Geist of Saint Traft


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

Combos Browse all


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.

Geist of Saint Traft Discussion

PlatinumOne on Above and Below

2 days ago

in addition to the cards rippinstrider mentioned, you also cannot have any cards with black in their color identity, nor can you use the Swamp 's. you also have Geist of Saint Traft listed twice. once as the commander, and again in the 99.

Squirrelbacon on Jeskai Heromancer

3 weeks ago

What would you think of running some of the new split cards from Guilds in the list? In particular, maybe Expansion / Explosion or Justice Strike ?

This might be getting too cute, but with how aggressive the deck is, Dryad Militant might be really good graveyard hate. Can come down on turn 1 if needed but also can be a value spell with Hero of Precinct One ... that's probably way too cute though and doesn't help much against Phoenix lists.

Good point also with Geist of Saint Traft also helping to hold combo in place. I often forget his strength against combo.

LoneCrusader399 on Jeskai Heromancer

3 weeks ago

Squirrelbacon: I'll test out 2 copies of Snapcaster Mage at some point and see how it plays.

Heroic Reinforcements , like Jeskai Charm , is probably a bit too cute, but also allows for a swing of 9 points of damage with either just Hero or Pyro out. Like snappy, I think it is worth testing at least.

As someone who has also played Geist of Saint Traft and Spell Queller in the same deck, I agree it can be awkward sometimes. But usually I find that it is highly situational on which is the correct to play. There is no hard rule about which one you should play on turn 3 as it'll depend on a lot of factors, your opponent's board state and deck for example, on which is going to end up being correct. Also, Geist excels mostly against combo decks and is still an extra, and I'd say necessary threat, against control.

Eidolon of the Great Revel is an interesting sideboard card and probably worth considering if Storm's meta game share goes up. Same with Render Silent , it's a personal favorite of mine in EDH as well.

I love discussing decks and card ideas with people, we may not always agree on everything, but it is always worth figuring out what cards are worth testing or not, especially with a brew like this.

Squirrelbacon on Jeskai Heromancer

3 weeks ago

I definitely support you experimenting in over ! I think that the aggro potential in Jeskai is often overlooked and the color combination just gets clumped in with control too often. Maybe rightfully so, as many of the cards support a more controlling play style, but there is also the potential to be a glorified burn deck at times.

That said, I know that you felt Snappy may feel a bit slow for this deck but I highly suggest trying him! For this type of deck, he is NOT a four of, I'd suggest 2 or 3 though. Access for both Bolt and Helix just allow you to quickly slam through a minimum of 6 points of damage quickly... Plus then factor in playing several copies of Boros Charm and you're talking a lot of upside for Snapcaster. Again though, I would not recommend 4 with such an aggressive list.

In regard to Heroic Reinforcements , I don't know how I feel about this one. It makes sense, however, by itself it's extremely inefficient. If you don't have a token producer in play, I'd assume it would just feel very underwhelming... and considering how much removal is in the format I don't think I'd bet on a 2/1 lasting more than 2 or 3 turns to consistently enough support Heroic Reinforcements . The way I see this deck winning is by going quickly and making 2 or 3 tokens, then burning out the opponent for the last 7-10 life points. A 4-drop that at worst makes two 2/2's doesn't seem strong enough.

The Path to Exile argument is very fair, I'd suggest keeping an eye on it though. Might feel like too many, especially if you decide to add in a few snaps. Understandable reasoning though!

I also wanted to ask you about a few other creatures, namely Spell Queller and Geist of Saint Traft . As someone who has extensively played both of these cards, and tried to play them in the same list before, the end result also seems... exceptionally clunky. Both being 3-drops can determine how the game goes, as Spell Queller is reactive and Geist is proactive. They want to do different things and don't often play well with one another. They can be great together, but most of the time when you have one, you don't want the other since it tries to make you change the game plan that was originally set up. Also, I'd suggest putting Geist in the main if you want to run him. Board wipes are his worst enemy, and after game one against a deck like yours, you'll see a lot more board wipes post board. Spell Queller does great against board wipes since it exiles the spell (think Supreme Verdict ) and can stall out for tokens when the a sweeper is introduced.

