Apothecary Geist

Legality

Format Legality
Magic Duels Legal
Heirloom Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Block Constructed Legal
Casual Legal
Pauper EDH Legal
Leviathan Legal
Legacy Legal
Frontier Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Shadows over Innistrad (SOI) Common

Combos Browse all

Apothecary Geist

Creature — Spirit

Flying

When Apothecary Geist enters the battlefield, if you control another Spirit, you gain 3 life.

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Apothecary Geist Discussion

solarbeam on Get spooped

1 year ago

Spectral Shepherd and Rattlechains help you out with dodging removal, Apothecary Geist gains you life, Nebelgast Herald makes it easier to hit, Vessel of Ephemera and Triplicate Spirits get you a bunch of tokens. Obelisk of Urd acts like a lord too

tsdrifter on Spirit Deck

2 years ago

My version:

http://tappedout.net/mtg-decks/budget-azorius-spirit-deck/

Apothecary Geist:

Not bad, but 3 life isn't a whole lot and you might not even get that (if you don't control any other spirits). I like the effect on Tower Geist better.

Drogskol Cavalry:

A strong effect, but very very heavy. You won't hit seven mana until turn 8 or 9 at least usually, and at that point we're pretty much out of power.

Erdwal Illuminator:

Quite decent if you have a lot of investigating going on. Unfortunately, Expose Evil is the only thing you have that investigates, so I would probably replace Erdwal with another 2 costed spirit. I like Rattlechains a lot in this slot. Being able to protect and flash in spirits is much more valuable than an extra clue or two.

Geralf's Masterpiece:

This card is really cool, and while I didn't include it in my deck build, I could definitely see it being effective. I would playtest a little, and if you find yourself both out of cards and in need of a finisher around turn 6 - 7, it's probably worth including.

Moorland Drifter:

Another 2 cost spirit that's just outclassed by Rattlechains. If however you can very consistently get the delirium active, it may be worth including.

Niblis of Dusk:

Definitely solid, especially if you have a lot of noncreature spells to cast. However, I like Bygone Bishop and Uninvited Geist  Flip better in the 3 cost spirit slot.

Odric, Lunarch Marshal:

Very cool card, but not particularly effective in your setting unfortunately. The only ability that would get copied around is flying, and everything already has flying. If you had more spirits with first strike, hexproof, lifelink, etc. he'd be more worth it.

Topplegeist:

Very good if you can get delirium active. I also included him in my build.

Broken Concentration:

Quite decent control. I didn't include it in my build, but I could definitely see an argument for it. The only issue I foresee is having the mana open to cast it, as you're usually going to be casting more spirits with your mana.

Expose Evil:

I like this card quite a bit. It keeps you alive, lets you disable blockers for a turn, and tosses out a clue token. I actually bumped it up to 3 in my build, especially since it has such good interaction with Swift Reckoning, of which I included 4.

Silverstrike:

I filled this slot with Swift Reckoning, but if you like the "destroy attacking creature" effect particularly, I'd include Immolating Glare in this card's place. The gain 3 life isn't worth the extra 2 mana usually.

Hope Against Hope:

Quite strong if you have humans, and decent even if you don't. However, I like Invocation of Saint Traft a little better. Invocation works better if you don't have a bunch of creatures out yet and requires 2 blockers to prevent all the damage.

Chaplain's Blessing:

Cards that just gain you life don't end up being that effective in practice unfortunately. It's generally better to just include a kill spell to prevent the damage in the first place.

tsdrifter on Ghostly Dreams

2 years ago

My version:

http://tappedout.net/mtg-decks/budget-azorius-spirit-deck/

Apothecary Geist:

Not bad, but 3 life isn't a whole lot and you might not even get that (if you don't control any other spirits). I like the effect on Tower Geist better.

Drogskol Cavalry:

A strong effect, but very very heavy. You won't hit seven mana until turn 8 or 9 at least usually, and at that point we're pretty much out of power.

