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Decks (Magic The Gathering) => Standard => Topic started by: Trunksthemighty on January 16, 2013, 03:31:50 PM

Title: Spirits
Post by: Trunksthemighty on January 16, 2013, 03:31:50 PM

Spirits

60 cards, 0 sideboard


7 {Island}
4 {Glacial Fortress}
1 {Moorland Haunt}
7 {Plains}
4 {Isolated Chapel}

23 lands


4 {Drogskol Captain}
4 {Niblis of the Urn}
2 {Geist of Saint Traft}
3 {Silverblade Paladin}

13 creatures


4 {Lingering Souls}
4 {Ethereal Armor}
2 {Detention Sphere}
1 {Supreme Verdict}
4 {Favorable Winds}
4 {Midnight Haunting}
1 {Sphinx's Revelation}
4 {Intangible Virtue}

24 other spells


Sideboard

Notes:
Any tips are appreciated
Title: Re: Spirits
Post by: Kaleo42 on January 16, 2013, 03:37:24 PM
The general is too expensive to really work in a deck like this. {niblis of the urn} might seem silly, but it is amazing for getting traft though and is a cheap flier. Ill bump my spirit build, it's bant but might help.
Title: Re: Spirits
Post by: Trunksthemighty on January 16, 2013, 03:43:41 PM
Actually just took those out. I put them back in. I wanted to focus on making that angel as scary as possible. How do you like the  {Azorius Charm} in your deck?
Title: Re: Spirits
Post by: Kaleo42 on January 16, 2013, 04:00:15 PM
Quote from: Trunksthemighty on January 16, 2013, 03:43:41 PM
Actually just took those out. I put them back in. I wanted to focus on making that angel as scary as possible. How do you like the  {Azorius Charm} in your deck?
Freaking amazing, no land in hand draw a card, {falkenrath aristocrat} gunna ruin you day, block make them sac a dude then charm the b****, dude blocks your traft, remove the blocker and keep traft another turn (even better with {rancor} on him, and to top it off enemy burn or aggro has you down in the red, give it a massive swing a gain that much needed life back.
Title: Re: Spirits
Post by: Trunksthemighty on January 16, 2013, 04:04:40 PM
I'm gonna have to find a way to get a set in here
Title: Re: Spirits
Post by: Kaleo42 on January 16, 2013, 04:11:15 PM
Well there are two trains of thought. Beef up with enchantments (grand prix canada version) and deal lots of damage or play more utility cards (my version) and take an extra turn to do lethal but be more sure of your ability to deal lethal. Also my version starts a turn earlier on occasion with the {avacyn's pilgrim} which makes up for that extra turn it takes to kill.
Title: Re: Spirits
Post by: Trunksthemighty on January 16, 2013, 04:50:35 PM
What's your opinion on  {Vault of the Archangel} in this?
Title: Re: Spirits
Post by: Kaleo42 on January 16, 2013, 04:57:45 PM
As a one of, you dont want to hurt your colors too much.