There's no real point to looking at the deck lists posted by WotC for actionable data, being handpicked and without knowing the decks they beat, its little more than a talking point. They could post 5 Spirit 5-0s and you wouldn't know anymore than when you started, aside from maybe some sideboard tech/trends.
Tournament Report- 40+ player event (6 rounds and top 8).
Round 1 - Skred Prison (W 2-1)
Game 1 on the play, knew what he was (because i made the deck for him to play) but with a basic and fetch in hand went fetch shock to get my bird in play. He turn 1 Blood Mooned...and the rest didn’t go so well. Game 2 he had a ton of removal to my creatures, but eventually got over his head. Game 3 he slammed a bridge (i did bring in disenchants) which I quellered...and the following turn he stuck a second. Luckily he never found land 4, and the cards in his hand were unplayable. Lesson learned here, bridge could be a problem for this deck.
Round 2 - Affinity (W 2-0)
Game 1 on the draw, memory of the game is fuzzy...but I basically just kept a flyer back to deal with his plated creature and out damaged him, luckily found a path for his master. Game 2, i was trading my flying dudes for his, and finally company let me down by only finding me a supreme phantom. Of course, top decking 2 more and creating an army of 3 / 5 creatures felt pretty good. Again just keeping a single creature back to protect from lethal threats. He is one of the better affinity players and did create a situation for himself to win when I almost didn’t block due and his aether grid would have got the last 2 damage he needed. Alas, match felt pretty ok.
Round 3 - Jeskai Control (W 2-0)
Game 1 just played the threats game and got his health total low before the board wipe. Moorland haunt took over the game for a bit keeping threats on the table and allowing me to repopulate to where he had to snap board wipe. A lucky top deck company got me the “lord lock” duo and the lord I was holding back in my hand took me to the finish line. Game 2 I slammed my Geist on turn 2 and got some serious value out of it before it got ambush vipered, he wiped the board but I held back most of my threats and let geist do the work. Finished it up. Learned in this match up just how much jeskai control values helix at times, and how blanking it by a sacrifice or rattlechains really makes their math unhappy.
Round 4 - KCI (L 0-2)
Not even going to get into it. The deck stumbled on lands both games and there was nothing I could do. The match seems terrible as it is...was glad if my deck was finally going to stumble this is where it happened.
Round 5 - Jeskai Control (W 2-0)
Game 1 I blanked out his removal and just flew over his head. Game 2 was much more involved as Izzet Staticaster took over the game for a little bit. But 3 collected companies later I established a board state he couldn’t just blank out...and had my queller to protect against his settle the wreckage he intended to use to blow me out.
Round 6 - Draw Into Top 8
Top 8 - Abzan Traverse (W 2-0)
Game 1 showed the power of Supreme Phantom. His Grim Flayer did not match up well versus my Phantom. Quellered his fatal push, copied the lord...and flew into victory. Game 2, Rest in Peace showed up and lined up very well with what his hand was trying to do. He bought himself some time with lingering souls but ran him over.
Top 4 - G-Tron (L 0-2)
Kinda like my KCI match, i watched as the deck failed hard. I had to mull to 5 because the only lands i saw were off color to what I had going on in my hand or colorless (more on that later). My opponent is on a 20-0 streak with the deck (including a 1k win recently) and when he got turn 3 tron (karn game 1...ballista game 2) that is all she wrote.
My obsessive watching of videos this past weekend paid off...deck was fun and felt like I could handle the removal heavy matches that I would fold to as humans. My local shop is mostly Tron/Burn...though a few of the top players at the shop run KCI so i was concerned about that also. So my sideboard was geared toward being able to give myself a better chance against those decks but I either didn’t respect Tron enough or just didn’t bring the right tools to the battle.
