|Commander / EDH||Legal|
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|Shadows over Innistrad (SOI)||Rare|
|Promo Set (000)||Rare|
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Creature — Spirit Knight
Whenever another Spirit enters the battlefield under your control, you gain 2 life.
: Put a 1/1 white Spirit creature token with flying onto the battlefield.
Drogskol Cavalry Discussion
3 months ago
One card that would synergize with your Archangel of Thune is Drogskol Cavalry
1 year ago
I Don't think I have really seen a spirit deck before, I am curious as to how it plays out in your meta.
It seems you have a good start on it but there are a few spirits I think worth mentioning that I don't see among the assembled host. As there is never really anything such as to much draw power, Some options in tribe: Drogskol Reaver, Primordial Sage and Sturmgeist. If you are looking for some more life gain options: Drogskol Cavalry and Wall of Reverence. General mayhem: Celestial Kirin. Cryptic Gateway is decent and Fist of Suns might be vital for getting your Myojins into play cheaply (as it casts rather then puts into play).
Also the mana base seems like it could be trouble as many of your creatures are mana intensive in both color and cost, to that end I would recommend adding more ramp into the deck to both increase the mana pool and smooth out colors issues that might arise, probably about four more at least.
1 year ago
First, thanks for you input and suggestions, Path to Exile will definitely be added, just not sure for what yet (although I am a bit concerned with the ramp up of my opponent, but that shouldn't be too bad).
I suspected this deck was too slow for Modern, which is why I am asking for help. I have a pretty big gap in between my times of play (Unlimited to Fourth Edition, then Tempest and Stronghold, and then random booster boxes bought from 2012 forward, except, I haven't bought any new cards for about 2 years), so I am not aware of many of the options that are out there. Additionally, because the time I played most actively was so long ago, many of the staples of play are not Modern Legal and I'm not sure what replaced them or what the best option for replacement was. Which is why Cancel was in the deck, I knew it was a 3cmc straight up counter, one turn slower than my favorite spell in the game Counterspell; I didn't know what else to choose (going with Mana Leak btw, thank you).
Okay, on this deck, it is not a Azor's Elocutors deck; it is intended to be a deck in the vein of Tempest Deep Freeze. Objectives are to limit what makes it to the battlefield, then lock down what you do allow to the battlefield. Any opportunity where you have a battlefield advantage because of the control aspects, you should be swinging with whatever you have on the field. It really is a control and beatdown deck. Azor's Elocutors is in as an alternate win condition, if you can completely lock down the board with the Eidolon of Rhetoric + Jace, Unraveler of Secrets combination, essentially making it a 3 card combo against decks that can't answer the primary combo. However, this has convinced me walls are the wrong choice for this deck, too passive. So I need some decent low cmc creatures to replace the walls, preferably with some permission or control aspects to them.
Okay, for counterspells, dropping Cancel and picking up Mana Leak. What are your thoughts on Mausoleum Wanderer? I was thinking it doubles as a creature for my deck (since I am sticking with spirits) and gives me a counter. My concern is it is limited to instants and sorceries. I anticipate early game to be facing a lot of creature casting, so it seems of limited value, and isn't a strong creature until pumped up by Drogskol Captain, and if I make it to turn 3 or 4, then even a hard counter like Cancel would be a better choice due to the limits on what it can counter.
On the lands issue, yeah, in the old days (maybe I'm shackled by my previous experience...lol) it was common practice to run around 1/3 of your deck land, and I still build like that. I don't mind being mana tight. I start getting up to 24-26 lands, like suggested currently, and I notice I flood seemingly way more often. I despise flooding. So yeah, I run tight; I think the curve on this deck may be too high, but the high cmc cards (excluding Jace, Unraveler of Secrets and Eidolon of Rhetoric) are not necessary until later game, while the lower cmc cards are intended to help make it to late game. Telling me "I need to make it 8 turns" is an issue for the deck? That is what I'm trying to make the deck do...drag games out > 8 turns. Also 70% of my deck is <= 3 cmc. I am going to be removing Drogskol Cavalry for Leyline of Sanctity, so that should reduce the curve a bit too. That being said, land tweaking is always the last thing I do, and you may be right, it may need 24-26 lands, or some digging. But that usually comes from play testing for me, not my initial build. I build tight, then loosen up if needed. This allows me to know which cards can be removed from the deck and replaced with lands.
