Who You Gonna Call?

by JMorgan13 on 28 October 2011

Main Deck (61 cards)

Sideboard (0 cards)

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Deck Description

Better have the Ghost Busters on speed dial!

This deck is full of spirits, enchantments and artifacts that will decimate the other player(s)

There is nothing but spirits in this deck, and they all have abilities that will benefit you in some way, shape, or form. There are 3 different cards that make your opponent pay mana (OR LIFE) to attack you PER creature.

Then there is Door of Destinies which will make your spirits huge. When most of your spirits are flying, they can't even touch you. Wall of reverence is there to make it so you keep getting life every single turn, that way you can't die. Then there is instant dmg from some of the red spirits.

So recap?

-Opponent can't attack with a bunch of creatures, or at all.

-Huge creatures that can fly and smash your opponent.

-Life gain out the ass every single turn.

-Instant dmg if all else fails.

Sounds like a winner to me.

Deck Tags

  • Tribal

Deck at a Glance

Social Stats

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This deck has been viewed 1,719 times.

Mana Curve

Mana Symbol Occurrence

4000260

Card Legality

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

Deck discussion for Who You Gonna Call?

Very interesting. A lot more combat control than in mine. One thing that I'm seeing is that with all of that attack deterrent, you may not need the defensive bonus from Glory. Maybe see if you can find a similar card that just gives a global attack bonus. Subterranean Spirit seems a bit . . . well . . . not good. Especially in this deck. Maybe go for one of the Kamigawa block spirits that do things whenever you play a spirit or arcane spell, and/or maybe something to help protect your creatures.

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Posted 29 October 2011 at 20:28

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Ya thanks. I think I'm gonna drop the subterranean one for Oyobi. I am not sure though. I like the glory because it helps against things like lightning bolt, flame slash, pyroclasm. Basically things that do instant dmg or put neg counters on till the end of turn. Thanks for the ideas.

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Posted 30 October 2011 at 02:49

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