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  • posted a message on Jeskai Tempo /Delver/Prowess ("The Jeskai Way" )
    The new Teferi looks intriguing. Instant speed activation on a PW seems really good for a Geist or flash based tempo deck that relies on instant speed shenanigans. Looting as a +1 is a reasonable effect for filtering through your library, and the phasing for protecting himself seems like a unique means to do so. Only thing I dislike is that you can't phase out an opposing creature the turn Teferi enters the battlefield, but the flash based decks that would like him generally run plenty of counter-magic and removal to help keep him around.

    Not necessarily as great for the Prowess variants, but Geist and Flash players such as myself are at least intrigued.
    Posted in: Deck Creation (Modern)
  • posted a message on Jeskai Tempo /Delver/Prowess ("The Jeskai Way" )
    So I've decided to try and write a primer for my personal Geist deck list. Smile


    Team Geist primer (2020):

    Our Geist, who art a spirit,
    hallowed be thy fountain. Thy angel come.
    Six damage done on the ground, as well as the heavens.
    Give us this game,
    and all of our rounds
    and forgive us our misplays,
    as we punish those who misplay against us,
    and lead us not into 0-2 drop,
    but deliver us into Top 8!
    For this is the deck list,
    of value and hexproof.
    Forever and ever, Amen.


    Part 1: Introduction
    Jeskai Geist, also commonly known as Team Geist, is a blue, white, red aggro-control (midrange)deck in the modern format. Based off an old Standard deck which also centered around the classic Legendary Spirit, Team Geist seeks to use cheap interaction and counterspells to control the battlefield in the early turns of the game, with the eventual goal of landing a Geist of Saint Traft or another threat in order to begin applying pressure to the opponent's life total.

    Like most other creature-based Jeskai decks, the Team Geist deck functions as an aggro-control deck that functions closer to the aggro end of the spectrum than other Jeskai variants, such as Flash. It is designed to present a core of solid mid-game threats that are capable of constantly pressuring the opponent, while using its plethora of removal and burn spells to clear the path for said threats to threaten the opponent. unlike other UWR variants such as Delver or Prowess, however, the Team Geist version of Jeskai primarily relies upon counters and removal to clear the way for Geist and his Angel to strike the opponent.

    Like all Jeskai variants, Team Geist lists are highly customizable, with individual variants ranging from the aggressive to controlling ends of the UWR spectrum. Regardless of their build composition, however, all Geist lists share a common goal: 'Draw well, land Geist, and smash face.'

    Part 2: The History of Team Geist
    I. Boremandos (2011-2013)

    The first major Jeskai list with Geist to gain prominence in Modern was referred to as BOREMANDOS for "Boros" + "Remand". Although it was not officially a Team Geist deck (as it was designed with Delver and Steppe Lynx to function as threats well before Geist hit the board), it shared two factors with the later Geist decks of the present day. The first, of course, was the inclusion of Geist of Saint Traft himself. More importantly, however, Boremandos established the play pattern commonly associated with all Jeskai Geist lists in modern: land a Geist, then protect it with powerful counter-magic and burn spells to keep blockers out of its path. While it was far more of a Delver-esque tempo build than a pure midrange shell, Boremandos was nevertheless important in the development of later Geist strategies.

    Boremandos was played and was a tier 2 deck for several years until the rise of burn as a prominent deck in the format, which stemmed from the printing of Eidolon of the Great Revel in Journey into Nyx. As burn's stock rose, the stock of Boremandos began to fall, until the deck eventually fell out of favor. By this time, however, a proper Geist Midrange shell was starting to be formed.