On the walls, I do agree, for different reasons. I'm going to remove them from the deck, for some slightly more aggressive creatures, who hopefully will have some control aspects built into them. I liked the utility both of those walls provide; but they don't allow me to attack when opportunity arises. If you have any ideas for <= 2 cmc creatures that provide some good control utility (preferably without paying something every turn, like Gideon's Lawkeeper, although I do like that card) but still allow me to chip away when opportunity presents itself, I'd really appreciate it. The argument that walls shouldn't be used because removal exists is silly to me though. In that case, non Shroud/Hexproof creatures shouldn't be used because removal exists. A player using removal on my creatures is a part of the game and mostly 1 for 1 trade; this deck shouldn't (if built right) mind 1 for 1 trades in normal game flow. That card and mana could have been used by my opponent to strengthen their board, instead it was used to weaken mine; but this deck will struggle most against opponents that focus on strenghtening their own board quickly. I used to play a modified Tempest Deep Freeze a lot, and that is what this deck is inspired by, and I will tell you, in my previous experience, attacking my board was not the way to win against the deck. Removal spells are the least of my concerns, especially when used on a disposable 2 cmc blocker; unless that next attack takes my life to 0, I don't mind losing those early creatures and delaying, whether it is delaying an attack hitting me, or delaying my opponent playing a more meaningful spell because they used removal on essentially a chump blocker. I hope I explained this correctly; not sure if I did. Either way, walls are out, and I'm going to put in more aggressive creatures.
As for the Card Advantage discussion; yeah, I could use some for sure. I like Sky Hussar, that could be useful. If I have a positive board state (which can often happen due to the board control spells in the deck) I could definitely use that card to draw. That being said, I'd prefer if I could get some extra draws on some control spells. Any ideas?
Finally, thanks again for your input. Definitely a lot to think about and some changes to be made.
1 year ago
I considered cards like Ghostly Prison for a bit, but thought between counterspells and battlefield control cards (I had Counterspell, Power Sink, Oblivion Ring and Pacifism in the deck when I decided not to do costs to attack, and I still have similar cards, although the counters are slower) I figured keeping the battlefield under control would be handled by limiting what makes it to the battlefield or chanting what does make it to the battlefield to make it essentially useless. I definitely like this style of card though for swarm decks, perhaps a good sideboard card. Since the intent of this deck is to slow the game down and make it to the late game, I kind of figured its draw back would mean, late game I'd lose that advantage and some of the control. Not sure if that is making sense.
I actually have Aegis of the Gods in my current build of this (I don't own all the cards yet for the deck you are helping me build, I'm doing this so I know what cards to buy); the only issue I have with it against a burn deck (my other favorite Archetype), is Aegis of the Gods doesn't hold up against burn at all; it buys 1 spell (if I could Aegis of the Gods and do something like Dense Foliage, then I'd be more inclined to use Aegis of the Gods in the final version). Leyline of Sanctity seems to be the better choice. I'm just not sure what to replace to add it. I'm already running mana tight and I'd have to remove something I that I think makes the deck work, to add it. Any suggestions? Actually, I could probably remove Drogskol Cavalry for them; those are only valuable if I have control and get them late game; but if I have control, my other spirits and Godhead of Awe should be able to do the beatdown. What do you think?
And yeah, Disenchant will definitely be in the sideboard. Great suggestion. I can't believe i forgot about it.
1 year ago
Drogskol Cavalry is far too expensive for modern.
1 year ago
Ok, so my deck (from what I can tell) this deck seems to be very close to being done, what I am doing now is after some play testing for a while (now to be fair, my internet is out and I playtest on Cockatrice, so I had to playtest against myself and using the other deck I build and maybe 1 or 2 others) and I have found the top 4 cards that underpreforme the most in my deck
Now the first card I know I am not getting rid of is Path to Exile, It does come in use but either dosent pop up enough to be useful (Maybe I should add 2 extra) or I already have managed to get 30, 2/2 tokens with flying and vigalance, so it dosent seem to make the biggest difference.