Also for the side, you may want to consider running Eidolon of the Great Revel or Render Silent . I've got a feeling storm will be one of your worst match ups, and both of those cards just HOSE storm players. It's a ton of fun for those matches to sit with some shields up! I'll be on a bit later tonight and the weekend, so we can keep going over other cards as well and my opinions on stuff. I like how it looks though so far!

Keep in mind, everything I say is an opinion and I'm not trying to force anything.... I just like going over reasoning behind cards and ideas with other people, feel free to ignore anything I say!

Dango on Brothers Yamazaki Partner Commanders

1 month ago

I've been brewing ideas for a while now, and I thought of that bit of lore that revealed that there was a guardian spirit of fire and ice that protected their village. What if they had an ability where it said something like "at the beginning of your combat step, if you control Seitaro and Shujiro Yamazaki, and you don't control a creature named Guardian of Sokenzan, put a red and blue legendary spirit token named Guardian of Sokenzan into play under your control."

Also what are your thoughts on making this version of the twins spirits themselves? After all, it would help extend their lore and explain why they would be partnered together again because the lore stated that they never spoke to each other again after the death of their father. Essentially what unites them is the mutual desire to protect their village and they become guardian kamis of their village after they pass away. I was thinking that would be relevant, or perhaps one of them is a spirit and the other is human? Say, Seitaro became overwhelmed with guilt for killing his father and committed seppuku to restore his honor. If this were the case, Shujiro would be living, and Seitaro's spirit watches over him and aids him in battle. I think as far as flavor goes, these would be really cool concepts, but I don't want to write implicit lore based on my speculation.

Mechanically, I'd like them to buff each other when in the presence of each other. Or maybe Seitaro could be gimped to only being able to attack or block when Shujiro does? At that point though I feel like it would make more sense to simplify things and make Seitaro a legendary spirit samurai token that a non-partner Shujiro summons at some point in the combat step, similar to how Brimaz, King of Oreskos and Geist of Saint Traft function.

I'll get to drafting rough copies of all of these variants in the next couple of days. I've been brainstorming all day, even while I've been in class and I really just want to brew how these guys would function outside of samurai tribal.

ToolmasterOfBrainerd on Counter Cat Rawr

1 month ago

Tribal flames is definitely something to consider. It's bad when I get Botanical Sanctum . And there isn't much in modern with 4 toughness. Botanical Sanctum and Lightning Helix help my burn matchup a lot more along with any other aggro matchup.

Pteramander doesn't belong when I'm on a Rest in Peace sideboard plan. My attempt at building for him is RUG Delver (Pteramander).

Geist of Saint Traft is so tiny. He hits hard but is too easy to invalidate by blockers, especially in modern. I am unhappy with Hooting Mandrills but I don't think geist is the solution. He's good in spirits because they can make him bigger, keep him alive with Selfless Spirit , or tempo with fliers so that it doesn't matter if he's blocked because you're dead next turn anyway.

kdna on Counter Cat Rawr

1 month ago

Im missing Tribal Flames and maybe Geist of Saint Traft or the new Pteramander .

hellhole3927 on Guess What?... INFECT!!!!!!!!!!

1 month ago

Thanks for the feed back High Counsel of Jin-Gitaxias.

BTW, no I don't own this deck yet, but I was considering selling some of my collection which could afford a lot of decks. You are right it is a pretty pricy thing to get into Modern with, but I'm looking for a really good deck (I am considering maybe just going with Bant Spirits, but I wanted to try something different). I also should've mentioned earlier the land base is copied from some deck I found online, but the rest I did. Except for the Geist of Saint Traft somebody told me that they would be good side board.

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Geist of Saint Traft occurrence in decks from the last year


All decks: 0.1%

Commander / EDH:

All decks: 0.0%