Essence of the Wind

by Amberoth on 11 October 2014

Main Deck (60 cards)

Sideboard (15 cards)


Artifacts (2)


Enchantments (2)

Submit a list of cards below to bulk import them all into your sideboard. Post one card per line using a format like "4x Birds of Paradise" or "1 Blaze", you can even enter just the card name by itself like "Wrath of God" for single cards.


Deck Description

Spirit? Check.
Flies? Check (Mostly)
Synergy? Check.
Defense/Offense/Utility? Check.

Those are the three questions I asked myself when refining this deck. I think it worked out alright in terms of creatures. Most of the spirits substantially benefit from one another in addition to having standalone powers; add to that the fact that most of them have flying, and you have one tough army!

Thanks for taking the time to check this out!
[For Casual Play]

ToDo:
-test out Opt vs. Serum Visions as library digging
-Balance out card copy numbers

How to Play

Drogskol captain is the MVP, granting +1/+1 and hexproof to all other spirits, with Empyrean Eagle being pretty-looking second buffer. Supreme phantom works like favorable winds in this deck but it is a spirit card, so synergies with all other spirits work on it.

Mausoleum Wanderer (spell countering) , Unsettled Mariner (inhibits opponent responses), Spell queller (spell controll), Selfless Spirit (anti destruction), Rattlechains (insta-hexproof), Spectral Sailor (late game card draw) are all examples of creatures that play a control roll in addition to getting thicc in the presence of synergy spirits.

Teferi is a very good plainswalker for preventing opponent responses. There are no sorceries in this deck, so that ability isn't utilized, but its -3 power is solid.

The instants promote attack, defense, and card draw for as little mana possible. Rally of Wings refreshes all flyers and buffs them, acting as the main stat boost. Opt is a filler of sorts, allowing you to draw a card and be a little picky about what you get.

Notable Lands are Moorland Haunt, which allows you to create flying spirits from dead cards, filling board with more spirits when necessary or if there is nothing better to do with the mana. Mutavault can also act as a quick one turn spirit for 1 mana, giving you a flexible buildup on the board. Cavern of Souls is kinda OP but I play casual with friends so it is fine; this land can just be replaced to lower cost/deck power.

Deck Tags

  • White
  • Blue
  • Flying
  • Spirits
  • Casual
  • Control

Deck at a Glance

Social Stats

4
Likes

This deck has been viewed 1,678 times.

Mana Curve

Mana Symbol Occurrence

2431000

Deck Format


Modern

NOTE: Set by owner when deck was made.

Card Legality

  • Not Legal in Standard
  • Legal in Modern
  • Legal in Vintage
  • Legal in Legacy

Deck discussion for Essence of the Wind

Hi! I used to play UW Spirits in Modern so maybe i can give you some advice.

Since this is tagged as casual, i assume you are looking for a specific budget. Therefore i'm not going to recommend aether vial.
But if you have access to it, or if proxies are allowed - go for it.

In your build i don't like the big mana spells, so to speak all cards that are cmc >3.
I think those are not necessary and should be replaced with cheaper spirits.
In your case i would recommend maxing out all spirits that are 2 or 3 - ofs now.
This should give your deck more consistency .
Usually with a bunch of lords out, one or two swings should be enough to win the game, so there is really no need to go for big finishing cards like drogskol reaver.

Since we assume you have no aether vial here, i would also play all 4 rattlechains in the mainboard.
This would give you that flash-speed option like aether vial does and it is great protection for your lords and spellquellers.

Also since you are playing white and have zero removal in your mainboard, its a no brainer to add 4 path to exile in Modern.

Here is a list i put together for you as a guideline:
https://www.mtgvault.com/splinter/decks/modern-uw-spirits/


I'm not playing spirits in Modern anymore, because there is so much more powerful and unfair decks out there, that playing spirits is kind of a struggle. I would rather build a spirits list for Pioneer.

So think about that as well and build a list something like this:
https://www.mtgvault.com/splinter/decks/pioneer-uw-spirits/

As you can see there really is not much power you lose in Pioneer and results are way better at tournaments.


There are two cards you missed out and i think are essential in both formats:
Teferi, time reveler and Mutavault
Make sure to run at least 2 of each.

1
Posted 29 February 2020 at 12:22

Permalink

Hello, sorry for my late response and thanks for the in depth reply!

A lot of what you say is interesting. My first question is about the big mana creatures; I was debating whether or not they were even necessary, but I also felt as though in the late game, having a couple bigger spells might be a good thing. Maybe I'm too used to playing my mono green deck though, so I didn't know how to resolve this. In general, what types of decks benefit from late game big cmc cards?

I will add the rattle chains and move my path to exile to mainboard (sideboard my ethereal haze), I agree with your assessment.

Also, thanks for suggesting Teferi, Mutavault, and Aethervial. I do play casual with proxies so I'll chisel this deck into good shape with some of these. If I add Aether Vial, should I put in less Rattlechains (i.e. 2 not 4)?

I had a chance earlier to check out one of your linked decks, I saw two cards that caught my interest: Unsettled Mariner and Spectral Sailor. I do not understand the value of Spectral sailor's ability (is it a late game utility?), but I guess its a flying spirit so it works.
Unfortunately the links seem like they are down because I can no longer see them, but thank you so much for all of these tips!

My final question is, have you ever seen a viable spirit token deck?





0
Posted 18 March 2020 at 17:03

Permalink

Hi there! Sorry I've deleted the decks by now, but i think you caught the good cards.

For your first question, as you mentioned, typically greed decks tend to run big creatures, because they can mana ramp very fast. Some combo decks try to cheat them into play. And there are control decks that seek to play the late game and finish you off with big spells.
In this case though, try to be the aggressor and close out games fast.

Yes, if you want to run Aether Vial i guess you can trim Rattlechains down to 2 or cut the Sailor.
Spectral Sailor is just a good card to fill the curve. If you don't run Aether Vial, you have a good one drop here.
Yes the ability is more for the late game, but hey its one mana flash speed, so it also makes for a good blocker by surprise.

No i don't think tokens is a good strategy, i know there are some cards available like Lingering Souls or Spectral Procession, but i think you better have creatures with abilities.
The token deck is usually B/W. You can find it on the internet, but its a completely different approach.

Happy brewing

0
Posted 18 March 2020 at 18:26

Permalink