against early discard/disruption, it impedes opponent early game development, and can become a pump-able poker if not answered. Can essentially destroy decks that want an early game combo win like Dredge or Grisalshoal.
Geist of Saint Traft is a resilient and well known threat, coupled with the effects of other spirits, it in of itself becomes a game finisher more it it already was.
Fogwalker does a nice job of keeping early pressure off of you, is evasive and has a nice butt to defend against some removal that would otherwise kill your other spirits. Flashing it in can also make it into a board control card against creature stategies and can easily be sideboarded out for other options when not needed.
Selfless Spirit is mainly there as protection against board wipes and unfavorable combat situations. Common field levelers in Modern use damage or destruction and hardly -X/-X or Exile, so it does its job very well. Can be sideboarded out for match specific options if needed.
Nebelgast Herald is mainly just beating body that can perform some very combat manuevers, forcing the opponent to have an extra creature out to block or tapping out their own creatures with tap abilities before we do it ourselves. This card is usually sideboarded out for match specific answers as well if their attack power isnt needed.
Bygone Bishop provides a formidable creature that is pretty inconspicuous most of the time. Provides card advantage without ruining our tempo for the most part.
Spells: Since most of our creature spells usually double as spells due to their ETB effects, the few spells that we add are to assist our strategies.
Now for the spells. Being the control deck that this is, I run Spell Snare and Cryptic Command as my main ones.
Spell Snare catches many problematic spells in modern, such as goyfs, draw sells, other counters, Bobs,, etc. it hates against the best interactive tempo cards in modern, making it a good spell throughout the game. When its not usefull, its easily switched out for better.
Cryptic Command covers everything that your spirits and spell snare didnt. I used to think that this card was overrated and trash, but this deck made me into a true believer. It can counter, bounce, fog, sleep, clean the dishes, packs your lunch, puts out fires, solves world hunger and draws you a card. Since the deck is creature based, we take full advantage of all the modes.
Path of Exile is used effectively by the draw-go strategy that the deck has, answering creatures that are too big and/or during times when they can least abuse the advantage (e.i. end of turn). It can also be used with Spell Queller as a psudoramp+permanant counterspell.
Aether viles essentially serve as mana ramping, allowing you to play spells when you would otherwise be tapped out or when they are in danger of being countered.
Anything in the sideboard takes care of this section.
Feel free to experiment here, but I found that keeping the creature count high was the best way to approach deck building here.
The only card I found that could find a way in here is ancestral vision. Its slow but the payoff can literally be game ending and its cheap price lets it be played without much tempo loss.
Lands To be honest, lands are terrible for Blue/White but whatever. What we want to have is mana early and ready to go and our creatures mana costs allow us too much freedom to know what to do with it.
Islands are essentially our best friend. Use them early and use them often.
Plains are also important. Use them early and often, but prioritize Islands first.
Flooded Plains are essentially the best. The grab any land you want and since our mana base isnt at all restricting, we will often just go with a basic land.
Glacial Fortress is a beast because you will honestly only have an Island or Plains in play. Basically an untapped dual land.
Guide to Playing the Deck
The deck is meant to be played as a tempo/control deck that adjusts to whatever the opponent is playing.
The basic outline for any match up is:
G1: Play cautious, flash creatures in at the end of turn and counter/neutralize their gameplays. Analyze what they are playing so that you can prepare the sideboard.
G2: If you did well first game, play as before. If you first game didnt do so well, try to be more aggressive. Sideboard in options.
G3: By now, you should know what works and what doesnt. Play what you think best and hope for a win.
Fair decks with low mana curves are usually not a problem. Spell snare and Spell queller are often enough to keep them down and your Cryptic Command will rid them of their blockers or offensive armies enough for the win. Dont be afraid to trade hits with aggro decks, as you can usually race them and you can outmaneuver them when they try to finish you off.
Combo decks are tricky, but essentially play the control game and poke the hell out of them. Wait for them to get desperate because in doing so they will make a mistake that will give you the opening for the win. you want them to have their guard up so as to distract them from their goal assembling a combo. Prioritize a T1 Mausoleum Wanderer and put them on a clock. If the combo is non-interactive, them take advantage of this and rush them early.
Against control and decks that cast a lot of spells (like storm or eggs or whatever), sideboard in Eidolon of Rhetoric to keep them from outpacing you. your aether vials will let you sneak in an extra spirit in to win combat trades, counter wars, and rush in attackers without fear of repercussions.
