Geist of Saint Traft

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Duel Decks: Blessed vs. Cursed (DDQ) Mythic Rare
Innistrad (ISD) Mythic Rare
Promo Set (000) Mythic Rare

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Tokens

Geist of Saint Traft

Legendary Creature — Spirit Cleric

Hexproof (This creature can't be the target of spells or abilities your opponents control.)

Whenever Geist of Saint Traft attacks, put a 4/4 white Angel creature token with flying onto the battlefield tapped and attacking. Exile that token at the end of combat.

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Geist of Saint Traft Discussion

Squirrelbacon on Fun Police - UW Variant

2 days ago

Hello!

At my LGS, I've played decks like this for quite some time. Between , Moon, and Jeskai control/tempo, I feel pretty strongly that Serum Visions is not right for these decks anymore. Sitting on turn one (especially on the draw) trying to set up you next turn or 2 is just miserable. In its place, I'd look into Opt or maybe 1-2 Ancestral Vision. Also, I'd recommend at least 1 Spell Snare to help with the whole "I'm doing nothing on turn one" conundrum.

He is one of my favorite cards but I would also recommend you move Geist of Saint Traft to the sideboard (and get the right artwork!) as in the main he feels terrible with 3 maindeck boardwipes---if you want control that is. If you want to play more of a tempo game, he should stay in but then the list should change a bit more than that.

Best of luck!

Durkle on U-Control

1 week ago

Blue mages unite.

So there's a couple things you should consider when making a list like this. The biggest thing is: Why are we playing mono blue and not splashing a color? What does mono blue let us do that we couldn't otherwise do with a splash? Currently you don't have a very good answer to that question, honestly. You're not actively benefiting from only playing 1 color, you're just nerfing yourself by limiting your options to interact.

But.

There are a couple things you can do to make use of mono blue cards and mono islands. The first is making use of several copies of Disrupting Shoal. HIGHLY recommend this one. Excellent excellent card, but doesn't really have a home in modern. It fits best into this kind of shell naturally. Really catches people off guard.

The second thing is playing a couple copies of Vedalken Shackles. Honestly not the best suited card in modern right now (what with k commands and crazy fast clocks) but still a super solid card, at least deserves a place in the sideboard probably against goyf decks and such.

Tempest Djinn is also kind sweet as a finisher, but it's super unproven and probably too clunky.

..I'm about to just list off a bunch of random suggestions, feel free to ignore whichever ones you don't like.

I think Ancestral Visions is a trap in this deck. At least main. As a 4 of. At the end of the day, this is a tempo deck, and WILL struggle late game against decks that play more inherently powerful cards, so all this card is doing is trying to slow the bleeding. It's a very weak turn 1 play when you could be casting a delver or setting up with a serum visions or holding up spell snare, and it's an absolutely atrocious topdeck. I'd avoid this one in here. Just my own two cents.

Spreading Seas is a good card, but I don't like 4. They makes delvers harder to flip and you usually have to commit to tapping out on turn 2 to make the best use of them, which I personally don't like. Wouldn't be the worst thing ever to keep them, but its not like its filling the same role that it is in merfolk, where it gives your guys evasion and you can still be playing guys with vial while you tap out to cast spreading seas.

Psionic Blast is worth a consideration. Colorshifted Char is pretty sweet, and gives you some good interaction / game-ending potential. Alternatively I think even a Dismember or two would be kinda nice.

Embracing tempo, Vapor Snag is a card you probably want. It's like extra copies of remand but it's 1 mana, only works on creatures, and pings them instead of drawing. Super solid. Can also be used to save your own guys in a pinch.

Every creature you have right now is a wizard. You could consider trying Wizard's Retort and just getting to play the card Counterspell in modern. You might want to play a few more wizards to enable this plan, in which case you could consider playing Mutavault as a manland, and then stuff like maybe Nimble Obstructionist or even Baral, Chief of Compliance to give you a few more wizards. Baral is actually kinda sweet, he lets you cast Cryptic Command on turn 3, and then you even get to loot off of him.

Commandeer is absolutely hilarious in the sideboard. I know it looks like a weird edh staple or something, but try laughing at it when you steal a Karn and then exile their tron land with it. Absolutely silly card, definitely worth a slot or two imo.

Since you're playing fetches and stuff anyway to help enable JtMS, I feel like splashing a single Hallowed Fountain could actually be very nice. Gives you access to things like Stony Silence and Geist of Saint Traft postboard, which can give you a chance in your bad matchups. You could play Rest in Peace over relic as well.

And uh... I think that's all I've got. Hopefully there's some helpful stuff in there. Best of luck my blue brother

Squirrelbacon on Esper Geist

1 week ago

Hello!