Erdwal Illuminator:

Quite decent if you have a lot of investigating going on. Unfortunately, Expose Evil is the only thing you have that investigates, so I would probably replace Erdwal with another 2 costed spirit. I like Rattlechains a lot in this slot. Being able to protect and flash in spirits is much more valuable than an extra clue or two.

Geralf's Masterpiece:

This card is really cool, and while I didn't include it in my deck build, I could definitely see it being effective. I would playtest a little, and if you find yourself both out of cards and in need of a finisher around turn 6 - 7, it's probably worth including.

Moorland Drifter:

Another 2 cost spirit that's just outclassed by Rattlechains. If however you can very consistently get the delirium active, it may be worth including.

Niblis of Dusk:

Definitely solid, especially if you have a lot of noncreature spells to cast. However, I like Bygone Bishop and Uninvited Geist  Flip better in the 3 cost spirit slot.

Odric, Lunarch Marshal:

Very cool card, but not particularly effective in your setting unfortunately. The only ability that would get copied around is flying, and everything already has flying. If you had more spirits with first strike, hexproof, lifelink, etc. he'd be more worth it.

Topplegeist:

Very good if you can get delirium active. I also included him in my build.

Broken Concentration:

Quite decent control. I didn't include it in my build, but I could definitely see an argument for it. The only issue I foresee is having the mana open to cast it, as you're usually going to be casting more spirits with your mana.

Expose Evil:

I like this card quite a bit. It keeps you alive, lets you disable blockers for a turn, and tosses out a clue token. I actually bumped it up to 3 in my build, especially since it has such good interaction with Swift Reckoning, of which I included 4.

Silverstrike:

I filled this slot with Swift Reckoning, but if you like the "destroy attacking creature" effect particularly, I'd include Immolating Glare in this card's place. The gain 3 life isn't worth the extra 2 mana usually.

Hope Against Hope:

Quite strong if you have humans, and decent even if you don't. However, I like Invocation of Saint Traft a little better. Invocation works better if you don't have a bunch of creatures out yet and requires 2 blockers to prevent all the damage.

Chaplain's Blessing:

Cards that just gain you life don't end up being that effective in practice unfortunately. It's generally better to just include a kill spell to prevent the damage in the first place.

Tomahawk-Bang on Draft -SOI

2 years ago

I have been drafting SOI four times with my playgroup now and always went for a different archetype/strategy.

First draft I did midrange with a bit of a wolves / werewolves theme. Uncaged Fury cast on a flipped and unblocked Convicted Killer  Flip was usually a game ending 10 damage to my opponent. Aim High turned out to be a very good combat trick in my deck, too. Skeleton Key equipped onto an Ember-Eye Wolf is an absolute blowout Combo which will net you some serious card advantage and lets you get some huge amounts of damage in!

Second draft I built a delirium matters deck. My 3x Moorland Drifter turned out to be a very good 2-drop. Tooth Collector and Kindly Stranger  Flip are very good uncommon cards for a delirium strategy. Be aware that many people see discard outlets only for a madness strategy, but they are also very good for a delirium strategy! Also the artifact creatures like Runaway Carriage and Wild-Field Scarecrow that add 2 card types at once to your graveyard are good for a delirium strategy.

Third draft I built vampires aggro with a little madness added for value. You need a very low curve for this kind of deck, so look out for cards like Insolent Neonate, Ravenous Bloodseeker or even Sanguinary Mage as 1-drops and 2-drops. 1 or 2 Voldaren Duelists and/ or Malevolent Whispers as curve toppers. Stensia Masquerade is an absolute blowout if you manage to get 8 or more vampires into your deck. Dead Weight and Lightning Axe are your best creature removal spells for this kind of deck. Fiery Temper, Rush of Adrenaline and Magmatic Chasm will help you get in those last few points of damage to close out the game.

My fourth draft was Spirits. With this deck you try to gain control of the skies with a lot of flying creatures, each one preferably having a casting cost of 3 or less. You definately need at least 1, better 2 Spectral Shepherd for this because of all the synergy he provides with cards like Topplegeist or Apothecary Geist. Strength of Arms was my combat trick of choice for this deck, Just the Wind for tempo and Sleep Paralysis for hard removal. Thraben Inspector and Dauntless Cathar were my ground forces.

