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Spirits could be a pretty mean deck soon, this could be a good setup for em.
This deck has been viewed 19,829 times.
With only 18 Spirit creatures, this deck is not Tribal. 1/3 of a Deck's Creature type must be the same to be tribal. With a size of 60, 20 cards must be Spirit cards. Apart from that, it looks solid.
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TheChurchIsHere has deleted this comment.
okay party-pooper.dang dog let him have fun
All his creatures are spirits. Plus midnight haunting and lingering souls. Not really sure how this deck isn't tribal.
Cool deck! Definitely play Dungeon Geists instead of Call to the Kindred though. If you're going to pay 4 mana, you might as well be certain you're getting something cool. Also, that's a scary small amount of land to be playing when you have three 7-drops in your deck.
I've run many decks with 7-11 drops only using 20 lands. His second plan is to use Call of the Kindred to force-drop the 7 drops for free, or whatever other spirit he feels is better at the time.
Dungeon Geists instead of mindshreiker then, its kind of a two for one lockin down one of theirs while puttin another threat on board.
he has Dungeon Geists in there, if I were to change anything it would probably be to add a sword or two
^ aDd moar sowrdzz?
morgoth424 has deleted this comment.
yes chaos is right, this deck is all about Call of the Kindred. That will almost always drop a free creature each turn and I would call it tribal because in addition to the 18 spirit creatures I have another 6 spells that produce spirits (4 of them twice) and all of them two spirits at once. so if ya look at it that way I'm running 38 spirits thats well over 20... but its a matter of perspective I suppose.
This is going to sound really mean but it's tough love... Who died and made you a developer for Wizards of the coast? http://www.wizards.com/Magic/TCG/Resources.aspx?x=magic/rules/tribalstandard http://www.wizards.com/Magic/TCG/Resources.aspx?x=magic/rules/tribal Those are the Official rules regarding what makes a deck a tribal. There are instants, sorceries, and enchantments that are literally labeled "Tribal [Card type] - [Creature type]". That is what makes a card count. I understand how you feel that just because your deck only has 1 race of creatures, it seems like it might be tribal... Just like real life, rules are Black and White. The gray area is for people who are trying to get away with what they did. Again, I'm not trying to be mean, it's just that I've seen people disqualified at the end of events after being named champion... and then the judges always had to reallocate prizes, it's hectic.
oh, well you see I was just callin it tribal cause it seemed tribalish. I didn't even know there was a tribal format or tribal tournaments. but I will make a small change to the deck and to fit into the tribal definition. I agree with you rules are rules are rules and I will follow them.... I just didn't know there were any rules about a deck being called tribal :)
There isn't. He's confusing Tribal Wars--a casual format played by a select few, and "Tribal," a term that's been used to denote decks that focus on one or more particular creature types as the basis for the deck long before that format ever existed. There is nothing wrong with calling this deck Tribal.
Here we go again. I stopped replying on your deck because you've got a thick head Church. Tribal is an official deck format. Calling a deck tribal just because you want to is like spitting in Wizards face. Anyways, I don't plan on replying to your comment Church, so please don't join conversations I'm in. Sorry for Church and my 2 comments here. This sort of counter-discussion has nothing to do with improving your deck or bringing key elements to light so it's just him wanting to skyrocket his post count.
Firstly, I just scrolled back through all of my decks and yours, and found no previous discussion between you and I. If you've deleted it, that's one thing, but I have no idea what you're talking about, or what I've done to get your underwear all knotted up. Second, the architects of this website have pointed out here (http://forums.mtgvault.com/showthread.php?t=1396) that "deck type" in deck building is differentiated from "deck format." Ergo this is a Tribal deck, whether it fits into the deck format or not. To say that I or Kilgore are "spitting in Wizards face" by calling it that isn't just rude, it's wrong. And thirdly, I will agree that petty squabbles like this detract from the poster's ability to get feedback on his/her deck, but as the site stands there isn't a better venue for these discussions. You don't get to waggle your alpha-male manbits around here, and then try to withdraw as if you're taking the high road.
Oh, look at that, all of your creatures are spirits! This must be a Spirit Tribal deck! Why yes it is! No spitting in Wizards' eyes necessary. That conversation got me SO WEAK lol
you always make such cool decks. I love hexproofinessness and its even cooler when all your creatures have it too bad it doesn't stop day of judgement
I think somewhere in there we got distracted away from how awesome this deck is and how the creator of this deck is a Soooper Genius
Agreed--creaturewise, I have nothing to suggest, it looks pretty boss. What are your thoughts on adding Vault of the Archangel? I've yet to see it much in standard, but I know that card kicked my but in the prerelease draft.
I love vault..... I have a token based deck that runs 2. http://www.mtgvault.com/ViewDeck.aspx?DeckID=301938 This deck destroyed my buddy's modern deck. The vault is a great defense tactic, especially when you have a bunch of chump blockers and a couple fatties on the board sitting on 4 mana and a vault during the opposing player's turn. Build up your army big and have the most board presence.
