|Commander / EDH||Legal|
Printings View all
|Modern Masters 2015 Edition (MM2)||Rare|
|Champions of Kamigawa (CHK)||Rare|
Combos Browse all
Arcane spells you cast cost less to cast.
Spirit creatures you control get +1/+1.
Long-Forgotten Gohei Discussion
3 months ago
I’m already building an UW enchanted spirits. I see many decks plays aether vial but i won’t because yeah it can bring devastating opening but on the other side it’s a terribile to topdeck. I want to try 2x Long-Forgotten Gohei , what do you think of it?
5 months ago
Hey, I suggest including a significant life gain theme or change to Azorius or Esper Commander. You say you don't want to play life gain, but the problem is your playing Orzhov which is the guild that does life gain as a strategy very well. To use Teysa to make Spirits like you're wanting to do you have to take a lot of combat damage (life loss) from your opponent's creatures. You want life gain to offset the damage you're taking to make Spirits. Without having a lot of life gain it's difficult take advantage of making Spirits with Teysa. Orzhov is really a guild about life gain, using life as a resource and sacrifice; these are the three strategies that have the most support.
Cards to consider adding:
- Skullclamp: sac 1/1 tokens to draw cards
- Long-Forgotten Gohei: Spirit anthem and there's some Arcane spells here
- Swords to Plowshares: staple white removal spell in Commander
- Spirit Bonds
- Vizkopa Guildmage
- Ayli, Eternal Pilgrim: sac tokens to exile your opponents nonland permanents
- Suture Priest: gain life when tokens are created
- Soul Warden
- Soul's Attendant
- Tymna the Weaver: very good card in Orzhov and with flying tokens. Attack each opponent with a token and pay life to draw many cards for the turn
- Rhox Faithmender
- Zulaport Cutthroat
- Archangel of Thune: major pump for all tokens
- Sun Titan: reanimate a lot of different permanents
Most of my suggestions are for life gain, but most of them can benefit from tokens or tokens can benefit from them.
Instead of Orzhov with Teysa as Commander for Spirits consider Azorius with Geist of Saint Traft or Brago, King Eternal as Commander? Both Traft and Brago are more expensive price than Teysa, especially Traft, but they're Spirits. Having access to blue is great if Spirits are the theme you're going for. White gives you the Spirit token theme and blue gives you Spirit Lords; who can pump up all your Spirits and/or give them other abilities:
These are the tribal payoffs in blue for Spirits. Black has a few really good Spirits (Karlov, Bloodghast, Ghast, Lingering, Divinity, Obzedat), but there's no payoffs for playing actual Spirits like what blue has.
Another option is Esper with Oloro, Ageless Ascetic as Commander. Esper gives you the good Orzhov Spirits and Azorius gives you the Spirit Lords as well as a life gain Commander to take advantage of Orzhov strategies.
Good luck with your deck.
7 months ago
I can't stop remaking Kamigawa now.
Humans: Keep them basically as they are, five colors, no inherent tribal interactions, just general (or General) people.
Akki: They're goblins. They have fireworks. Stuff blows up. What makes the akki distinct from other goblins? Give them more of an identity. I just don't know what, yet.
Spirits: The war ended a thousand years ago, so there doesn't need to be too many. Maybe a cycle at rare, and a scattering at common and uncommon that interact with Arcane.
Nezumi: Branch them out into , as they become more distrustful and violent toward everything else. All Nezumi cards will be either or , not mono-. Alternatively, they become more civilized and close-knit and add . I like the concept of the Nezumi, but they don't really have an identity other than thuggish rat people.
Oni: Part of the spirit cycles. They don't need the Ogre interactions.
Ogres: Not sure what to do with these. Maybe have a couple at low rarities, but they don't need much, especially if Nezumi move to .
Moonfolk: Give them something to do other than unlandfall. A new keyword or something. Anything. These are my second choice for thematic Arcane interactions.
Legendary: No more than a typical set. It was an interesting idea, but overloading on Legends didn't pan out well.
Ninja, Samurai, Monk: Keep, keep, keep. I like the Monks in , but add a tribal thing here, with maybe some non-Humans.
Anything else: As needed.
Basically, develop the identities of the akki, nezumi, and soratami, cut some of the spirits and the ogre-oni interactions, and keep the class types more or less as they are.
Instants, sorceries, and enchantments can all have Arcane without changing the effect. I don't think Splice is necessary, but I'm willing to be convinced otherwise. Add more ways for Arcane to interact with other stuff. Long-Forgotten Gohei is a good starting point.
1 year ago
Long-Forgotten Gohei might be good in here
1 year ago
I think you should be running Kindred Boon in this deck with all the Myojins you have. It turns their otherwise one-time effects into consistent and massive threats more consistently than That Which Was Taken.
Long-Forgotten Gohei also is screaming to be included in here.
I looks like you're going all in with the Kamigawa theme, but there are some non-Kamigawa (and even non Spirit) cards worth considering.
1 year ago
Other oddball cards I'd like to use are Fossil Find, Boneyard Wurm, and Nighthowler. I also wish there was there was room in decks to play the Skarrg, the Rage Pits cycle of utility lands from the original Ravnica.
1 year ago
Maybe remove Long-Forgotten Gohei.
1 year ago
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