I'm fairly certain that at least early in the new Standard season will be a lot about our old friend Geist of Saint Traft. When you're not worrying about your zombies matchup, he's gonna be on your list. To that end, I'm working on several speculative lists that include our friend. This is the question. In your opinion, what's the best way to force through damage from GoST? What options do we have in the new standard card pool to make it happen?
His biggest problem has always been that, barring some sort of trick or plan he's a 2/2 that gets favorably blocked, knowing you're getting in for four with the angel. In an attempt to remedy this I've thought of several things.
1. I've built a U/W shell around him that, among other things wants to intentionally disrupt your ability to favorably block him. This includes cards like Spectral Flight, Unsummon, and appropriate use of the new detain mechanic.
2. Restoration Angel. Being able to swing and then blink the Geist out of play before damage resolves gets you in for four free damage usually while untapping the Geist, making him available to block should the worst happen.
3. Rootborn Defenses. This is a new one. As a review, the card is this: 2W
Instant
Populate. Creatures you control are indestructible this turn.
Again, with this last card, you'll be recklessly swinging with the Geist and then if he's blocked you make all your creatures indestructible. You get in for four free damage and, as an added bonus you get a 4/4 Angel token out of the populate.
These are what I'm looking at. I'm sure there are other things I'm missing in the new standard. Obviously, newly spoiled cards could make their own imprint on this situation. What do you think?
Hmm. All good thoughts. I haven't actually looked at him in an exalted list yet. I'm pretty sure I'm going Bant after rotation though. It's my favorite group of three and it gets all its Shocks this set.
I'm running Selesnya Charm in a couple potential lists already. I guess the +2 back end is what really matters here, thought the trample is nice.
Wayfaring Temple seems good too. The current list I'm leaning toward is already full of three drops but I could see an alternate list go that direction.
Here's what we're doing currently if anyone cares:
I'm unsure about O-Ring versus Sphere here but since I'm going after Zombies in a big way I'm leaning toward the Sphere. Only one-of thanks to Abrupt Decay. I'm also really light on the green in this build to try and maintain consistency. It's also possible that the human sub-plan is just wrong.
I don't want to derail my own thread into "help build this list", just provide one potential avenue for really maximizing what Geist brings to the table.
your list is so light on green cards you should just cut them entirely, run snapcaster over elite inquisitor and go up to 4 unsummon + 4 azorius charm.
I think you might be onto something with this deck, I like it.....
actually with phyrexian mana gone snapcaster isn't really a 2 drop anymore so....maybe don't switch your 2 drop with it.....i need to think about this more apparently.
I've got a friend telling me to cut the green. I'm inclined to either agree, or change the deck significantly and run a lot more green. I've been playtesting and shuffling for sample hands and it seems to either go off completely, or just fall flat. I'm not sure what it is yet...
Hmm. All good thoughts. I haven't actually looked at him in an exalted list yet. I'm pretty sure I'm going Bant after rotation though. It's my favorite group of three and it gets all its Shocks this set.
I'm running Selesnya Charm in a couple potential lists already. I guess the +2 back end is what really matters here, thought the trample is nice.
Wayfaring Temple seems good too. The current list I'm leaning toward is already full of three drops but I could see an alternate list go that direction.
Here's what we're doing currently if anyone cares:
I'm unsure about O-Ring versus Sphere here but since I'm going after Zombies in a big way I'm leaning toward the Sphere. Only one-of thanks to Abrupt Decay. I'm also really light on the green in this build to try and maintain consistency. It's also possible that the human sub-plan is just wrong.
I don't want to derail my own thread into "help build this list", just provide one potential avenue for really maximizing what Geist brings to the table.
I had put together a bant list as well but it was a lot lighter on the creatures. you have barely any draw i would cut
4x Champion of the Parish
3x Doomed Traveler
3x Elite Inquisitor
3x Silverblade Paladin
for 4 snapcaster, 2 more Azorius Charms, 4 Thought scours, 2 runechanters pike. one more card
Rootborn is cute but too slow, you want to just win if you play geist not durdle around until you have a bunch of angel tokens. Hitting hard and fast is the key i think for geist, as the board clogs up he becomes very bad.
Just my opinion.
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I'm fairly certain that at least early in the new Standard season will be a lot about our old friend Geist of Saint Traft. When you're not worrying about your zombies matchup, he's gonna be on your list. To that end, I'm working on several speculative lists that include our friend. This is the question. In your opinion, what's the best way to force through damage from GoST? What options do we have in the new standard card pool to make it happen?
His biggest problem has always been that, barring some sort of trick or plan he's a 2/2 that gets favorably blocked, knowing you're getting in for four with the angel. In an attempt to remedy this I've thought of several things.
1. I've built a U/W shell around him that, among other things wants to intentionally disrupt your ability to favorably block him. This includes cards like Spectral Flight, Unsummon, and appropriate use of the new detain mechanic.
2. Restoration Angel. Being able to swing and then blink the Geist out of play before damage resolves gets you in for four free damage usually while untapping the Geist, making him available to block should the worst happen.
3. Rootborn Defenses. This is a new one. As a review, the card is this:
2W
Instant
Populate. Creatures you control are indestructible this turn.
Again, with this last card, you'll be recklessly swinging with the Geist and then if he's blocked you make all your creatures indestructible. You get in for four free damage and, as an added bonus you get a 4/4 Angel token out of the populate.
These are what I'm looking at. I'm sure there are other things I'm missing in the new standard. Obviously, newly spoiled cards could make their own imprint on this situation. What do you think?
I'm running Selesnya Charm in a couple potential lists already. I guess the +2 back end is what really matters here, thought the trample is nice.
Wayfaring Temple seems good too. The current list I'm leaning toward is already full of three drops but I could see an alternate list go that direction.
Here's what we're doing currently if anyone cares:
4x Champion of the Parish
3x Doomed Traveler
3x Elite Inquisitor
4x Geist of Saint Traft
3x Lyev Skyknight
3x Restoration Angel
3x Silverblade Paladin
2x Thragtusk
2x Selesnya Charm
2x Azorius Charm
3x Rootborn Defenses
2x Unsummon
Enchantments (3):
1x Oblivion Ring/Detention Sphere
2x Spectral Flight
Land (23):
3x Cavern of Souls
3x Temple Garden
4x Hallowed Fountain
4x Glacial Fortress
2x Moorland Haunt
3x Plains
3x Islands
1x Forest
I'm unsure about O-Ring versus Sphere here but since I'm going after Zombies in a big way I'm leaning toward the Sphere. Only one-of thanks to Abrupt Decay. I'm also really light on the green in this build to try and maintain consistency. It's also possible that the human sub-plan is just wrong.
I don't want to derail my own thread into "help build this list", just provide one potential avenue for really maximizing what Geist brings to the table.
I think you might be onto something with this deck, I like it.....
actually with phyrexian mana gone snapcaster isn't really a 2 drop anymore so....maybe don't switch your 2 drop with it.....i need to think about this more apparently.
I had put together a bant list as well but it was a lot lighter on the creatures. you have barely any draw i would cut
4x Champion of the Parish
3x Doomed Traveler
3x Elite Inquisitor
3x Silverblade Paladin
for 4 snapcaster, 2 more Azorius Charms, 4 Thought scours, 2 runechanters pike. one more card
Rootborn is cute but too slow, you want to just win if you play geist not durdle around until you have a bunch of angel tokens. Hitting hard and fast is the key i think for geist, as the board clogs up he becomes very bad.
Just my opinion.