|Commander / EDH||Legal|
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|Return to Ravnica (RTR)||Common|
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Creature — Spirit
Sacrifice Keening Apparition: Destroy target enchantment.
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Keening Apparition Discussion
2 weeks ago
2 months ago
Im looking to build a Green white control Casual deck to counter my friends red black Vampires deck. he likes to get +1/+1 counters out on his Rakish Heir, then he will use other vampires to help get more +1 counters and so on. right now my deck isnt complete, but here is what i have so far.
4xTowering Indrik 4xCommencement of Festivities
4xImpeccable Timing 2xArrest 2xcard:Takedown 2xFragmentize 1xSandblast 1xKeening Apparition 1xConsulate Skygate 1xShredding Winds 1xAerial Predation11xForest 11xPlains
im not sure what else to add to this deck as of now because i dont know what a good win condition would be. any help or recommendations would be greatly appreciated.
Edit: Would Mono White Angels work?
5 months ago
I think I'm going to remove Sunforger, as much as I like it as a card, I don't want to rework my deck to work around it. Here's what I've so far come up with as outliers in my deck.
Avarice Amulet is expensive. I need a good draw card to replace it, maybe an artifact? Suggestions welcome. Boros sucks for draw. Same with Inheritance. It's good in theory, but when I get done playing a creature, and casting Threaten and activating Fling on Brion Stoutarm I'm likely to be out of mana.
Yosei, the Morning Star A generally awesome card, but it's death effect doesn't make a huge impact most of the time, even if I'm tapping their lands etc.
1 year ago
Why do you use Quicksmith Rebel?
Very nice deck!!!
1 year ago
Hey, your list looks fun and well tuned. I have some ideas for you though: Kytheon, Hero of Akros Flip is a powerful 1-drop creature that you might want to find room for. War Priest of Thune looks better than Keening Apparition to me. Your mana could benefit from Chrome Mox, Tarnished Citadel and Inspiring Vantage. And since you want to build and then maintain a fast advantage on board, effects like Blood Moon or Winter Orb can help you a lot by slowing everyone down for a while.
1 year ago
Card draw is the #1 most difficult thing in Boros. Here are a few possibilities:
Temple Bell - Also benefits your opponents
Diviner's Wand - You won't have wizards, but you can pay 4 and draw a card.
Here's a link to my main boros deck: Heavenly Fire from the Vault I use Deathrender plus enchantment/artifact destruction creatures like Keening Apparition and Reckless Reveler to cheat big angels into play. It's an option, and that engine is pretty cheap.
1 year ago
It seems you missed one of the vows; Vow of Duty.
War Cadence can both be a bargaining tool, and make your opponents more enticing to attack.
Catapult Squad plus an ample amount of soldiers gives you incredible control over combat math. Players have to start asking you to let their creatures survive combat. Brigid, Hero of Kinsbaile and Ballista Squad do similar work.
1 year ago
I think you could take spirits in a number of directions. When it comes to competitive play however, let's look at what seems to be the three different directions as far as U/W.
Tallowisp is cute but I feel it will end up playing like a bad Bogles. It takes time to get hexproof online and I'd rather spend the I would be taking to making one guy better to make my whole team better. You could possibly implement some Aura Swap + Eldrazi Conscription combo and play like a modern iteration of the standard Sovereigns of Lost Alara + Conscription combo. Again, it all just feel like bad Bogles.
AEther Vial seems to be a popular route and while is viable by hearing it's creature curve down with Anafenza, Kin-Tree Spirit and Phantasmal Image. I don't have much practice with the Vial but I always felt the reason Merfolk got such power from it was because of the solid two drop foundation. Spirits are looking more for three drops. Might not be much difference but I think the format is fast enough to punish that more severely than other builds of the tribe.
Lastly, the tribe could emulate Faeries. But instead of being disruptive, it would be protective which I think is the better choice in a aggro-shifted meta. Pairing the tribe with some of the best control in colors seems simpl but optimal. When you look at spirits, you see of lot of protecting effects. Hexproof, flash, a mix of combat and spell disruption, and then Windborn Muse is.. Seriously. Just look at it. Perfect on curve as three drops are so hexproof focused. I've tested it and it's just won games that would have been lost and dominated in games where I would have just won. Even in games I lose, it still ended up giving me more time to find an out.
My own list has a lot of the staple U/W control spells but on the subject of powerful standard cards, it really is true how perfect Ojutai's Command is for the deck. The lifegain and card draw are always relevant, always. And in a creature focused format, countering a creature is very relevant most of the time. The reanimating effect is what makes this card so powerful for the tribe. Being able to revive a Mausoleum Wanderer to block or pop a spell is super gravy. Reviving Rattlechains for the protection grant has a Snapcaster Mage feel about it. Reviving Selfless Spirit is super obviously powerful.
The sideboard also gets classic-done-better in Kataki, War's Wage which just makes Affinity players (and all other decks that receive the affinity hate package) cry. Kira, Great Glass-Spinner, another hate card for more midrange or removal heavy decks, also gets more powerful as bonus of now being tribal relevant. There's also tech spirits like Keening Apparition/Kami of Ancient Law and the aforementioned Kami of False Hope that get better as a tribal byproduct.
If the meta shifts from aggro then spirits could take a tumble in terms of how viable they really are and Faeries will likely supplant them, resuming their role as the control tribe to beat. In this aggro-midrange pushed era of the format, I really think spirits could make a name for themselves.
I've tested my current list against Burn, Ad Nauseam, Infect, Affinity, and Jund to name a few. There are definitely good and bad matchups as with any deck but it also felt like a real deck. For more detailed breakdowns, you can check the description on the page. Some quick notes;
Ad Nauseam has a really hard time beating Mausoleum Wanderer. Feels like one of those situations where the light at the end of their tunnel never comes.
Windborn Muse is a powerhouse. In testing against Infect, I may have been lucky enough to get enough Path to Exiles to keep them off their early creatures but the Muse made it impossible for that deck to pump its creatures as well as attack so perhaps it was because the Muse bought that time. In the second game I learned that Spell Queller doesn't care much for Become Immense.
The Muse also helped in testing against Affinity but Selfless Spirit and Ojutai's Command are work against them. We match their flyers pretty well and Kataki, War's Wage is a beautiful thing to flash on their draw step.
Burn is not unwinnable but is certainly a struggle. Hexproof is great when our opponent is using Lightning Bolt as a midrange removal spell but it's just writing on the card when it's our face with the target in it. Mausoleum Wanderer and Selfless Spirit do little to save you.
As I mentioned hexproof is great when our opponent is using Lightning Bolt as a midrange kill removal spell. It's also just great against Abrupt Decay and Maelstrom Pulse. All the protection gives us fair game against Jund and even allows us to freely race our opponent's Tarmogoyfs and Dark Confidants. Flying also makes Liliana of the Veil much less of a problem. Jund is a really matchup.