    II. Nathan "GreatNate" Quintanilla and the rise of Team Geist (2014-2016)

    The shell which would become classic Team Geist was formulated and tested by Scot "Mr. Scotty Mac" McCallum, Nathan "GreatNate Quintinilla, and several other players, who began to formulate a shell built entirely around the strengths of Geist of Saint Traft. Drawing upon cards such as Restoration Angel and Thundermaw Hellkite (which were all played alongside the Spirit Cleric during his run in Innistrad block Standard,) and older cards, such as Batterskull and Vendillion Clique, the team sought to move away from the Delver style Boremandos shell towards a midrange deck with more staying power and late-game presence. Combining these creatures with the powerful removal trifecta of Bolt, Path, and Remand gave the deck a powerful means to clear the way for Geist on the ground, while additional spells such as Valorous Stance and Lightning Helix added even more weapons to the arsenal.

    in early 2015 (Just prior to 'Eldrazi Winter,')the classic "Team Geist" list looked something like this


    With minimal exception, this was the core of the classic Team Geist shell. There were changes, (such as the inclusion of Dig Through Time during its brief period of legality in Modern and a splash of black for Crackling Doom and Lingering Souls to counter the Abzan midrange shell which was popular after the release ofKhans of Tarkir), but these were meta-calls, natural shifts to the deck made in response to the environment around it. However, while the deck generally interacted favorably with the meta for a couple years, the rise of the Eldrazi threat in 2015-2016 proved too great a challenge for Geist to handle. With the dawn of Eldrazi Winter, it appeared Saint Traft's eternal vigil over Modern might finally end.

    (to be continued)

    Part 3: The Gameplan

    The basic gameplan of Team Geist is as follows:

    A) Control the board state for the first two turns using a combination of counter-magic, removal and burn spells
    B) Land a powerful threat, such as Geist of Saint Traft, and use said threat to inflict large chunks of damage against the opponent.
    C) Do so while utilizing disruption (counter magic, removal, burn spells) to keep the board clear and opponent on the defensive.
    D) Utilize direct damage/evasion to finish the game if necessary.

    Just like Saint Traft himself, Team Geist decks are built around efficiency, versatility, and power. The deck plays out as an aggro-control/tempo deck that attacks on a different angle than most decks in the format. Like most tempo decks, Team Geist utilizes early efficient threats along with removal spells and counter magic to maintain control on the battlefield. While maintaining control of the battlefield, the deck presents a variety of efficient threat(s) and reach that can win the game at any point.

    A major strength that most Jeskai tempo decks, (including Team Geist) hold over some of the other shards in the format (Esper, Grixis, Sultai, Temur) is the wide variety of reach the deck has at its disposal. Much of this reach is in the form of burn spells such as Lightning Bolt, Lightning Helix, Boros Charm, Electrolyze, Forked Bolt, Jeskai Charm, etc. This gives Jeskai a leg up on other tempo decks in modern as the Jeskai deck can end games quickly even if tempo is lost. ‘Bolt-Snap-Bolt’ is powerful in most decks in the colors, but with access to other burn spells, Jeskai takes that to an entirely different level/

    The final benefit of Team Geist is the synergy present within our deck. As stated earlier, efficiency is very important aspect of this deck. All of the instant/sorcery spells either cause direct damage, clear the way for our creatures, or disrupt our opponent’s game plan. Many do several at the same time (or provide us the ability to choose which we prefer at any given moment). In addition, many of the spells cantrip (replace themselves by drawing another card.) This means that most of the draws we have are live at all times (especially if we have a Geist or other threat on board).

    There are two main schools of thought for Team Geist lists: the “Old School” lists developed by GreatNate, Larry Swayze, and Scott McCallum, and the more current tempo-based lists centered around Spell Queller.

    Old-School Geist
    Old-School Geist focuses on beating down the opponent, using minimal counter-magic and maximizing on attacking creatures. It is designed to play the control role in the first few turns, then land a threat when opportunity arises and ‘turn the corner’ into the role of the aggressor. While it has more threats than the Queller/Tempo shell, it also lacks some of the flexibility provided by Queller and the Teferi lock.

    You can recognize an “Old School Geist” shell from some of these features:
    - More likely to run some number of top-end threats in the main deck (Planeswalkers, 5CMC Dragons/Angels, etc.)
    - Tends to run minimal mainboard counter-magic (Most Old-School lists only ran four Remands maindeck, with some number of counters out of the board.)
    - 24-25 lands
    - Normally doesn’t run cantrips such as Serum Visions or Opt
    - Doesn’t tend to mainboard Spell Queller, runs Restoration Angel instead.

    This is my personal preferred style of Geist deck. While it is weaker as a pure tempo build, I have found it can close games more quickly and play more aggressively than its Queller-based counterpart.

