spirits

by dragonlord10001 on 14 May 2013

Main Deck (60 cards)

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Deck Tags

  • Token
  • Spirit
  • SGS

Deck at a Glance

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This deck has been viewed 771 times.

Mana Curve

Mana Symbol Occurrence

544400

Card Legality

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

Deck discussion for spirits

I like except for one thing: Land base. You have too many Islands and not enough Plains! Really, you only need about 2 Islands, since you have a single card that depends on having an Island. Of course, the chance of you drawing an Island would be very low at that point, so instead I suggest this:

-9 Islands
+1-3 Plains
+4 Evolving Wilds/Terramorphic Expanse/Esper Panorama
+2-4 Moorland Haunt

This will help you get your Island when you need one and prevent you from being blocked off to a Plains when you need one! Also, the Moorland Haunts help you get a Spirit when your creature is already in the grave. Happy Gathering! :)

1
Posted 14 May 2013 at 09:32

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Thing is, unless your enemy has absolutely no flying or reach, you''ll probably be out-paced by faster decks and overpowered by slow ones. You do have loads of token gen and hexproof, so what it could use is probably some unblockable. Tormented Souls, Soulsworn Spirit, Latch Seeker.

To be honest, I think you're better off not focussing on power tokens and relying on unblockable to do your damage. That is to say, instead of Phantom General and Intangible Virtue, use Battleground Gheist and unblockable cretures, with a few extra spirit tokens here and there to soak up attackers.

If you're set on tokens, you need some way to counter "Destroy All Creatures", because you could get pretty hard by that. I don't think Faith's Reward would work because they can't come back to the field, but it might be worth grabbing a few Rootborn Defenses, since they'd basically win you the game if somebody tried using that board wipe trick on you.

0
Posted 14 May 2013 at 11:54

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