I am surprised by your inclusion of Tower Geist, it doesn't seem like a very helpful card to me. Only other thing I would add is that your mana base is risky, because you have 8 of the dual lands that come in tapped unless x or y land card is out, yet you only have 2 land cards in your deck that can fulfill that. I know you have the Evolving Wilds too, but that bring the mana in tapped, costing you a turn. I would suggest you narrow down the dual lands to the ones that are really helpful, rather than running 16 dual lands. Do you have any input for my Lich deck: http://www.mtgvault.com/ViewDeck.aspx?DeckID=297491
Very nice! This deck seems solid and I have actually seen a similar list played at my FNM. It ran four Dungeon Geist though and it was very effective. Seems well rounded. Check out my deck: http://www.mtgvault.com/ViewDeck.aspx?DeckID=299140
:) this makes my lil spirit spinn-off look like chumo meat XD
I really like the idea, my only suggestion would be to put in some Phantasmal Images maybe in place of the Tower Geists to give the Drogskol Captain protection as well. I know its not a Spirit creature, but I think it offers a lot more to the deck than the Tower Geist (you already have plenty of draw options without it).
before I refined it this deck had Phantasmal Image, Geist honored monk and a single sun titan, I did get a couple real quick aggroish wins with Image and Captain, but after changing it up to highlight call to the kindred those cards didnt seem to fit anymore. I think I will heed your advice and sideboard some images to see how that plays.
This deck is pretty sweet. I have just a couple of suggestions. With only 21 land and no mana ramp, the drogskol reavers would more often than not be a dead draw. I'd drop down to 2 reavers and add another land (mabey another evolving wilds). Also the think twice, it does nothing to your deck and even slows it down a little. I'd replace them with some mana leaks. That's just my advice, either take it or leave it. I still like this deck alot. +1 =)
TY, I like it. but as for your no ramp no reaver idea I dissagree... the intended method of Reaver dropping is with Call to the Kindred not by a hard cast. you are probably right that a Reaver is a dead draw most of the time but I hope to be unconcerned about that as he will be free before I draw him. I also see your point about think twice, and I might make a change there, but in my casual matches I've found think twice pretty helpful so far (against pretty limited competition so far)
adaptive automaton? niblis of the urn?
auto dosent work with kindred
you also have enough creatures to run 1-2 moorland haunts but i dunno how it would effect mana.
I shoulda thought of that!
AbsoluteShadow has deleted this comment.
Looks fun. Dark Ascension has done a lot for paranormal Tribal. I'm trying to work on a Zombie Tribal. I'd appreciate any advice! http://www.mtgvault.com/ViewDeck.aspx?DeckID=295316
I like this, with the Call to the Kindreds. I wanted to use those so badly with my spirit tribal but never got around to it! I would go ahead and throw a couple of swords in here, because those dudes flying at your enemy's face could be doing hella more damage :D
I'm sorry, I will have to delete your post for using the word "hella"
ok just kidding, I agree that swords would be a good addition here, I only have two Swords of B&M and tonight I get together with my play group and I'll find a way to toss em in there for a trial (even if that means a 62 deck)
Moorland Haunt is begging for a spot in here.
Maybe a Phantasmal image?? Works well With captain, and can copy an opponents Titan to give u some breathing room
Turn 3 captain, turn four captain, turn five phantasmal image. 4 4/4 flyers with hexproof. Nuts.
Don't like think twice agree with jayden
Shaitan_rahl has deleted this comment.
I wonder why some asspained virgin is getting so angry about someone calling their deck a "Tribal Deck", Seriously, get over yourself. You might want to remove those Evolving Wilds. They don't really help, and you've got all the muti-land love you could ask for. Add one more to each basic. Also, since you have access to blue, a little control might work wonders for you. Utilize Mana Leak, which is probably the most used spell in standard atm. lol
I like the idea of this deck so I decided to make a version that is blue and white with more control built in, would you mind taking a look and letting me know? http://www.mtgvault.com/ViewDeck.aspx?DeckID=300395
tunnlerat has deleted this comment.
To be honest I think your mana base is inconsistent. With only 3 fetch lands and 3 basic lands, your Isolated Chapels and Glacial Fortresses will more often than not come into play tapped. I see why the Evolving Wilds, but the land you get comes into play tapped, costing you a turn.Try something like this instead: 4x Darkslick Shores 4x Seachrome Coast 2x Glacial Fortress 6x Plains 2x Island 3x Isolated Chapel
hey all this is a pretty cool deck, im building zombies currently, maybe ill build a spirit deck in the future. can anyone do me a favor and check out my newly finished vampires? id greatly appreciate the criticism thanx!
In a deck like this -- especially since your trying to run it off Call to the Kindred -- I'm surprised that you don't have any of the Battleground Geist or Gallows Warden cards in there. Both of those will buff every other creature in this deck making your army that much stronger and giving you more options to drop a creature for free at the start of your upkeep. I help my buddy build his casual spirits deck, he doesnt have 4 call to the kindred, but even still, theres enough control in it to survive early onslaught's to make it to the midrange where the deck really shines.