T: Add 1 to your mana pool.
WU, T, Exile a creature from your graveyard: Put a 1/1 white Spirit token with flying onto the battlefield.
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Moorland Haunt Discussion
5 days ago
I really like this deck, and would really wish it worked. But. It's a bit too fair. Counterspells cost more mana than what they have to counter in the aggro-matchups, meaning that you get outplayed for a couple of turns by an opponent playing two spells in a turn, and you only having mana for 1 counterspell.
Peek really isn't Gitaxian Probe. Especially in a deck that wants to draw extra cards early, and doesn't have too much land. Have you considered Path to Exile instead? You've already got the white mana for it. Familiar's Ruse is pretty good with Snapcaster Mage, but probably even better if you have a bit more creatures wuth ETB effects.
2 weeks ago
Drop Mirror Mockery.
Only 2x Kataki, War's Wage should be in the sideboard. Especially since your running 3 different artifact hate cards in your sideboard. Add Kami of False Hope to the sideboard for aggro decks. Spirit of the Labyrinth for card draw combo decks.
1 month ago
Glad I could help, interested to see where the deck will go once you start playing around with it.
That being said, you're kinda running low on lands, if you want to drop a 5 drop on t5 consistently. I think you could be greedy and get away with playing 23 total, but even then you're still off the "correct" number of 25 (with the average cmc of 2.75, explained here). Should you ajust the manabase, think we could get away with a few more non-basics, if you're interested. Rogue's Passage can help get the big flyer through to seal the win, Ghost Quarter or the slightly worse Tectonic Edge can help shut down enemy lands or take decks off of colours completely, Moorland Haunt lets you recycle the dead walls into a potent, ghost-based airforce. Minamo, School at Water's Edge while worth a large sum of money, is a potent combination with Ojutai, should you choose to run a few more, the similarly pricey Celestial Colonnade can also help wreck face late in the game, but neither of the two are necessary by any means.
Wall of Omens really shines in this regard, the more cards you see in a game, the more likely you are to win. I think the overall quality of Wall/Defender creatures you are looking to play is bit low. Cathedral Membrane is one mana(dont be afraid to spend life, life is a resource to be used) and usually EXPLODES the creature unfortunate enough to be blocked by it. Dragon's Eye Sentry is pretty damn good for just 1 mana, and really highlights how bad cards like Nearheath Pilgrim (2/1s always die in combat, 2 mana is far too expensive for a card that trades with most 1/1s) are. If it's a card you love, keep it, but you could be playing MUCH better cards. Jeskai Barricade can swoop in and save one of the beaters if they should lose hexproof, let you perfectly block a massive creature(without trample) by bouncing the creature blocking it before damage or just bounce Wall of Omens for that tasty, tasty value.
If you were to run a few more Ojutai, Orator of Ojutai is a better Wall of Omens, but 4 dragons probably isnt enough, might want to research that. Stalwart Shield-Bearers makes all the walls defenders bigger, Wall of Essence has reverse lifelink, while Vertigo Spawn and its big brother Wall of Frost pin down any creature foolish enough to attack into them. And as big and seemingly unkillable as Wall of Frost is, no wall stands close to the mighty, infuriating Wall of Denial.
Here's a list of all the UW walls available in modern.
Also, I'm a little confused by the Authority of the Consuls and the Swiftfoot Boots. Authority gaining you life is neat, but your deck lays down tricky/large walls, you don't need an enchantment to slow the opponent down. What creature are the boots for, exactly? Overseer and Ojutai have hexproof, as does Shieldmate(most likely). These guys dont need haste because they come in protected and swing in later. So all we're really protecting is our disposable walls/defenders, Elspeth tokens and Nearheath Pilgrim, who isn't an incredible magic card. Boots also costing 2 mana kinda gums up the works; you want to be doing something every turn, ideally. Spending two mana on a card that needs a addition one mana to actually do anything on any turn between 2-5 doesnt seem like an awesome time.
Speaking of Elspeth, Elspeth, Sun's Champion sees great as an option if you find yourself facing a lot of big creatres; she can get rid of them while leaving your defenders in pristine condition to... defend.
Witchbane Orb feels like a sideboard card for when you're really getting beaten down by burn or Thoughtseize-style effects, and even then, those types of cards are usually cheap, so waiting til turn 4 to:
A. defend yourself from 1-2 mana spells and B. Do nothing on turn 4
doesnt seem like the greatest plan, IMO. Keep it in the Sideboard if its a card you like, by all means.
That's enough wall talk for now, 3am, must sleep.
2 months ago
Ok, so looking at your list there are two aspects that jump out at me as being possible issues with how the deck plays:
1) A restricted pool of efficient mana ramp options in combination with a bunch of the really cool spells being 5+ mana to cast. This is a general issue with playing esper colours unless you have access to money cards like Mana Vault, Mana Crypt, Mox Diamond, etc. You are already running a number of the cheaper options, but it might also be worth looking at Coalition Relic. It's pushing your card price limit, but the mana ramp and fixing that it offers is great, especially since you are running a few cards that cost three of a particular colour of mana. Some other ramp options are the myr creatures like Silver Myr. They are vulnerable to creature removal, but they can also be sac-fodder to Ertai if you draw them when you don't need them.
