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I love Spirits. When I first started playing Magic years ago, my friends got around and gave me a Spirit deck as a gift. It was my first ever deck that I got, and I've been modifying it ever since. It still keeps the general idea; have some spirits, have them power each other up, and enjoy.
This deck revolves around two card combinations:1) Multiple Drogskol Captains2) Call to KindredThere is also a sort of Tribal aspect to this deck; all of my creature cards have Spirit as their subtype. This is on purpose, solely because of Call to Kindred's ability.The objective in each game is to bring out any low-cost spirit (such as Keening Apparation, or Murmuring Phantasm) and a Drogskol Captain. With the two-cost spirit being hexproof, you will then cast a Call to the Kindred onto it. Each turn you will then be able to bring out a spirit card without paying the mana cost, plus any cards you can draw. Once you have two or more Drogskol Captains, all of your spirits have hexproof. If that isn't enough, you can play another Call to Kindred to bring out at least two Spirits onto the battlefield each turn.
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