    Queller/Tempo Geist

    This shell of Geist came into fruition following the printing of Spell Queller in Eldritch Moon. Unlike Old-School Geist, which tends to have a dedicated role-shift in the midgame, the Queller-based list is able to generate tempo and value throughout the game because of the use of Queller’s tempo. Combine that with the printing of Teferi, Time Raveler in War of the Spark and you get a powerful tempo-based core to build around. Generally, Queller based Geist lists tend to run fewer creatures and threats than Old-School Geist, but make up for it with the variety of answers they are able to present to the opponent.

    You can recognize a “Queller/Tempo” shell from some of these features:
    - Tends to run more mainboard counter-magic, such as Logic Knot, Cryptic Command, or Mana Leak
    - 23-24 lands
    - Normally runs some number of dedicated cantrips such as Serum Visions or Opt
    - Built around Spell Queller and/or Teferi, Time Raveler
    - Less likely to play cards above 3CMC

    Part 4: Card Choices
    The Core Creatures
    The creatures in Team Geist tend to meet three important criteria:
    • They all get larger or more powerful by casting non-creature or instant/sorcery spells (thus, they are all stronger in decks with large quantities of non-creature spells).
    • They generally cost between 2-4 CMC
    • They can attack for large chunks of damage.
    • With the exception of Geist of Saint Traft himself, most have an ETB ability that synergizes with the rest of the deck.

    There are actually many creatures that meet these requirements (some more powerful than others); and each will fit better in different builds. The following is a "breakdown" of the best potential "Team Geist" creature options. The first and the namesake for many of these decks is Geist of Saint Traft.

    Geist of Saint Traft (run in both variants):
    My personal favorite creature and a favorite of tempo players since his induction, Geist is an incredibly efficient threat that is also very difficult to remove once in play, as Hexproof grants him the ultimate protection from removal spells. In addition, he offers the most efficient source of damage a three drop can offer (he attacks for 6 damage with the angel). His only weakness is his 2/2 stats, and his vulnerability to indirect removal, such as edict effects or board-wipes. However, Team Geist’s removal package can usually clear the path for his attacks, and spells such as Remand and Unsubstantiate will generally stop edict effects and board wipes from becoming too much of an issue. Sticking a Geist turn 3 with removal and counterspell backup will mean a win in many cases. While he is legendary, most lists still run 4 because it is just that good. A lot of times you will ride to victory on the back of Geist alone.

    Snapcaster Mage (Run in Both Variants):
    The other core creature of the deck, Snapcaster Mage is one of the best creatures in modern and is almost assuredly the best blue creature in the format. Simply put, Snappy is the best source of card advantage a creature can offer. With all of the great cheap removal/burn/counters that we play, this is the perfect deck for him to shine in. He doesn't require a lot of explanation; you get to reuse your spells and get a 2/1 body to boot. Almost always run as a four-of because of his sheer value.

    Restoration Angel
    (Old-School Geist):
    Restoration Angel is a powerful card. She can save from combat damage, saves your other guys from targeted removal, and abuses ETB effects, together with a 3/4 flying body. All of this for a mana cost of 3W means she’s a very efficient card, one which is good for naturally curving into after landing a turn 3 Geist of Saint Traft.

    For these reasons, Restoration Angel was a staple of the old-school Team Geist decks, which used her to great effect in protecting Geist during the Khans era. While generally supplanted by Spell Queller in more recent decks, she is still powerful enough to be run in updated realizations of the old-school Geist shell. Additionally, she can be used synergistically alongside Queller, (though this is normally done in pure Flash based tempo decks without Geist of Saint Traft.)

    Spell Queller
    (Normally found in Tempo Geist, but can be played in Old-School Geist shells as well):
    Spell Queller is, at its core, a creature that’s almost a counterspell on a stick. It embodies the concept of Tempo, merging both the aspects of control and pressure. Since it can have such an impressive impact on the game, it will always be the primary target for your opponent's removal spells, thus holding a Spell Queller in your hand implies spending time to think what are your current options to protect it once it's hit the battlefield with profit.