So I got lots of time to ponder this before I play again. My first move will be to cut the Kataki for Stony Silence. I’m likely going to cut at least 2 of the damping sphere and both my unified will to bring a playset of ceremonious rejection. The other spot may just become another Geist for the matches where I want to go fast. The tron player said Geist causes problem, and when it showed up tonight it was amazing. I don’t like the disenchant, but blood moon does cause problems for this deck (priority, white/blue/green on fetches) and so does bridge so it feels like it’s a necessary evil. The deck itself does not feel like it needs “cute” answers to things, it just needs straight up answers to the decks that make it sad.
Final thoughts on the land base. I was running 1 Moorland Haunt. 1 Gavony, and 1 Canopy tonight for my “utility” lands. None of them really screamed at me they were going to take over the game...but Moorland haunt did at least show up. I never ran into issues with having the land I needed to cast my creatures (minus opening hands) so I’m currently pondering if there is any value/merit in considering making them ghost quarters just to combat my local meta’s tron infestation...but not sure if that would be enough.
Has anyone tried a Vial + CoCo build yet like 5C Slivers does?
i did (before supreme phantom was printed), the list actually felt great and i think vial+coco is a very strong choice. The playstyle i adopted was the same as UW spirits, with a minor splash in green for CoCo. Now, with the new lord, the list should be even better as Supreme Phantom really likes putting 2 bodies on the battlefield for 4 mana at instant speed.
Has anybody compared Moorland Haunt vs Mutavault in their lists? I'm currently trying to decide on a number of both to add to the mana base and I am not sure which is superior with the 8 lords + 4 phantasmal images I intend to run in my list, or in general.
Has anybody compared Moorland Haunt vs Mutavault in their lists? I'm currently trying to decide on a number of both to add to the mana base and I am not sure which is superior with the 8 lords + 4 phantasmal images I intend to run in my list, or in general.
I run a playset of Mutavaults and 2xMoorland Haunt and works pretty well in my UW build with 21 lands.
What does your list look like, are you running any Cavern of Souls? Does having 6 colorless lands interfere with your Moorland Haunt activation ?
Has anybody compared Moorland Haunt vs Mutavault in their lists? I'm currently trying to decide on a number of both to add to the mana base and I am not sure which is superior with the 8 lords + 4 phantasmal images I intend to run in my list, or in general.
I run a playset of Mutavaults and 2xMoorland Haunt and works pretty well in my UW build with 21 lands.
What does your list look like, are you running any Cavern of Souls? Does having 6 colorless lands interfere with your Moorland Haunt activation ?
I don't own Cavern of Souls unfortunatly but once I do, I'll cut 1xMoorland Haunt for it because it actually just works as a backup spirit.
Hmm, I've been really torn on running that many colorless lands in the mana base anyway. Is it possible that Moorland Haunt isn't worth the spot anymore ?
What do you think about dropping Moorland Haunt's completely and running a manabase like this:
I was on 3 aether vials because 1 is still in the mail.
2-1 red prison
Game 1 had a decent start, remand his turn 2 bloodmoon and spell queller it away next turn. He had a 3 rabble master draw this game. I thought he might have been on goblins and boarded wrong for game 2.
Game 2 I had a slower start and bridge got me.
Game 3 mull to 6, Wander into Supreme into drogskol. Fetched basics to avoid moon and his resolved bridge was irrelevant. Opponent kept a land heavy hand and couldn't dump it fast enough.
2-0 colorless eldrazi
Nothing notable. Janky deck (it had serum powder and some other weirdness) and my opponent got mana screwed both games. I did get to remand a thought knotseer he exiled 2 simian spirit guides to cast, which felt gross.
2-0 scapeshift
Established a clock and held up queller for scapeshift both games.
1-2 KCI
Game 1 I didn't know what my opponent was on and kept an iffy hand. He won the die roll and combo'd turn 3.
Game 2 I had a turn 2 rip and a clock. He found an EE when I had both Supreme and rattlechains out for beats, flashed in selfless to save my dudes. He couldn't combo after getting rip off the table and I had lethal when he passed back.
Game 3 I got stuck on 3 lands. Then I got greedy and cast a top deck kataki with negate and queller in hand. Lost on his next turn. Huge misplay on my part, pretty sure this game was mine and I just gave it away.