I really enjoy the way this list looks. Geist of Saint Traft is one of my favorite magic cards, so any list that efficiently runs him is good in my opinion. Just a few questions...

1) Why Shambling Vent over Creeping Tar Pit? As only a one of anyway, the lifegain can't be that relevant or consistent, so I'd probably rather play a card that can sneak damage. Same activation cost also.

2) Spell Queller and Geist of Saint Traft in the same list always scares me. Feel really awkward having both in your opening hand.... feels even worse drawing either on turn three with the other in hand. Just feels like a conflict of interest for the deck.

I feel like this list runs similar to the Esper Mentor decks that kinda existed about 2 years ago, which I had a blast piloting! Best of luck!

Ravenrose on Karador's Murder Mystery Tour

3 weeks ago

Teysa, Envoy of Ghosts could also be added to this deck. Requiem Angel might be worthy of consideration. After all, you play enough non-spirits to get this card into the deck. The beautiful and sombre Angel of Flight Alabaster could also be worthy of consideration for this deck. Paraselene gives one life and destroys pesky enchantments. Furthermore, the art is synergy. The full moon is known to cause not only insanity but also opens the door for ghosts. Murder is the obvious choice: you are making a murder mystery themed deck for crying out loud! Victim of Night is another worthy choice. Kessig Cagebreakers might also be of use. Geist of Saint Traft might also be of use in this deck. Gallows Warden might be useful for extra synergy.

I hope these suggestions have been of some use to you!

TTEC on 4 Color Control

3 weeks ago

EpicBox75 Hey.

I have also considered the problem with not having enough hard removal, currently I am trying 1 Lightning Bolt>Terminate probably, mainly cause I find the lifegain from Lightning Helix to be very strong against a lot of currnetly popular decks, but either is a viable option tbh. The Main creatures that I have had the problem with personally is Tarmogoyf, Gurmag Angler and Tasigur, the Golden Fang. I've always considered a resolved Primeval Titan to just mean gameloss, given that I haven't actually fought bloom titan in my last 800 games (according to the list I keep) and versus Titanshift it really is just game over.

Dreadbore is a card I have also been considering, sorcery speed sucks, but killing planeswalkers is obviously very helpful.

Supreme Verdict is hard to cast. There aren't many great wrath effects in modern really tho, and I really feel like the deck needs to be able to do something against a flooded board, Godless Shrine is something I have trying in place of 1 Watery Grave.

Esper Charm is prolly next on the chopping block to speak from my sideboard, what I like about the card is mainly that it does something in matchups where I normally have a lot of dead cards, like Tron, other control decks, combo decks like Ad Nauseam and Bogles (lol why bother tho), it is a decent way of dealing with cast triggers too (draw phase discard 2), but for sure isn't the best card in the deck.

Regarding matchups, I never finished the section cause I haven't had time quite yet and will now give my thoughts on how you perceived the matchups.

  • Amulet Titan: Haven't fought on MTGO in my last 800 games, can't say, my guess would be its fairly even.
  • Death and Taxes is just plain miserable too fight, a lot of the time they can just land Leonin Arbiter before you drop your second land and then it's just over, other times they draw Ghost Quarter after Ghost Quarter. This is fortunately for us not a very common deck, but def one I would avoid if possible. I honestly don't really know what put in your sideboard to deal with it effectively either as it attacks your mana, something like Alpine Moon targeting Ghost Quarter would be an options I guess, but not a massive fan of that plan as imo its otherwise not a great card and sideboard spots are scarce.
  • Storm, I actually like fighting storm with this deck, post-sideboard you can bring in Damping Sphere, Leyline of the Void and some of the general good stuff from your sideboard, you can ofc whiff and not draw any of your sideboard cards, but that's the case with all decks, but overall I have a good record against them, as both spot removal (for Baral, Chief of Compliance and Goblin Electromancer, Counterspells for EoT Gifts Ungiven and Echoing Truth together with hatepieces Damping Sphere and Leyline of the Void
  • Tron variants are all fairly annoying, as they're quite easy if you draw good (like Damping Sphere, Stony Silence, Logic Knot and some lands) basically means they don't get to play the game, while most hands w/o Damping Sphere are very hard to justify keeping as T3 World Breaker into T4 Ulamog, the Ceaseless Hunger is a real risk that not even counterspells can protect you from.
  • Burn is a matchup I personally despise, while it is winnable, I wouldn't say its good, the 4 Lightning Helixreally do improve it a lot, and imo Kolaghan's Command is also good here.
  • Most Jund variants are good matchups, but jund is a very diverse deck, just a few days ago (well GB to precise), with 8 manlands, 4 Liliana of the Veil, 4 Tireless Tracker and 3 Thrun, the Last Troll maindeck, which was obviously a miserable experience, so it varies a lot depending on the jund deck. Other times they run with few of the control-hate pieces and you kinda crush them.
  • Ponza is a deck that feels tailored to fight us, strangely enough I have won both the matches I had against it, but I am fairly certain that was pretty lucky tho. Basically I just try to keep fetches uncracked for as long as possible and I am not scared of shocking myself multiple times if needed, but I am certain that my 2 wins against this deck wont repeat themself often.
  • UW(G) Spirits are actually alright to fight, Spell Queller and Geist of Saint Traft are the only real threats they have, Izzet Staticaster pulls a lot of weight here post-board too.
  • I personally hate fighting other control decks, mainly cause of Search for azcanta and Teferi, Hero of Dominaria as they can make the matchup feel very luck reliant. How good one is against other control decks is also very much a question of how much sideboard you dedicate to it, Esper Charm, Dispel and Negate are all obviously great here, but this deck in general lacks a way to deal with t2 Search for azcanta while being on the draw. Spell Snare could be an option, but I personally do not like the card. In general this deck has rather few ways of dealing with other control decks, if compared to for example, UW control which runs more Celestial Colonnades and actually runs Ghost Quarter and/or Field of Ruin, while having a bit more counterspells. Overall tho, control is rather rare in the current meta and I can accept having a slightly below average winrate against the decks.
  • Hollow One variants are actually fairly reasonable with this ye, adding in a Terminate would obviously make it better, but Kolaghan's Command really is amazing here.
  • Mardu Pyromancer really comes down a lot to Blood Moon, if they manage to resolve on its generally over, but usually you have a decent shot at stopping them, or at least fetching accordingly, in which case the matchup is rather favorable, especially postboard with Izzet Staticaster