    Overall, Queller provides Team Geist with a great tempo option. It adds disruption to the deck while also adding another threat, and its synergistic ‘lock’ with Teferi, Time Raveler creates a powerful core that can easily be built around. This means that Queller is the centerpiece of the “Tempo” Geist list, which is far more focused on generating tempo value than the more aggressive ‘Old-School’ Geist shell. However, I have seen Old School lists run him out of the sideboard as well, creating a ‘transformative’ build that plays aggressively at first and shifts into a tempo role. Given the current state of the meta, I tend to recommend the Queller based lists at this point in time.

    The Core Spells
    While the spells in Team Geist perform a variety of roles, their most important role is to protect Geist and our other threats so that they can get in for damage. They spells are utilized to allow threats such as Geist to perform at their highest level. The spells utilized need to fit two of these three criteria:

    1.) They offer utility. Each spell should help our threats in multiple ways. Whether it be to protect our threats from damage, counter opposing threats, remove opposing blockers, or provide reach to finish off a crippled opponent, each spell can be utilized in multiple ways.

    2.) They offer efficiency. While each spell in Team Geist is generally best suited to one or two particular roles, every spell is capable of performing one or more options as the board state dictates. The burn spells offer direct damage and removal and cards such as charm(s) or Cryptic Command offer several options inherently.

    3.) They offer card advantage. Cantrips are great for the deck because they can perform their role while not losing any card advantage. Cards like Remand and Electrolyze can also be utilized to gain actual card advantage while affecting the board state in some way.

    Below are some of the staple spells for Team Geist variants.

    Lightning Bolt (Run in Both Variants):
    The single best burn spell in the modern format, and among the best spells overall. Three damage that can go directly to the face or act as removal for most early threats in the modern format all for the low cost of one red mana. Bolt represents everything this deck wants in a spell: cheap,versatile effects that can affect the board state across multiple scenarios.

    Lightning Helix (Run in Both Variants):
    The single most efficient life swing in modern. This instant offers a 6 life swing for one red and one white mana, which helps improve many of the aggro matchups in the format. Helix-Snap-Helix is no joke against Burn or other aggressive matchups, and like its Bolt counterpart, Helix can be directed at either the opponent's face as reach or towards a creature as removal.

    Path to Exile(Run in Both Variants):
    The single best creature removal spell in modern. What our bolts and helixes cannot kill, the path to exile can. The drawback of offering the opponent an additional mana is somewhat mitigated in this deck given that the game should end somewhat quickly with a threat on board.

    Remand (Run in Both Variants):
    Remand is the premier tempo counter spell. It provides a loss in tempo to our opponent while providing our deck with card advantage. It can also be utilized to bounce back any spell that is countered by our opponent that we would like to keep.

    Electrolyze (Run in Both Variants):
    At best it will kill two of their creatures and draw you a card. At worst, it's 2 to the opponent's face and a cantrip. No matter which way you spin it, Electrolyze is a very versatile tempo spell that fits the philosophy of Team Geist perfectly. While powerful, it is also something of a meta call, so it's best to pick it if you expect to be going up against a lot of X/1's.

    Unsubstantiate (Run in my personal revival of Old School Geist):
    I've spoken at length about Unsub in the past, but I'll do my best to summarize here. Essentially, Unsub has made the old school, aggro oriented Geist decks more viable. Being able to either pseudo-Remand or bounce a creature back to its owner's hand is a very flexible set of options. The bounce effect can be used to clear blockers for Geist, save him from lethal damage, or bounce one of our ETB creatures to replay again later in the game. Additionally, the wording on Unsub ("Return to hand" instead of "Counter") means we can bounce spells such as Supreme Verdict or Abrupt Decay. The only downside I can see in this over Remand is its lack of cantrip, but I think its versatility can make up for that defecit.

    Other Spells: Counters
    Mana Leak: (Run in both Variants, generally in the more controlling variants):
    It's one of the best "hard" counters Geist has access to in the early game. However, it gets worse the more mana the opponent has access to, so keep that in mind, but it's still a powerful tempo spell if timed right.