I find triple SOI to be a very good draft environment with lots of synergy and only very few rares/mythics that auto-win you the game. A set which is very fun to draft for newbies and veterans alike!

Gumdrop_Prince on Rattle Dem Chainz

2 years ago

While I see the usefulness of the Hanweir Militia Captain  Flip Archangel Avacyn  Flip and Thunderclap Wyvern. I've built a similar deck but abusing the flash and enter the battlefield triggers. Just the Wind Sweep Away Compelling Deterrence and Eerie Interlude To abuse Topplegeist and Reflector Mage All but Eerie Interlude can be used on your opponents as well as yourself. So If don't have rattlechains in hand, you have plenty of other bounce spells to protect your creatures or prevent damage. I've been experimenting with Pious Evangel  Flip and Apothecary Geist. Because sometimes my early game requires me to take a few hits to keep my spirits, These two start to make up for that damage I've taken when I use Eerie Interlude or Essence Flux Obviously Reflector Mage is still bonkers with this much reccursion.

AzureMage on SOI Spirits

2 years ago

Maybe Reflector Mage? Works well with Not Forgotten. And I don't think Chaplain's Blessing is that good for Constructed. Apothecary Geist and Drogskol Cavalry would help out against aggressive and burn strategies and they have a lot more synergy (Bouncing them with Spectral Shepherd) than the Sorcery does.

AzureMage on

2 years ago

Spectral Shepherd and Rattlechains have great synergy together, letting you bounce Rattlechains, Flash him in and protect another Spirit.

Maybe consider Apothecary Geist and Drogskol Cavalry in the Sideboard for heavy aggressive and burn strategies? Bouncing them for the life could be useful.

Also, Erdwal Illuminator could help with Investigating and drawing cards with Bygone Bishop.

Mr.Dr.Professor on SOI SET REVIEW-White

2 years ago

Here are my thoughts on the white cards in SOI. If you would like this for all of the other colors, just comment down below. Enjoy!

WHITE: http://tappedout.net/mtg-forum/standard/soi-set-review-white/Blue: http://tappedout.net/mtg-forum/standard/soi-set-review-blue/Black: http://tappedout.net/mtg-forum/limited/soi-set-review-black/Red: http://tappedout.net/mtg-forum/limited/soi-set-review-red/edit/

Archangel Avacyn  Flip: Best card. First pick. ALWAYS. I could go on and on about how great this card is, but I'll keep this short. She just does soooo much. She can save your creatures and combat, clear your opponents board, and act as a HUGE threat. For constructed I think Avacyn will likely see play. I don't see here price going down. Based of off this card, [[Archangel of tithes], and [bygone bishop], I think mono white will be a deck in the new standard. In that deck avacyn would do a great job at protecting your board against sweepers, which is VERY IMPORTANT for a deck like mono white.

Avacynian Missionaries  Flip Without a lot of equipment I don't think this card is playable. With 2-3 equipment this card is great. It two-for-ones them and leave behind a 4/4. The only slight problem is if you get rid of their 10/10, they find removal, you're at 10, and with only sorcery speed removal... Then you're kinda screwed, but this card has too much upside not to play.

Hanweir Militia Caption Close to a bomb in limited/draft, Hanweir Militia Captain is a good card. What keeps it from being great is the fact that you already need to have a board for it to do anything. I can see this being best used as a early 2 drop that can become a threat in the late game. Constructed: I could see this seeing play, but only in some type of mono white aggro

Pious Evangel  Flip This card can go from good to great. It all depends on how many token generators you are running. If you have clues, spirits, or humans you don't care about getting rid of, there isn't much of a downside. On the other hand, if you're sacrificing your bomb, then there's more of a downside. If you open this card play it because it's value, but it's not quite the level of a bomb.