Matchups
I havent tested this deck with all the decks out there but here is generally what I found was useful
Graveyard-Centered Decks: Essentially rush the opponent, sideboard in graveyard hate, and just pray you get your rest in peace early and that you can protect it enough for the win.
Tempo/Control decks: You can out tempo/control your opponent most of the time and poke them for the win. Play during their turn, have Eidolon of Rhetoric in to turn the game to your favor. Bring in a supreme verdict if tokens become a problem. Use selfless spirit to survive opponent board wipes.
Aggro decks: Just survive. Trade creatures, trade blows, use Nebelgast Herald and cryptic command for combat tricks and win.
Non-Interactive Combo decks: Eidolon of Rhetoric is your best friend in these match ups. Shut them down and slap them with creatures.
Interactive Combo decks: Plays much like Tempo/control decks. Be on a look out, play tap go, and poke them out.
Midrange/Stompy decks: These I tend to have a hard time against.You will win though combat tricks most of the time. Have a supreme verdict to win trades and reset boards in your favor.
Sideboarding and Alternate Card Choices
Ugghh, more writing. These cards cover the spots that we missed in Game 1 and 2. The essence of sideboard in this deck is you force the opponent to play "fair" but limiting the number of spells they play, cutting them off from their graveyard, and getting rid of enchantments and artifacts that give them an unfair advantage.
Tree of Perdition has a very neat little ability what would be bonkers with Necrotic Ooze.
You just need to have the Tree in the graveyards and vuoala, you;'re opponent is at 3 life, ready to be bolted as you please.
So I had made some casual decks back in the days of Zendies v Eldrazies.
SO EXCITED THIS IS HAPPENING!!! I am personally in love with the set and everything it had. my god.
Anyways, I figure thematically the Zendikar deck would go either nature fights back or explorers defend. This one I had done is Nature fighting back
And then my Eldrazi deck , being the poor sod that I am, has no legendaries. And it makes no sense to put any legendaries at all unless you have all three or each eldrazi creature is of the chosen Legend's lineage. Thus, I think the Eldrazi deck will have no legends and instead focus on the swarm. Better than the overuns would be obelisk of Urd and Eldy Monument because it goes with the Lovecraft worship theme.
:So how about that new Zhur Taa Ancient? :D:D:D
Tell me that mana fixing isnt here yet. Tell me that this is a beast into allowing more awesome cards into play next turn.
Hand has Borborygmos Enraged? ETB and lighting bolt with that land you had.
Wanna blood rush skarrg goliath? Attack for 16 trample.
Not enough mana for Clan Defiance? Hit the 10/10/10 jackpot.
Cant believe it was even made!!!!!!!!!
...
...
...
k, i think people can start to hate the card now.
That would be true. I dont recall magic printing cards with abilitites that are hardly relevant to a set. But i think Hell kite was to take away the advantage from an opponent thand the win condition was just for giggles and grins. But i do believe that more artifacts will be seen since mana fixing will be really big in DGM
Also, here's betting/hoping that Tibalt has Hellrider. That'd be ~$25 worth of card in a box (Sorin begin fairly high) easy, and a flavorful addition to boot.
Disappointed, really. But i guess those are comfoting thoughts
Flash U/W Geists
Overview of the Deck
U/W Spirits is a newly developing tempo/control creature-based deck for Modern that was made possible by the addition of new spirits in Shadows over Innistard/Eldritch Moon set. The deck aims to control what is and isnt on the field so that the pressure form your attacking spirits is left undisrupted. It can be loosely described as a deck with the synergy of a merfolk deck but with the control aspect of a W/U/R tempo control deck and plays most like a Tempo Splitertwin Deck.
Disclaimer: Since this isnt yet an established deck, this primer will be based on theorycraft and Gauntlet testing. This deck is one interpretation of playing U/W tempo/control.
Why play this deck?
-If you like to be very reactive but hate waiting around doing nothing with your life.
-If you like feeling in control of your life, board, and destiny.
-If you like to pull off (Patrick Sullivan)s because you know you are just that good.
-If you like denying people any fun.
-If you like having fun.
-If you like the feeling of pity for your opponent because he just realized he never had a chance of winning before the game even started.