0-2 Grixis Cruel Control
My deck decided it was done for the night. Mulled to 5 both games. Flooded out game 1, got mana screwed game 2.
Remand felt great all night. Vapor snag felt bad every time I cast it. The sideboard felt about right, despite throwing it together at the last minute. I think I brought in 9 cards against KCI. Not sure about the echoing truth, eidolon and labyrinth spots though.
For those curious over the 2 remorseful main and 2 nebelgast side, I'm in a combo and control heavy meta here. Although remorseful was never relevant tonight.
Going forward: -2 vapor snag +1 aether vial (should be delivered today) +1 land (ghost quarter most likely). -1 kataki +1 Stony silence.
I don't own Cavern of Souls unfortunatly but once I do, I'll cut 1xMoorland Haunt for it because it actually just works as a backup spirit.
In a Vial shell, there's no reason not to play 4 Caverns if you have the budget for it. On top of 4 Cavs, you must run Moorland Haunt too, it's a very important land for the deck that you don't want to cut. Non-spirit colored spells are quite rare in this archetype, so don't worry, your manabase can be greedy.
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Pioneer - A bunch of stuff Modern - Humans Legacy - Grixis Phoenix / Death & Taxes
There are lots of good reasons to not run Cavern of Souls in UW. Our manabase is already solid color-wise so we really don't need the fixing, we also have a great counterspell matchup already between Vial and flash on many of our spirits. Meanwhile Cavern is anti-fixing for all of our spells and Moorland Haunt, meaning that it becomes much harder to cast sideboard cards like Settle the Wreckage or Detention Sphere. I think 0-1 is the right number of Caverns unless there's a significant uptick of counterspells in the metagame.
So I played Bant Spirits backed when CalebD first ran it. The deck was a blast but I didn’t like how painful the manabase was. I’m now switching to UW but was wondering what kind of card draw it had. Would running curious obsession or chart a course work or would it be easier to use something like sea gate wreckage?
Hi All, in the past ive played a lot of Merfolk - so Ive picked up UW Spirits recently (while also testing Bant Spirits). It's amazing how a single card (ie. Supreme Phantom) has changed this deck into a real contender - spirits may very well end up being a tier 1 deck. Anyway my list is below and I wanted to discuss some of the card choices and see how others are feeling about certain cards.
//Lands (Manabase is very solid and can somewhat easily play through blood moon and other LD strategies)
4 Flooded Strand
4 Seachrome Coast
4 Mutavault (One of the reasons to play UW over Bant is that you get to play this awesome card)
2 Hallowed Fountain
2 Island
2 Plains
2 Cavern of Souls (Bant is very open to attack from counterspells without Cavern and Vial - which is very relevant right now with control popular)
1 Moorland Haunt
//Creatures
4 Mausoleum Wanderer (Auto 4x - core card)
4 Rattlechains (Auto 4x - core card)
4 Selfless Spirit - it could be 3x but I like that its at 2 cmc and fills the curve while giving us good protection against board wipes in a control meta
4 Supreme Phantom (Auto 4x - core card)
4 Drogskol Captain (Auto 4x - core card)
4 Spell Queller (Auto 4x - core card)
2 Nebelgast Herald - not entirely convinced but so far its been decent against other tribes inc. mirror, Titan decks and ok against burn and other aggro
2 Phantasmal Image - i like copying drogskol for the double drogskol combo/lock. I dont think anymore then two are needed or wanted - could be wrong
2 Geist of Saint Traft - I am biased towards this card - pet card. It is good against removal heavy decks/control. This could be cut
1 Kira, Great Glass-Spinner - Kira is here to sure up the removal heavy matchups - I think its worth one slot.
//Other
4 Path to Exile (core)
4 Aether Vial (core)
//Sideboard
SB: 3 Unified Will - This could be negate - ive been caught out a couple times with this being a dead card - but ive also countered titans/TKS etc
SB: 2 Remorseful Cleric - I have no idea about this card. I want more then 2x RIP as gy hate but dont want to play more then 2x RIP.