Town Gossipmonger  Flip This card is good. This reminds me of Sludge Crawler in the sense that it's an underrated and annoying one drop. The fact that a one drop can turn into a 2/3. The only problem is that the longer the game goes, the higher chance that this card is useless. If you can get it out and flip it early, then it's very good. If you can't, then I think it's playable, but not perfect.

Always Watching Bomb in any limited format. This card is just tons of value. Making all of your creatures bigger just trumps your opponents creatures. The added vigilance is what makes this card so great. The fact that your creatures are all bigger than your opponents is insane already, but when you can attack and block when all your opponents creatures are smaller.... That's just value.

Angel of Deliverance I don't think this card is that good. Yes it is a huge flyer, yes it has a good ability, but I think it's too slow for not having an ETB ability. If this does stick and you do have delirium you win the game, but if you don't then... Another thing is that i'm not sure if this fits into white decks. From looking at most of the white cards they look like they're on the more aggresive side. A bomb is always good to have, but is 8 mana too much? Only time will tell. For now I'd say playing this card is questionable and mainly depends on if your deck can go long and activate delirium.

Angelic Purge Removal is good. This is good. If you can sacrifice a clue this gets better. If you have to sacrifice a land or creature this feels bad, but is still good. White also has the most token generators so maybe this will be better than just ok for removal. This could combo nicely with the exile from your graveyard creatures for spirits and also work well with delirium.

Apothecary Geist Courier Griffin was good and so is this. Although the life gain isn't certain, making this worse, flying is very important in limited and you should think of the life gain as a bonus. A lot of creatures in the set have 3 toughness so that hurts this creature a bit. This could go into a U/W spirit control flying deck where the life gain could be relevant.

Bound by Moonsilver Best removal there is in the set IMO. The fact that it doesn't kill is important because of recursive threats and the fact that it can move to get rid of another creature is more insane. Pacifism is good, but a movable one? That seems even more broken.

Bygone Bishop is a card that you will be happy to play. The fact that it's a 2/3 for 3 flyer would be fine. The investigate ability is what makes it so good. If you're running a more aggro deck you can get this guy out early, dump your hand, and refill.

Cathar's Companion mostly seems like filler to me. The fact that there are spirits in the set, makes it even worse. I could see it being VERY annoying when someone swings in with this, but for three mana, I expect more than a 3/1. This card is something that no one will wish for, but will be fine with playing.

Chaplain's Blessing It's bad. I don't need to explain... Hopefully...

Dauntless Cathar seems like a great card. A lot of creatures in this set have 3 toughness, making this creature good at trading. The added spirit text is what makes this card good. When your opponent and you trade, it's like you get free value out of nowhere because of the spirit.

Declaration in Stone Play it. Efficient removal is good, and exiling might be important.

Descend upon the Sinful Bomb in limited. Clear the board and get a 4/4 with flying? yes pls...

Devilthron fox Eh. Just seems kinda meh to me. Dies to spirits, but can be an aggressive creature in the early game, and can block efficiently. Not an exciting card, but it gets the job done as filler.

Drogskol Cavalry Bomb. This lets you win the game if you untap with it and have an 8th land. It's great if you're ahead or behind.

Eeire Interlude I don't think that highly of. Yes it can save your creatures from combat and trigger ETB stuff, I just see it rotting in your had too much to see play.

Emissary of the Sleepless The more creatures the better this is. The fact that there are lots of 3 toughness creatures makes this worse. If you can get the trigger off reliably then play it. I can see this being fine even if you don't get the trigger.

Ethereal Guidance Bad card. If it were instant speed it would be another story, but the fact is, it's not. Your opponent can see this before combat and it doesn't work on defense. Bad filler if not unplayable.

Expose Evil Seems like bad filler most of the time. If you're playing against an aggro deck then you could side this in just to buy time. On the other hand, if you're the one playing aggro, then this is good. In most decks this is just filler mostly.

Gryff's Boon Is a good card. It allows you to fly over your opponents. It also takes away the risk of getting 2 for 1'd. This also works well with self mill.