If you said yes to 2 or more, then this deck is for you. All your spells allow you play the permission game that lets you chose what makes it to the field and what doesnt. The flash and aether vials let you play on the opponent's turn so you dont have to worry about what he's gonna do on your own and your sideboard forces them to play fair against you. All the ETB effects protect yourself and opens the playing field to an endless array of possibilities and wins.
Best part is that your creatures are synergetic and evasive, so you can chip away at them until they fall or rush them quick.
Why not to play this deck?
-If you dont like worrying about what your opponent does.
-If you dont like dynamic gameplay.
-If you dont like feeling pity or have no remorse for the opponent
-If you are lazy.
if you said yes to 3 or more of any of these, you probably wont like this deck. Its definately meant to control and outplay the opponent but it isn't a sadistic piece of torture (I'm looking at you Esper and Lantern Control decks) nor does the game play the same every time ( Fish People and Zoo come to mind). The deck much switch between aggro and control depending on the match, and can often do so mid game several times. It also requires you to pay attention to what your opponent plans to do, what you plan to do, and measure the Pros and Cons thoroughly before casting spells. This deck is decently easy to play but it does require you to actually play and not just sit back and enjoy the ride.
Card Choices
Creatures: This deck is based on the ETB effects of spirits, thus they will make up most of the cards in it and will revolve around how you play them.
The core of the deck revolves around spirits.These two, however, the the most crucial and important peices that allow the deck to work:
Spell Queller counters EVERYTHING! Ive played fringe and tier 1-1.5 decks and there is never a time that it doesnt steal the show. It essentially counters any spell below 4CC is an evasive flyer and its butt allows it to block small modern viable creatures and survive (im looking at you, hatebears and tokens). When it dies, the opponent has spent resources to not only destroy it, but it also delays the spell to the point that it is no longer useful (like removal or counterspell). So its a 2 for 1 when it is removed and its a 2 for 1 when its left alive...aka the perfect card.
Rattlechains is the other important piece in the game because it allows you to play the entire game during your opponent's turn. By giving all your other creatures flash, you can essentially adopt the Tap-Go strategy that Splinter Twin Combo decks used to sport around. Your opponent does something, you answer it with your untapped mana and your spirits and slap them next turn for trying. Your opponent doesnt do anything, you answer that with spirits and slap them next turn for not trying. Oh, and the hexproof, you say?? thats just icing on the cake.
The rest of the spirits serve as support for these two cards as they are all incredibly synergistic.
Drogskol Captain makes all your spirits untouchable by anything less than a good old fashioned board wipe. It pumps your army and flashing it in will make your opponent double check his math when deciding if he can really take a hit or not.
Mausoleum Wanderer is your primary defense against early discard/disruption, it impedes opponent early game development, and can become a pump-able poker if not answered. Can essentially destroy decks that want an early game combo win like Dredge or Grisalshoal.
Geist of Saint Traft is a resilient and well known threat, coupled with the effects of other spirits, it in of itself becomes a game finisher more it it already was.
Fogwalker does a nice job of keeping early pressure off of you, is evasive and has a nice butt to defend against some removal that would otherwise kill your other spirits. Flashing it in can also make it into a board control card against creature stategies and can easily be sideboarded out for other options when not needed.
Selfless Spirit is mainly there as protection against board wipes and unfavorable combat situations. Common field levelers in Modern use damage or destruction and hardly -X/-X or Exile, so it does its job very well. Can be sideboarded out for match specific options if needed.
Nebelgast Herald is mainly just beating body that can perform some very combat manuevers, forcing the opponent to have an extra creature out to block or tapping out their own creatures with tap abilities before we do it ourselves. This card is usually sideboarded out for match specific answers as well if their attack power isnt needed.
Bygone Bishop provides a formidable creature that is pretty inconspicuous most of the time. Provides card advantage without ruining our tempo for the most part.
Now for the spells. Being the control deck that this is, I run Spell Snare and Cryptic Command as my main ones.
Spell Snare catches many problematic spells in modern, such as goyfs, draw sells, other counters, Bobs,, etc. it hates against the best interactive tempo cards in modern, making it a good spell throughout the game. When its not usefull, its easily switched out for better.
Cryptic Command covers everything that your spirits and spell snare didnt. I used to think that this card was overrated and trash, but this deck made me into a true believer. It can counter, bounce, fog, sleep, clean the dishes, packs your lunch, puts out fires, solves world hunger and draws you a card. Since the deck is creature based, we take full advantage of all the modes.