SB: 2 Damping Sphere - I'm considering Eidolon of Rhetoric in this slot. stronger against Storm/Ad Naus/KCI/hollow one but sphere is better against tron
SB: 2 Rest in Peace - I think 2x RIP is a minimum
SB: 2 Worship - this could be 1x - strong against Burn, Affinity, Humans and whatever just cant remove it, boardwipe or cant collective brutality you.
SB: 2 Fragmentize - Ive played disenchant and Echoing Truth in this slot - not sure which is best.
SB: 1 Stony Silence - Worth considering playing more of these - interaction with our own vial is bad. Need to get the mix of Tron/Affinity hate correct.
SB: 1 Settle the Wreckage - I think this solidly holds its position as a 1-of
Problematic decks and cards for me to play against include (off the top of my head) - GDS and particularly grim lavamancer (another reason I like RIP).
How about the land denial and spell pierce strategy - Ive been testing it lately and it seems to have a lot of legs (especially in a control meta).
In regards to JTMS - I think it would be a fine sb inclusion in Bant with all the fetches - but less so in UW with relatively few ways to get out form a brainstorm lock..
Hey I’ve been playing spirits and following the forums for a long time. Took a break from magic and Supreme Phantom got me back in. I tend to struggle a lot with black discard/sacrifice decks and also all Enchantment decks. I run a kinda standard build of U/W Tempo. Any tips, tricks or recommendations for those match ups?
If you watched Todd Anderson vs. UR Storm on SCG, which is worth a spin, he completely blows Match 1 by not flashing in Selfless Spirit (I am 95% sure that was the card in his hand, since we don't have any other cmc 2 white spirit main deck and if it was Remorseful Cleric, it was an even bigger poop. I'm not sure either of them played optimally. I also don't like Thalia against Storm nearly as much as Eidolon of Rhetoric because they can overpower Thalia, but Eidolon stops them dead and doesn't die to Bolt, which is super relevant.
The earlier match vs. humans does raise the question if Worship is really necessary against them. Obviously, it is a tempo match, so whoever builds the aggressive board more quickly has a huge advantage, but Supreme Phantom is a big difference maker in this match now.
@theonlyjf
Lantern is the absolute best reason to run Hurkyl's Recall since we only need one swing later in the game to win and casting it inside combat is perfect.
@StreexGeist
Against Mardu, I like RiP, Worship (because it is a long game), Cleric, PtE, and Eidolon to keep their big prowess creature small.
UW Spirits - featuring JTMS, Tec Edge and Spell Pierce
There was some talk regarding JTMS - Im taking the below list to FNM tonight with a modified manabase to help avoiding the JTMS brainstorm lock.
Regarding cards like Curious Obsession - these cards are just too cute for my liking - bad topdeck on an empty field and you are so prone to getting 2-for-1'd early game. Regarding Cleric - I'm still mainboarding 1 and playing 2x RIP sb - I dont think Cleric is good enough from the board - I verywell could cut Cleric and go to three RIP - the true gy lock of RIP IMO is much better.
Also from my Merfolk days I've come to acknowledge that Spell Pirece is a pretty great card - especially so when paired with super cursecatcher (ie. Wanderer). One draw back is playing Path to Exile, as it is a non-bo with keeping Spell Pierce active - thus ive cut a couple of Paths from the below list..
The more I test the more I think mutavault just isn't that great - I'd rather have Tec Edge and/or Field of Ruin to hedge against Tron, Valakut, Control and even decks like Jund. If I end up cutting JTMS - ill change the mana base and play 4x Tec Edge.
//Lands
4 Flooded Strand
1 Misty Rainforest
3 Seachrome Coast
2 Tectonic Edge
2 Field of Ruin
2 Hallowed Fountain
2 Island
2 Plains
2 Cavern of Souls
1 Moorland Haunt
Messed with Jace, the Mind Sculptor - he was quite good. Spirits make it very easy to tap out for him and protect him while he essentially continues to either give you more spirits, or cut your opponent off with fateseal from the one answer they may have to upset your board. The misery is real.
