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Format | Legality |
1v1 Commander | Legal |
Archenemy | Legal |
Arena | Legal |
Block Constructed | Legal |
Canadian Highlander | Legal |
Casual | Legal |
Commander / EDH | Legal |
Commander: Rule 0 | Legal |
Custom | Legal |
Duel Commander | Legal |
Gladiator | Legal |
Highlander | Legal |
Historic | Legal |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Modern | Legal |
Oathbreaker | Legal |
Pauper | Legal |
Pauper Duel Commander | Legal |
Pauper EDH | Legal |
Pioneer | Legal |
Planechase | Legal |
Quest Magic | Legal |
Vanguard | Legal |
Vintage | Legal |
Apothecary Geist
Creature — Spirit
Flying
When Apothecary Geist enters the battlefield, if you control another Spirit, you gain 3 life.
plakjekaas on Should Green's Lifegain Rely Upon …
1 year ago
The distinction you wish there to be, is not a mechanical one. It's a flavor one, as FormOverFunction touched upon.
White has lifegain because it's the color of community, of healing the sick to strengthen the group, medical cards are usually white in MtG (Apothecary Geist or Healing Salve)
Black is the color of dark magic, vampires, extracting the force of life out of your victims and sacrifices. That's why many vampires have lifelink.
Green is the color of nature, the food chain, photosynthesis, natural growth and prospering.
They can still mechanically be represented with the same kinds of cards, but the reason each color gains life is not bound by the mechanics but by the philosophy of the color pie. At least that's how I see it.
plakjekaas on Who would YOU be?
3 years ago
A bit stuck in my ways, work in pharmaceutics... Apothecary Geist I guess?
Podkomorka on Ghostly Prison ||Tallowisp Spirit Tribal cPDH||
4 years ago
I'd make room for:
- Gelid Shackles (and run all snow plains)
- Bonds of Faith (if it's a human just tutor a different one)
- Compulsory Rest (its fine)
- Crown of Awe (backup)
- Luminous Bonds (pacifism is strong even at 3cmc)
- Revoke Privileges (^)
- Bound in Silence (^^)
- Caught in the Brights (^^^)
.. by taking out:
- Mortal Obstinacy (very meh, even for removal)
- Lifelink (nice but not needed at the most competitive place, which you're going for)
- Empyrial Armor (ethereal armor and some others are enough, just extra)
- Chosen by Heliod (cantrip is not worth tutoring for this meh)
- Armillary Sphere (is only used for colorfixing in decks with lots of colors and no green)
- Apothecary Geist (I understand you need tutor triggers but you've got plenty and this is your worst spirit)
- Shinen of Stars' Light (meh)
- Kami of Ancient Law (meh)
solarbeam on Get spooped
6 years 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
7 years ago
My version:
http://tappedout.net/mtg-decks/budget-azorius-spirit-deck/
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.
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.
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.
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.
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.
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.
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.
Very good if you can get delirium active. I also included him in my build.
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.
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.
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.
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.
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
7 years ago
My version:
http://tappedout.net/mtg-decks/budget-azorius-spirit-deck/
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.
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.
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.
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.
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.
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.
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.
Very good if you can get delirium active. I also included him in my build.
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.
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.
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.
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.
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
7 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
8 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.
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