    Logic Knot:: Essentially a Mana Leak with Delve that scales better the longer the game progresses. If you have a lot of Delve fuel that can help keep Knot relevant into the later game, and you plan on playing a more controlling gameplan, Knot might be a good choice.

    Cryptic Command: Not "just" a Counter spell, since it can also act as a cantrip, bounce effect, and tap-down, but since that mode is used pretty often, I figured I'd mention it here. Cryptic can be an incredibly powerful spell that synergizes with our gameplan (since a T3 Geist followed by a turn 4 Cryptic to counter a potential board state or tap down a field of blockers is pretty effective), but its 1UUU mana can be prohibitive and difficult to run depending on your land base. If your mana can support it, I might consider trying out Cryptic Command as a versatile turn 4 catch-all, but it isn't absolutely necessary.

    Dispel, Negate, Spell Pierce,Spell Snare,,Dovin's Veto: All of these counter spells are cheap utility options as well. Dispel is best for dealing with lists with a lot of instants, Pierce and Snare counter a lot of cheap spells in the format, and Negate and Veto provide powerful catch-alls for most noncreature spells, with Veto being better in counter-spell heavy formats. Whichever you prefer for your build and your meta will work.

    Other Spells: Burn spells:

    Forked Bolt: A cheaper, sorcery speed Electrolyze that doesn't cantrip. If you absolutely need two X/1's dead on turn 1, this is an option, but with Affinity basically out of the format that need isn't as high as it was in the 2015-2016 era of Geist.

    Burst Lightning: Another cheap burn spell option. Burst is unique since it can be kicked later in the game, meaning it can be used as a shock to pick off an early threat, then Snapped back as a finisher, or vice versa. It's versatile, cheap, and relatively effective for its cost,if you need that sort of effect.

    Boros Charm: While commonly seen as "Dome 4" (hence its inclusion in the Burn spells section,) all three modes of Boros Charm can be relevant for Team Geist. Double Strike can make a single threat lethal. Four damage can provide the reach we need to finish the game or kill a pesky planeswalker like Liliana of the Veil. Finally, the indestructible clause helps us protect our threats from sweepers and removal. A great utility spell for the deck, particularly if you want to play more aggressively.

    Other Spells: Utility:

    Valorous Stance: Popular in the days of Old School Geist, Stance offers two pieces of utility that are good for us: protection for Geist and removal for higher toughness creatures in the format. Nowadays, it's best in a format full of GBx, Death's Shadow, or other larger threats, but when it's relevant, it can be quite good.

    Abrade: Another flexible utility option. Great against small creature aggro and artifact based decks alike, Abrade is a powerful option in the right meta. It's great against Vial decks, as it can either kill a smaller creature or destroy the Aether Vial itself.

    Izzet Charm: Izzet charm is another perfect utility spell for the deck. It offers a looting option to smooth out our draws while also providing an additional semi-counter spell and possible removal for a smaller creature.

    Posted in: Deck Creation (Modern)
  • posted a message on Jeskai Tempo /Delver/Prowess ("The Jeskai Way" )
    Admittedly, Stevomat, I posted my list before going to bed so I didn't have time to type out a substantial comment.
    So now that I'm more awake here are my thoughts on my deck as it stands now:

    Overall it's playing well enough. Not having access to MTGO and having to rely on playing with friends over video call has slowed my playtesting considerably, so there isn't much to comment on. But it's been winning games fairly often when it does get to see play, though that's with the caviat that I have yet to face the Companion based decks like the new Burn build because of my lack of accessibility to reliable testing.

    I will note that my singleton Raugrin Triome has been great for my manabase (which I suddenly realize I didn't add to my post lol), as it's nice to have that tri-land as an option. Additionally, I've really been liking my pair of Boros Charms because of their mix of reach and utility,and the Winds of Abandon for dealing with larger threats. Chandra has been performing well as always,and I'm also liking Unsubstantiate. With the cantrips that would usually be seen on Remand now located in my set of Canopy lands, I'm still running the same number as traditional Team Geist, just distributed differently. Therefore I can run Unsubstantiate, which helps me clear the way for Geist.