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Round 1 - Skred Prison (W 2-1)
Game 1 on the play, knew what he was (because i made the deck for him to play) but with a basic and fetch in hand went fetch shock to get my bird in play. He turn 1 Blood Mooned...and the rest didn’t go so well. Game 2 he had a ton of removal to my creatures, but eventually got over his head. Game 3 he slammed a bridge (i did bring in disenchants) which I quellered...and the following turn he stuck a second. Luckily he never found land 4, and the cards in his hand were unplayable. Lesson learned here, bridge could be a problem for this deck.
Round 2 - Affinity (W 2-0)
Game 1 on the draw, memory of the game is fuzzy...but I basically just kept a flyer back to deal with his plated creature and out damaged him, luckily found a path for his master. Game 2, i was trading my flying dudes for his, and finally company let me down by only finding me a supreme phantom. Of course, top decking 2 more and creating an army of 3 / 5 creatures felt pretty good. Again just keeping a single creature back to protect from lethal threats. He is one of the better affinity players and did create a situation for himself to win when I almost didn’t block due and his aether grid would have got the last 2 damage he needed. Alas, match felt pretty ok.
Round 3 - Jeskai Control (W 2-0)
Game 1 just played the threats game and got his health total low before the board wipe. Moorland haunt took over the game for a bit keeping threats on the table and allowing me to repopulate to where he had to snap board wipe. A lucky top deck company got me the “lord lock” duo and the lord I was holding back in my hand took me to the finish line. Game 2 I slammed my Geist on turn 2 and got some serious value out of it before it got ambush vipered, he wiped the board but I held back most of my threats and let geist do the work. Finished it up. Learned in this match up just how much jeskai control values helix at times, and how blanking it by a sacrifice or rattlechains really makes their math unhappy.
Round 4 - KCI (L 0-2)
Not even going to get into it. The deck stumbled on lands both games and there was nothing I could do. The match seems terrible as it is...was glad if my deck was finally going to stumble this is where it happened.
Round 5 - Jeskai Control (W 2-0)
Game 1 I blanked out his removal and just flew over his head. Game 2 was much more involved as Izzet Staticaster took over the game for a little bit. But 3 collected companies later I established a board state he couldn’t just blank out...and had my queller to protect against his settle the wreckage he intended to use to blow me out.
Round 6 - Draw Into Top 8
Top 8 - Abzan Traverse (W 2-0)
Game 1 showed the power of Supreme Phantom. His Grim Flayer did not match up well versus my Phantom. Quellered his fatal push, copied the lord...and flew into victory. Game 2, Rest in Peace showed up and lined up very well with what his hand was trying to do. He bought himself some time with lingering souls but ran him over.
Top 4 - G-Tron (L 0-2)
Kinda like my KCI match, i watched as the deck failed hard. I had to mull to 5 because the only lands i saw were off color to what I had going on in my hand or colorless (more on that later). My opponent is on a 20-0 streak with the deck (including a 1k win recently) and when he got turn 3 tron (karn game 1...ballista game 2) that is all she wrote.
My obsessive watching of videos this past weekend paid off...deck was fun and felt like I could handle the removal heavy matches that I would fold to as humans. My local shop is mostly Tron/Burn...though a few of the top players at the shop run KCI so i was concerned about that also. So my sideboard was geared toward being able to give myself a better chance against those decks but I either didn’t respect Tron enough or just didn’t bring the right tools to the battle.
So I got lots of time to ponder this before I play again. My first move will be to cut the Kataki for Stony Silence. I’m likely going to cut at least 2 of the damping sphere and both my unified will to bring a playset of ceremonious rejection. The other spot may just become another Geist for the matches where I want to go fast. The tron player said Geist causes problem, and when it showed up tonight it was amazing. I don’t like the disenchant, but blood moon does cause problems for this deck (priority, white/blue/green on fetches) and so does bridge so it feels like it’s a necessary evil. The deck itself does not feel like it needs “cute” answers to things, it just needs straight up answers to the decks that make it sad.