  • Humans, decent matchup, I'd say something like 60-65% in our favor probably, we got a lot of removal, but the nut draws from humans are basically unbeatable. Izzet Staticaster can also be amazing here.

  • Living End I haven't faced either, but should be good with Leyline of the Void and a few counterspells and Supreme Verdict
  • Vengebridge variants are imo easier than the straight up B/R Hollow One decks, as you can usually (not always) get a hand with Leyline of the Void and make them play a very bad aggro/midrange deck with a lot of dead cards.
  • Ironworks is one of those matchups where you will rarely drop a match, between Damping Sphere, Stony Silence , Leyline of the Void, Kolaghan's Command and counterspells you're almost gauaranteed to draw a starting hand that makes them miserable, so far my record against them in 5 - 0 with few of the sideboard games even being "real" games.
  • Death's Shadow depends a lot on what variant, Grixis is imo the worst one to face, but even that one is prolly around 45-50% chance to win, the non-blue variants are considerably easier as you can generally either stock up on burn spells and go face, or boardwipe>counter everything and win the more normal way.
  • Titanshift sucks to face, I have considered picking up Runed Halo,Leyline of Sanctity or Alpine Moon specifically for this matchup. Their actual combo isn't even the main problem, its that they can often kill you just by playing lands at you, even if you counter their bomb cards.

Sneakatron on Flicker & Flight (Midrange Control)

1 month ago

Hey Piebye726, thanks for stopping by! I really appreciate the suggestions. And I agree that my counterspell mix is busted. Currently trying to figure that out. I'm gonna get rid of Dissolve as you suggested by instead of Mana Leak I'm going to try a different grouping of counter spells. I'm torn with taking out Lyra Dawnbreaker bc #1 I love the flavor of that card and #2 the lifegain effects and synergy with Restoration Angel have been invaluable at times. I've found Elspeth, Sun's Champion to be too slow for my local meta, though I am interested in trying out Geist of Saint Traft. Thanks again for all the advice!

Piebye726 on Flicker & Flight (Midrange Control)

1 month ago

Your average cmc is a little high in this deck. I see that you want to play a more midrange centered deck, so why don't you cut the Lyra Dawnbringer for a copy of Geist of Saint Traft? You might want to take out a couple creatures from the deck that have a high cmc for lower cmc counterspells if you want to consistently counter more cards. Currently, your only 2 mana counterspell is Mana Leak, which you should replace your Dissolves to make it go up to 4. Also, instead of a Dragonlord Ojutai, what about Elspeth, Sun's Champion she's a much better 5 mana win condition for this deck. My last 2 suggestions are to remove about 2-4 creatures from the mainboard since it's hard to really play the midrange part without enough pushes or shoves but they can be whatever you want to remove. Finally, cut the 25th land because the changes to the cmcs should be enough to take it down a notch.

Overall, great deck! Also make sure to pick up a lot of Hallowed Fountains after the release of the new Ravnica set since shock lands are going to plummet in price.

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