Selfless Spirit does become kinda useless if I get him any other time I am not doing the finisher, sacfificing him to make all of my creatues invincable usually ends in me winning that turn, or the next one. But other then that there is not really any other time he becomes useful.
Now the two others, Drogskol Cavalry, and Seize the Soul are my final two, and are the two I do think can be replaced, or in the form of Drogskol Spirit, add something to it to make it stronger. Seize the Soul just has too high mana cost and dosent really shine. If there is a time i can cast him, there is usially two or three other spells I can cast that would help me more then him, even in the long run
Crested Sunmare- Would Replace Seize the Soul. I dont know how to feel about him. I know its not a spirit but him and Drogskol Cavalry could be a good match up. (if only Crested Sunmare created Spirit tokens))
Teysa, Envoy of Ghosts- Would Replace Seize the Soul or Drogskol Cavalry. This one is my absolute favorite on the list. She has protection from creatures and vigalance so as long as an ability says other wise, I can attack with her anytime. She also creates tokens when I get damage, so if I had 4 of her (or at least 2 or 3) then I would get 2-4 (with Anointed Procession)
Any Ideas from either the final touches, or the beginning of this deck XD, would be awesome. Thank you
1 year ago
Hey man, I don't know your meta (I assume its casual) but let me give some general cheap goodstuff cards that might help your deck and some general advice.
The biggest problems I see with your deck is that 1. It has very few low drops, 2. it has few removal spells, and 3. You need a more solid finisher (I'll explain what I mean). Fortunately Selesnya has plenty of cheap ways to fix all of those problems.
For low drops, Avacyn's Pilgrim is a great ramp card to get your 3 and 4 drops out early, and Qasali Pridemage while not a knight is a great, inexpensive support card for any selesnya deck. If you want specifically knights, then Knotvine Paladin and Student of Warfare are good too. You just want some early board against an aggro deck with haste creatures and stuff.
For removal, on top of Dromoka's Command, which is a great card, you can also put in both Banishing Light and Selesnya Charm as cheap removal spells. Selesnya Charm even doubles as a combat trick, so you can easily replace Seeds of Strength with it.
Now for the finisher, usually in Selesnya the best finishers you can get are either creatures that are big, hard to remove, and have evasion, or creatures that can go wide with token generation. The best example of the first is Sigarda, Host of Herons, who is obviously expensive but worth every penny even if you only want one copy of her (not to mention she's also the badass savior of Innistrad, flavor win!), and of the second, which does fit in your knight theme, is Hero of Bladehold, but who is also more pricy. Currently your finishers here seem to be Collective Blessing and Shield of the Oversoul which are not bad cards but can seriously fall flat if you are playing against say a control deck that counters and removes all your creatures. I guess there is also some Glittering Wish shenanigans but I don't think you need that card, and its 5$ a copy which seems not worth it for what you get. Some budget cards I can suggest off the top of my head that can help you are Terra Stomper or Drogskol Cavalry. You don't even need too many copies of them in your deck as long as you can close out the game consistently. I'd still leave in 2-3 Shield of the Oversoul for its great value.
Some other miscellaneous good stuff suggestions I can make here are Tireless Tracker, Abzan Beastmaster, and Unflinching Courage. Tracker and beastmaster because they can give you natural card draw in selesnya while getting big and courage as an alternate to Shield of the Oversoul that can target mono-colored creatures. In fact you could replace them if you want.
Now for potential cuts, on top of the cards I already mentioned, I think that your weakest cards are Knight of New Alara and Citadel Castellan, because their stats are just plain weak for their cost and only usable if buffed. If you replaced all 8 of those with the lower curved creatures I mentioned earlier, I'm sure that will do wonders for your deck. You still have a strong knight theme while greatly improving your early game. The other card I'm gonna mention is Glittering Wish, which seems well, I don't want to say cheesy, but really out of place. I'd put anything, maybe some more removal in those spots. If your deck feels not consistent, I'd save the money of buying random multicolored cards and just get a few Tireless Trackers or Abzan Beastmasters that draw cards for you.
Well that ended up longer than I thought, hope this helps! Ask me anything if you want more help.
2 years ago
Maybe remove Long-Forgotten Gohei.
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