Final thoughts on the land base. I was running 1 Moorland Haunt. 1 Gavony, and 1 Canopy tonight for my “utility” lands. None of them really screamed at me they were going to take over the game...but Moorland haunt did at least show up. I never ran into issues with having the land I needed to cast my creatures (minus opening hands) so I’m currently pondering if there is any value/merit in considering making them ghost quarters just to combat my local meta’s tron infestation...but not sure if that would be enough.
2 Botanical Sanctum
1 Breeding Pool
1 Cavern of Souls
4 Flooded Strand
1 Forest
1 Gavony Township
2 Hallowed Fountain
1 Horizon Canopy
1 Island
3 Misty Rainforest
1 Moorland Haunt
1 Plains
1 Temple Garden
2 Windswept Heath
1 Birds of Paradise
4 Drogskol Captain
1 Geist of Saint Traft
4 Mausoleum Wanderer
3 Noble Hierarch
2 Phantasmal Image
4 Rattlechains
3 Selfless Spirit
4 Spell Queller
4 Supreme Phantom
Spells (8)
4 Collected Company
4 Path to Exile
1 Blessed Alliance
3 Damping Sphere
2 Disenchant
2 Kataki, War's Wage
2 Kor Firewalker
2 Rest in Peace
2 Unified Will
1 Worship
What would you say to 2 CoCo and 2 Nebelgast Herald?
Tempo
Modern
Eldrazi and Staxes
Whir Prison
Legacy
5c Humans
DnT
"I'm a lead farmer... !" Quote ruined due to policy.
What does your list look like, are you running any Cavern of Souls? Does having 6 colorless lands interfere with your Moorland Haunt activation ?
Hmm, I've been really torn on running that many colorless lands in the mana base anyway. Is it possible that Moorland Haunt isn't worth the spot anymore ?
What do you think about dropping Moorland Haunt's completely and running a manabase like this:
4 Seachrome Coast
4 Flooded Strand
4 Hallowed Fountain
3 Island
1 Cavern of Souls
2 Plains
4 Mutavault
4 mausoleum Wanderer
2 phantasmal image
4 rattlechains
2 remorseful cleric
3 selfless spirit
4 Supreme phantom
4 drogskol captain
4 spell queller
Spells (13)
3 aether vial
4 path to exile
2 vapor snag
4 remand
3 seachrome coast
4 flooded strand
2 polluted delta
2 hallowed fountain
1 watery grave
2 moorland haunt
4 Island
2 Plains
3 negate
2 echoing truth
1 kataki, War's wage
1 selfless spirit
1 eidolon of rhetoric
1 spirit of the labyrint
2 nebelgast Herald
2 rest in peace
1 Stony silence
1 engineered explosives
I was on 3 aether vials because 1 is still in the mail.
2-1 red prison
Game 1 had a decent start, remand his turn 2 bloodmoon and spell queller it away next turn. He had a 3 rabble master draw this game. I thought he might have been on goblins and boarded wrong for game 2.
Game 2 I had a slower start and bridge got me.
Game 3 mull to 6, Wander into Supreme into drogskol. Fetched basics to avoid moon and his resolved bridge was irrelevant. Opponent kept a land heavy hand and couldn't dump it fast enough.
2-0 colorless eldrazi
Nothing notable. Janky deck (it had serum powder and some other weirdness) and my opponent got mana screwed both games. I did get to remand a thought knotseer he exiled 2 simian spirit guides to cast, which felt gross.
2-0 scapeshift
Established a clock and held up queller for scapeshift both games.
1-2 KCI
Game 1 I didn't know what my opponent was on and kept an iffy hand. He won the die roll and combo'd turn 3.
Game 2 I had a turn 2 rip and a clock. He found an EE when I had both Supreme and rattlechains out for beats, flashed in selfless to save my dudes. He couldn't combo after getting rip off the table and I had lethal when he passed back.
Game 3 I got stuck on 3 lands. Then I got greedy and cast a top deck kataki with negate and queller in hand. Lost on his next turn. Huge misplay on my part, pretty sure this game was mine and I just gave it away.