    As for how individual cards have been slightly under-performing, Electrolyze is doing decently still, but I am now willing to consider other options which might be stronger. Same with Vendilion Clique and Elspeth. All of these cards still work well, but I am willing to try alternatives because they aren't quite as versatile or useful as they used to be and Modern has changed a lot since the days of Team Geist.

    Matchups:
    I've primarily been testing against 4c Death's Shadow, which is a close matchup (though slightly in their favor because of all the hand disruption, Burn (the traditional, non-Lurrus variant) and combo decks like Scapeshift and Amulet Titan. I've also gotten some sporadic testing in against various Vial decks and a homebrew Boros Stoneblade. Overall, I'm pretty happy with the results I have been able to get, but I can't say if the deck will perform well in the more current state of Modern.
    Posted in: Deck Creation (Modern)
  • posted a message on Jeskai Tempo /Delver/Prowess ("The Jeskai Way" )
    4 Snapcaster Mage
    4 Geist of Saint Traft
    3 Restoration Angel
    2 Vendilion Clique

    1 Chandra, Torch of Defiance
    1 Elspeth Knight-Errant

    4 Lightning Bolt
    4 Lightning Helix
    2 Boros Charm
    3 Electrolyze
    4 Path to Exile
    4 Unsubstantiate
    2 winds of Abandon

    4 Flooded Strand
    2 Arid Mesa
    2 Scalding Tarn
    1 Hallowed Fountain
    1 Sacred Foundry
    2 Steam Vents
    1 Raugrin Triome
    2 Sunbaked Canyon
    2 Fiery Islet
    3 Celestial Colonnnade
    2 Island
    1 Mountain
    1 Plains
    Posted in: Deck Creation (Modern)
  • posted a message on Jeskai Tempo /Delver/Prowess ("The Jeskai Way" )
    If nothing else, I own a Shu-Yun EDH, so I'll be getting a copy of Narset for that.

    What do you think about Vadrok, Apex of Thunder in our style of deck? Mutating Geist of Saint Traft and giving him evasion could be helpful in certain types of builds. Plus being able to cast a Bolt, Path etc upon mutation could be quite useful.
    Posted in: Deck Creation (Modern)
  • posted a message on Jeskai Tempo /Delver/Prowess ("The Jeskai Way" )
    I don't think she can replace Chandra for me, meaning she takes either my Elspeth slot or part of my SB.

    My current list:


    Land (23)
    2x Arid Mesa
    3x Celestial Colonnade
    4x Flooded Strand
    1x Eiganjo Castle
    1x Hallowed Fountain
    2x Island
    1x Mountain
    1x Plains
    1x Sacred Foundry
    2x Scalding Tarn
    2x Sunbaked Canyon
    2x Fiery Islet
    2x Steam Vents

    Instant (21)
    3x Electrolyze
    4x Lightning Bolt
    4x Lightning Helix
    2x Boros Charm
    4x Path to Exile
    4x Unsubstantiate

    Creature (13)
    4x Geist of Saint Traft
    3x Restoration Angel
    4x Snapcaster Mage
    2x Vendilion Clique

    Planeswalker (2)
    1x Chandra, Torch of Defiance
    1x Elspeth, Knight-Errant

    Sideboard (15)
    1x Archangel Avacyn
    2x Blessed Alliance
    2x Damping Sphere
    2x Dispel
    1x Engineered Explosives
    1x Keranos, God of Storms
    1x Dovin's Veto
    1x Winds of Abandon
    3x Spell Queller / Leyline of Sanctity
    1x Wear
    Posted in: Deck Creation (Modern)
  • posted a message on Jeskai Tempo /Delver/Prowess ("The Jeskai Way" )
    She's certainly interesting. Question though: do you think Narset is best in my more midrange Geist style builds or your more dedicated Prowess versions? I can't seem to be able to make an accurate evaluation here.
    Posted in: Deck Creation (Modern)
  • posted a message on Jeskai Tempo /Delver/Prowess ("The Jeskai Way" )
    Remember, before the Onslaught/Khans fetches were legal, everyone had to play off colored fetch lands. So the use of Heaths to fetch for your white lands shouldn't be too much of a problem.