Path of Exile is used effectively by the draw-go strategy that the deck has, answering creatures that are too big and/or during times when they can least abuse the advantage (e.i. end of turn). It can also be used with Spell Queller as a psudoramp+permanant counterspell.
Aether viles essentially serve as mana ramping, allowing you to play spells when you would otherwise be tapped out or when they are in danger of being countered.
Anything in the sideboard takes care of this section.
Feel free to experiment here, but I found that keeping the creature count high was the best way to approach deck building here.
The only card I found that could find a way in here is ancestral vision. Its slow but the payoff can literally be game ending and its cheap price lets it be played without much tempo loss.
Islands are essentially our best friend. Use them early and use them often.
Plains are also important. Use them early and often, but prioritize Islands first.
Flooded Plains are essentially the best. The grab any land you want and since our mana base isnt at all restricting, we will often just go with a basic land.
Glacial Fortress is a beast because you will honestly only have an Island or Plains in play. Basically an untapped dual land.
Hallowed Fountain can be used if needing either mana is super critical. Usually comes in tapped. Activates Glacial Fortress.
Cavern of Souls is nice against the control match ups, guarantees that your creatures make it into play. Its like Aether vial #5.
Sample Decklist
2x Bygone Bishop
1x Cavern of Souls
1x Celestial Colonnade
3x Cryptic Command
3x Drogskol Captain
4x Flooded Strand
3x Fogwalker
2x Geist of Saint Traft
4x Glacial Fortress
2x Hallowed Fountain
4x Island
4x Mausoleum Wanderer
2x Nebelgast Herald
2x Nimbus Maze
4x Path to Exile
4x Plains
4x Rattlechains
1x Selfless Spirit
4x Spell Queller
3x Spell Snare
2x Azorius Herald
1x Bygone Bishop
2x Detention Sphere
2x Eidolon of Rhetoric
2x Kami of Ancient Law
2x Kataki, War's Wage
3x Rest in Peace
1x Summary Dismissal
Link to deck @ TappedOut.net
Guide to Playing the Deck
The deck is meant to be played as a tempo/control deck that adjusts to whatever the opponent is playing.
The basic outline for any match up is:
G1: Play cautious, flash creatures in at the end of turn and counter/neutralize their gameplays. Analyze what they are playing so that you can prepare the sideboard.
G2: If you did well first game, play as before. If you first game didnt do so well, try to be more aggressive. Sideboard in options.
G3: By now, you should know what works and what doesnt. Play what you think best and hope for a win.
Fair decks with low mana curves are usually not a problem. Spell snare and Spell queller are often enough to keep them down and your Cryptic Command will rid them of their blockers or offensive armies enough for the win. Dont be afraid to trade hits with aggro decks, as you can usually race them and you can outmaneuver them when they try to finish you off.
Combo decks are tricky, but essentially play the control game and poke the hell out of them. Wait for them to get desperate because in doing so they will make a mistake that will give you the opening for the win. you want them to have their guard up so as to distract them from their goal assembling a combo. Prioritize a T1 Mausoleum Wanderer and put them on a clock. If the combo is non-interactive, them take advantage of this and rush them early.
Against control and decks that cast a lot of spells (like storm or eggs or whatever), sideboard in Eidolon of Rhetoric to keep them from outpacing you. your aether vials will let you sneak in an extra spirit in to win combat trades, counter wars, and rush in attackers without fear of repercussions.
Matchups
I havent tested this deck with all the decks out there but here is generally what I found was useful
Graveyard-Centered Decks: Essentially rush the opponent, sideboard in graveyard hate, and just pray you get your rest in peace early and that you can protect it enough for the win.
Tempo/Control decks: You can out tempo/control your opponent most of the time and poke them for the win. Play during their turn, have Eidolon of Rhetoric in to turn the game to your favor. Bring in a supreme verdict if tokens become a problem. Use selfless spirit to survive opponent board wipes.
Aggro decks: Just survive. Trade creatures, trade blows, use Nebelgast Herald and cryptic command for combat tricks and win.
Non-Interactive Combo decks: Eidolon of Rhetoric is your best friend in these match ups. Shut them down and slap them with creatures.
Interactive Combo decks: Plays much like Tempo/control decks. Be on a look out, play tap go, and poke them out.