0-2 Grixis Cruel Control
My deck decided it was done for the night. Mulled to 5 both games. Flooded out game 1, got mana screwed game 2.
Remand felt great all night. Vapor snag felt bad every time I cast it. The sideboard felt about right, despite throwing it together at the last minute. I think I brought in 9 cards against KCI. Not sure about the echoing truth, eidolon and labyrinth spots though.
For those curious over the 2 remorseful main and 2 nebelgast side, I'm in a combo and control heavy meta here. Although remorseful was never relevant tonight.
Going forward: -2 vapor snag +1 aether vial (should be delivered today) +1 land (ghost quarter most likely). -1 kataki +1 Stony silence.
In a Vial shell, there's no reason not to play 4 Caverns if you have the budget for it. On top of 4 Cavs, you must run Moorland Haunt too, it's a very important land for the deck that you don't want to cut. Non-spirit colored spells are quite rare in this archetype, so don't worry, your manabase can be greedy.
//Lands (Manabase is very solid and can somewhat easily play through blood moon and other LD strategies)
4 Flooded Strand
4 Seachrome Coast
4 Mutavault (One of the reasons to play UW over Bant is that you get to play this awesome card)
2 Hallowed Fountain
2 Island
2 Plains
2 Cavern of Souls (Bant is very open to attack from counterspells without Cavern and Vial - which is very relevant right now with control popular)
1 Moorland Haunt
//Creatures
4 Mausoleum Wanderer (Auto 4x - core card)
4 Rattlechains (Auto 4x - core card)
4 Selfless Spirit - it could be 3x but I like that its at 2 cmc and fills the curve while giving us good protection against board wipes in a control meta
4 Supreme Phantom (Auto 4x - core card)
4 Drogskol Captain (Auto 4x - core card)
4 Spell Queller (Auto 4x - core card)
2 Nebelgast Herald - not entirely convinced but so far its been decent against other tribes inc. mirror, Titan decks and ok against burn and other aggro
2 Phantasmal Image - i like copying drogskol for the double drogskol combo/lock. I dont think anymore then two are needed or wanted - could be wrong
2 Geist of Saint Traft - I am biased towards this card - pet card. It is good against removal heavy decks/control. This could be cut
1 Kira, Great Glass-Spinner - Kira is here to sure up the removal heavy matchups - I think its worth one slot.
//Other
4 Path to Exile (core)
4 Aether Vial (core)
//Sideboard
SB: 3 Unified Will - This could be negate - ive been caught out a couple times with this being a dead card - but ive also countered titans/TKS etc
SB: 2 Remorseful Cleric - I have no idea about this card. I want more then 2x RIP as gy hate but dont want to play more then 2x RIP.
SB: 2 Damping Sphere - I'm considering Eidolon of Rhetoric in this slot. stronger against Storm/Ad Naus/KCI/hollow one but sphere is better against tron
SB: 2 Rest in Peace - I think 2x RIP is a minimum
SB: 2 Worship - this could be 1x - strong against Burn, Affinity, Humans and whatever just cant remove it, boardwipe or cant collective brutality you.
SB: 2 Fragmentize - Ive played disenchant and Echoing Truth in this slot - not sure which is best.
SB: 1 Stony Silence - Worth considering playing more of these - interaction with our own vial is bad. Need to get the mix of Tron/Affinity hate correct.
SB: 1 Settle the Wreckage - I think this solidly holds its position as a 1-of
Problematic decks and cards for me to play against include (off the top of my head) - GDS and particularly grim lavamancer (another reason I like RIP).
UWx control/midrange
Bant Eldrazi
That's a 61 card deck.
*turns out I can't count either.
"A StreexGeist says what?" Jace? When did you do this? How are you doing this? Tell us the story. Give us the numbers. Explain the game plan.
Tempo
Modern
Eldrazi and Staxes
Whir Prison
Legacy
5c Humans
DnT
"I'm a lead farmer... !" Quote ruined due to policy.