    As for spells, my current setup looks something like this:
    4 Bolt
    4 Helix
    4 Path
    2 Electrolyze
    2 Abrade
    4 Remand
    Posted in: Deck Creation (Modern)
  • posted a message on Jeskai Tempo /Delver/Prowess ("The Jeskai Way" )
    That looks pretty sweet to play! I might personally play a bit more interaction and spells (especially if you want to run YP), but overall I really like the direction you're taking this.
    Posted in: Deck Creation (Modern)
  • posted a message on Jeskai Tempo /Delver/Prowess ("The Jeskai Way" )
    For me, a budget deck would look something like this:
    Note: I'm somewhat biased towards Geist as that is my personal deck, hence this theoretical list is leaning towards a Geist type gameplan.

    4 Lightning Bolt
    3-4 Lightning Helix
    4 *flex slot*(Remand,Electrolyze,Mana Leak, Opt/Serum Visions, other interaction and removal options)
    4 Path to Exile
    4 *flex slot* (See above flex slots)

    4 Geist of Saint Traft (Spell Queller if you don't want to play Geist)
    4 Dreadhorde/ Mission Briefing/ other "Pseudo Snap" effect (*eventually replace with Snapcaster*)
    4 *flex slot* (Queller/Geist, Restoration Angel, etc)
    2 Goblin Dark Dwellers/ Vendilion Clique

    2-3 PW (personal choice, various options include Gideon of the Trials/ Ally of Zendikar, Tef3ri, Chandra, Torch of Defiance, JTMS, Royal Scions etc).

    24 Lands
    Posted in: Deck Creation (Modern)
  • posted a message on Jeskai Tempo /Delver/Prowess ("The Jeskai Way" )
    @BloodyRabbit I started with a "Team Geist" list, and ultimately found my shell worked better for my local meta. However, during my last round of testing,I ended up shaving a Helix for a 24th land. So while I agree 23 lands are too few, I like the direction I'm taking my shell.

    @CurdBros: I have 2 FoN out of the sideboard, but if necessary I am willing to invest in a couple more for the maindeck.
    Posted in: Deck Creation (Modern)
  • posted a message on Jeskai Tempo /Delver/Prowess ("The Jeskai Way" )

    Land (23)
    2x Arid Mesa
    3x Celestial Colonnade
    1x Eiganjo Castle
    2x Fiery Islet
    4x Flooded Strand
    1x Hallowed Fountain
    2x Island
    1x Mountain
    1x Plains
    1x Sacred Foundry
    2x Scalding Tarn
    2x Steam Vents
    1x Sunbaked Canyon

    Instant (21)
    2x Abrade
    3x Electrolyze
    4x Lightning Bolt
    4x Lightning Helix
    4x Path to Exile
    4x Remand

    Creature (14)
    4x Geist of Saint Traft
    3x Restoration Angel
    4x Snapcaster Mage
    2x Vendilion Clique

    Planeswalker (2)
    2x Chandra, Torch of Defiance
    2x Gideon of the Trials

    Sideboard (15)
    3x Leyline of Sanctity
    1x Archangel Avacyn
    1x Lyra Dawnbringer
    2x Rest in Peace
    2x Dovin's Veto
    1x Disdainful Stroke
    2x force of Negation
    2x Settle the Wreckage
    1x Wear
    Posted in: Deck Creation (Modern)
  • posted a message on Jeskai Tempo /Delver/Prowess ("The Jeskai Way" )
    Royal Scions might be in contention to replace my Knight-Errant. Still forces Geist through and makes my Angels, Snaps etc hit harder, but the first + also helps me with consistency. It also comes down turn 3 vs turn 4.
    Posted in: Deck Creation (Modern)
  • posted a message on Jeskai Tempo /Delver/Prowess ("The Jeskai Way" )
    4 Geist
    4 Snap
    4 Resto/ Lightning Angel
    2 Vendilion Clique

    4 Bolt
    4 Helix
    2 Abrade
    2 Electrolyze/ FoN/ Veto/ Spell Pierce/ Spell Snare / Boros Charm (Flex Slot)
    4 unsubstantiate

    1 Chandra
    1 Elspeth
    1 Steel of the Godhead

    23 lands
    Posted in: Deck Creation (Modern)
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