Hope Against Hope I bad. This is because if you're playing a human creature heavy deck, you don't really want to be playing an enchantment instead of a creature. There are also situations where this is just +1/1. I don't think this card should ever really be played.

Humble the Brute Removal is good. This is a little worse than in the BFZ block because there aren't as many big dudes to kill, but hey. Removal is removal.

Inquisitor's Ox Goes best in a midrange to control deck. A 2/5 is good in a format of 2/3 attack creatures. Solid Playable.

Inspiring Captain Seems like an average playable. It will most likely find its home in an aggro deck. Even if you have no creatures on board when you play this, it's not even that bad. Solid playable.

Militant Inquisitor Is bad. There isn't really any good equipment in the set, making this card worse. It is a human, which could be important, but for the most part this to me seems like bad filler.

Moorland Driter Sold 2/2 for 2. If you can hit delirium this card goes from so so filler to a good card. This is a solid playable and the flying is just a bonus on top of the average stats.

Nahiri's Machinations Just doesn't seem that impressive. In an aggro deck this is fine, allowing you to attack in, but late if nothing if the board or you're behind it's bad. I think that this will end up being a below average to average card.

Nearheath Chaplain THE VALUE IS OVER 9,000. This trades with a creature, gains you life, and gets you spirits. Does everything is a high level playable.

Not Forgotten Reclaim is kinda ok-ish and adding a spirit isn't really making it that much better. Bad filler

Odric, Lunarch Marshal seems like a meh card without using the ability. If you can pull off one of the relevant abilities like flying, then it can be a bomb. Just depends on how many abilities you have.

Open the Armory The equipment isn't really that good. So why would you want to pay 2 and waste a card to find it?

Paranoid Parish-Blade is insane. If you can get the first strike online then this card is insane. Even if you don't it's still a fine creature. 3 power matches up well against a field full of 3 toughness.

Puncturing Light is good removal. Removal is good. The fact that this has conditions isn't great, but hey, nothing is perfect.

Reaper of Flight Moosnsilver 5 mana 3/3 fliers are good. This falls under that catagory, but if you can get delirium going.... then that means that you could just swing in for lethal. Although take caution when doing so. If your opponent has mana up... Choose wisely.....

Silverstrike is good. Removal is good and life gain on top is great.

Spectral Shepard IS INSANE!!! A 3 mana 2/2 with flying is already good, but if you add another ability? VALUE!!! The ability works well with blocking and with dodging removal. I could see this being VERY annoying. If it jumps in the way to block, then bounces, then it's showing its full value.

Stern Constable Wait what? Why would you want to discard a card? OH yeah.... Madness. Yeah, doesn't matter. Still a bad cad. White doesn't have madness, plus it's just a 1/1 for 1.

Strength of Arms Is a solid playable. A pump spell is always good especially at a 1 for +2/2 rate. If you can get a 1/1 in addition to pump? Value!

Survive the Night is a solid playable. Saving your creature is good. They lose a creature in combat, and you get another card from investigate is good. The only problem is... +1/0 isn't that much. This is mainly what's holding this card back.

Tenacity Bad to good. If you're playing an aggressive deck, then this is fine. In a midrange deck, this is fine because of the life gain. In control this is bad. It really just matters how fast your deck is and how many creatures it runs.

Thalia's Lieutenant Again this card depends on your deck. If you have lots of humans this card is great. If you don't then......... Well then this is bad.

Thraben Inspector I really like this card. A 1 mana 1/2 can attack into spirits. It also is a sorcery cycle at very worst.

Topplegeist Without delirium this is terrible, but with it, it turns into a solid playable. It all depends on how often you will have delirium.

Unruly Mob Seems like bad filler in a low creature deck, but in a deck with lots of tokens and creatures, it's very good. It all depends on the deck.

Vessel of Ephemera This is ummm.... I'm not sure how to evaluate this card. To me it looks like an over costed lingering spirits. In limited i think this will just be fine, but it does get a bit better because of delirium.

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