In regards to JTMS - I think it would be a fine sb inclusion in Bant with all the fetches - but less so in UW with relatively few ways to get out form a brainstorm lock..
//Lands
4 Flooded Strand
4 Seachrome Coast
4 Tectonic Edge
2 Hallowed Fountain
2 Island
2 Plains
2 Cavern of Souls
1 Moorland Haunt
//Creatures
4 Mausoleum Wanderer
4 Rattlechains
4 Selfless Spirit
4 Supreme Phantom
4 Drogskol Captain
4 Spell Queller
3 Nebelgast Herald
2 Phantasmal Image
1 Kira, Great Glass-Spinner
//Other
4 Aether Vial
3 Spell Pierce
2 Path to Exile
//Sideboard
SB: 3 Rest in Peace
SB: 2 Unified Will
SB: 2 Eidolon of Rhetoric
SB: 2 Stony Silence
SB: 2 Path to Exile
SB: 2 Echoing Truth
SB: 1 Worship
SB: 1 Settle the Wreckage
UWx control/midrange
Bant Eldrazi
The earlier match vs. humans does raise the question if Worship is really necessary against them. Obviously, it is a tempo match, so whoever builds the aggressive board more quickly has a huge advantage, but Supreme Phantom is a big difference maker in this match now.
@theonlyjf
Lantern is the absolute best reason to run Hurkyl's Recall since we only need one swing later in the game to win and casting it inside combat is perfect.
@StreexGeist
Against Mardu, I like RiP, Worship (because it is a long game), Cleric, PtE, and Eidolon to keep their big prowess creature small.
Tempo
Modern
Eldrazi and Staxes
Whir Prison
Legacy
5c Humans
DnT
"I'm a lead farmer... !" Quote ruined due to policy.
There was some talk regarding JTMS - Im taking the below list to FNM tonight with a modified manabase to help avoiding the JTMS brainstorm lock.
Regarding cards like Curious Obsession - these cards are just too cute for my liking - bad topdeck on an empty field and you are so prone to getting 2-for-1'd early game. Regarding Cleric - I'm still mainboarding 1 and playing 2x RIP sb - I dont think Cleric is good enough from the board - I verywell could cut Cleric and go to three RIP - the true gy lock of RIP IMO is much better.
Also from my Merfolk days I've come to acknowledge that Spell Pirece is a pretty great card - especially so when paired with super cursecatcher (ie. Wanderer). One draw back is playing Path to Exile, as it is a non-bo with keeping Spell Pierce active - thus ive cut a couple of Paths from the below list..
The more I test the more I think mutavault just isn't that great - I'd rather have Tec Edge and/or Field of Ruin to hedge against Tron, Valakut, Control and even decks like Jund. If I end up cutting JTMS - ill change the mana base and play 4x Tec Edge.
//Lands
4 Flooded Strand
1 Misty Rainforest
3 Seachrome Coast
2 Tectonic Edge
2 Field of Ruin
2 Hallowed Fountain
2 Island
2 Plains
2 Cavern of Souls
1 Moorland Haunt
//Creatures
4 Mausoleum Wanderer
4 Rattlechains
4 Selfless Spirit
4 Supreme Phantom
4 Drogskol Captain
4 Spell Queller
2 Geist of Saint Traft
1 Kira, Great Glass-Spinner
1 Remorseful Cleric
1 Phantasmal Image
//Other
4 Aether Vial
2 Spell Pierce
2 Path to Exile
2 Dismember
//Sideboard
SB: 2 Jace, the Mind Sculptor
SB: 2 Rest in Peace
SB: 2 Unified Will
SB: 2 Eidolon of Rhetoric
SB: 2 Stony Silence
SB: 2 Echoing Truth
SB: 2 Settle the Wreckage
SB: 1 Worship
UWx control/midrange
Bant Eldrazi
Messed with Jace, the Mind Sculptor - he was quite good. Spirits make it very easy to tap out for him and protect him while he essentially continues to either give you more spirits, or cut your opponent off with fateseal from the one answer they may have to upset your board. The misery is real.