Midrange/Stompy decks: These I tend to have a hard time against.You will win though combat tricks most of the time. Have a supreme verdict to win trades and reset boards in your favor.
Sideboarding and Alternate Card Choices
Ugghh, more writing. These cards cover the spots that we missed in Game 1 and 2. The essence of sideboard in this deck is you force the opponent to play "fair" but limiting the number of spells they play, cutting them off from their graveyard, and getting rid of enchantments and artifacts that give them an unfair advantage.
I'll be updating this at a later time.
You just need to have the Tree in the graveyards and vuoala, you;'re opponent is at 3 life, ready to be bolted as you please.
My money on It that Betrays becomes face card of DD: ZvE
Also, It that betrays becomes RARE "It that Betrays All"-Legendary Creature Eldrazi Lord or some cooler name. Now with an alternate cost
SO EXCITED THIS IS HAPPENING!!! I am personally in love with the set and everything it had. my god.
Anyways, I figure thematically the Zendikar deck would go either nature fights back or explorers defend. This one I had done is Nature fighting back
1x Baloth Woodcrasher
1x Corrupted Zendikon
1x Crusher Zendikon
2x Deprive
3x Evolving Wilds
1x Explore
6x Forest
1x Grazing Gladehart
2x Grim Discovery
1x Guardian Zendikon
1x Harrow
1x Hedron Crab
1x Hedron Scrabbler
1x Ior Ruin Expedition
6x Island
1x Khalni Heart Expedition
1x Living Tsunami
1x Lotus Cobra
3x Mountain
1x Pelakka Wurm
4x Plains
1x Plated Geopede
1x Roil Elemental
2x Ruin Ghost
1x Soul Stair Expedition
1x Sunspring Expedition
3x Swamp
1x Territorial Baloth
1x Tideforce Elemental
2x Treasure Hunt
1x Vapor Snare
1x Vastwood Zendikon
2x Walking Atlas
1x Wind Zendikon
1x Zektar Shrine Expedition Sideboard
1x Cosi's Ravager
3x Nature's Claim
And then my Eldrazi deck , being the poor sod that I am, has no legendaries. And it makes no sense to put any legendaries at all unless you have all three or each eldrazi creature is of the chosen Legend's lineage. Thus, I think the Eldrazi deck will have no legends and instead focus on the swarm. Better than the overuns would be obelisk of Urd and Eldy Monument because it goes with the Lovecraft worship theme.
2x Ancient Stirrings
2x Artisan of Kozilek
2x Awakening Zone
1x Bloodfell Caves
4x Brood Birthing
1x Broodwarden
1x Disaster Radius
1x Dreamstone Hedron
1x Eldrazi Temple
2x Emrakul's Hatcher
1x Eye of Ugin
1x Fog
6x Forest
2x Growth Spasm
4x Hand of Emrakul
1x Hedron Matrix
3x Induce Despair
1x It That Betrays
1x Jungle Hollow
2x Kozilek's Predator
6x Mountain
1x Naturalize
2x Nest Invader
2x Obelisk of Urd
2x Pathrazer of Ulamog
1x Primal Growth
1x Rapacious One
1x Rugged Highlands
2x Spawning Breath
1x Suffer the Past
6x Swamp
1x Terramorphic Expanse
1x Traitorous Instinct
2x Ulamog's Crusher
Anyways, here is what I made. Both pretty casual but i feel its all thematically fun, and these duel decks like their flavor.
Tell me that mana fixing isnt here yet. Tell me that this is a beast into allowing more awesome cards into play next turn.
Hand has Borborygmos Enraged? ETB and lighting bolt with that land you had.
Wanna blood rush skarrg goliath? Attack for 16 trample.
Not enough mana for Clan Defiance? Hit the 10/10/10 jackpot.
Cant believe it was even made!!!!!!!!!
...
...
...
k, i think people can start to hate the card now.
Assuming nissa got #1?
lol Gotta admit, im excited to see how this deck is going to go. If there is one thing i love, its a free shot at a Insurrection
Bet there are going to be some trap cards from Zendikar block, no?
Right here, son.
http://www.wizards.com/Magic/Magazine/Article.aspx?x=mtg/daily/arcana/1179
Now, was it just me, or did anyone else expect a deck list when we saw this on the Arcana?
Disappointed, really. But i guess those are comfoting thoughts