You can also look at trimming down your mana curve a bit so that you're not as reliant on mana ramp to be active early in the game. Your morph creatures don't have synergy with other parts of your deck, which means that with Voidmage Apprentice you are investing 7 mana to counter a spell. Sure, after it flips you can sac it, but that means an additional mana and getting Ertai on the board just for the payoff of countering two spells. I think that there are better ways to invest your mana.
Other cards to consider cutting are Lost Auramancers (likely to be killed before losing all its counters), Planar Bridge (again, likely to be destroyed before you can use it), and Ethersworn Adjudicator (I've tried it, and it either dies quick or demands too much mana to use when you have other cards you want to cast). Docent of Perfection Flip is neat, but its ability being spell reliant can be an issue, so how about Bloodline Keeper Flip instead?
You have also opted for a selection of expensive to cast counterspells, which would probably be more effective if you found cheaper alternatives instead. Ertai should be carrying a lot of the counter power, so other counterspells in the deck should be aimed at either helping to protect him or helping to make sure your big spells to slip past enemy counterspells. Either way, it's better if they are cheaper. Speaking of Ertai...
2) Ertai could use a bit more support for him to make him more effective. Thousand-Year Elixir is a good option, and gets better the more creature you have that tap to do something. Lightning Greaves is a must have for the protection and ability speed that it offers. And a monetarily expensive option, but useful, is Spellskite. It can draw away spot removal or be sacrificed to counter a wrath.
Regarding sac fodder, Bloodghast is a great option that helps offer redundancy alongside Reassembling Skeleton. Bitterblossom is an option, but you could prioritize getting Kjeldoran Outpost and/or Moorland Haunt since they cost less money and are searchable with Weathered Wayfarer. To go along with the additional token generation, Skullclamp gives you a card drawing engine.
Sorry that this comment has become so long. I'll leave it at that for now. There are a few other ideas I could offer, but it would be better to wait until you decide which way you would like to go with the deck. Anyway, I hope I've given you a few ideas to work with.
2 months ago
As an avid player of bant spirits, I would recommend you swap a geist for another Phantasmal Image, another path, or maybe a spicy one-of like Steel of the Godhead. With coco you usually find a geist most games, and that one usually has the power to last the rest of the game unless your opponent can easily chump it. Phantasmal is great off a coco, is basically copies 5-6 of the captain, and (usually) doesn't have to worry about wiffing/legend ruling off of a coco. That being said, I really like adding in lots of spicy one-off considering how consistent the deck is anyways. 22 lands seems like the sweet spot, but may I recommend Moorland Haunt as the second utility land alongside the township, rather than a Ghost Quarter. I feel Moorland Haunt can be supported, and provides unmatched value in some of the lengthier matches. I can think of a handful of times where the best play was to instant-speed make a spirit to trigger Mausoleum Wanderer and counter whatever big spell the opponent is trying to cast. Lastly, a single main deck Blessed Alliance is sweet in place of a 4th path, just in the way that it gives you an out to burn, boggles, death's shadow, infect, eldratron, etc.
2 months ago
Also, I know it's a sorcery, but I still think that Declaration in Stone has a lot of power, especially considering how many 4 ofs you are going to run into in modern. It's nice to sweep the field. Another option is Detention Sphere, which is great cause it hits everything. Since you aren't running pricey lands, a few Moorland Haunts might be a good way to make use of your dead dudes.
Lastly, anthems are great, and Favorable Winds is cheap.
If you need any other tips hit me up!
3 months ago
Thank you for the suggestions. Stonecloaker has been in and out of the deck as priorities have shifted around, but I think I'm at a place were it does need to come back in. Deputy of Acquittals can't blink itself, which is one of the big draws to Whitemane Lion and Stonecloaker. I feel like I'd almost rather run Otherworldly Journey.
I believe I had Voidmage Husher in the very first build of the deck, but it rarely came up in a way that mattered in the decks I played against and it was phased out. It's definitely been on the radar though.
I really want Saltskitter (actually now it would probably be Faerie Artisans) back in. It was almost always great. It was actually the last card I cut from the deck and one that's definitely on the short list to come back. Just need to find a spot.
I've considered Moorland Haunt, and maybe it's correct to play it anyways. But I have a personal problem with exiling something from my graveyard when there's a Karmic Guide somewhere in my deck.... I'm sure I'll draw it at some point.... it would be such a waste....
3 months ago
Stonecloaker is another Whitemane Lion variant that can still be tutored by Recruiter of the Guard, has flying and higher toughness, and can get rid of a choice card in a graveyard. Ought to include for more redundancy.
Voidmage Husher presents itself as a repeatable way to shut down planeswalker abilities and opposing commanders, as well as repeatably play itself for card advantage.
I disagree with your exclusions; Saltskitter should go back in. As something that blinks itself repeatably for free, the card advantage and value you get from it is incredible.
Deputy of Acquittals falls into the category of Whitemane Lion redundancy.
No Moorland Haunt? It's in your colors, and gives you something to do with extra mana floating around, that's also synergistic with your commander.