|Commander / EDH||Legal|
Printings View all
|Saviors of Kamigawa (SOK)||Common|
Combos Browse all
Instant — Arcane
Put a 1/1 colorless Spirit creature token into play.
Splice onto Arcane (White) (As you play an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.)
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Spiritual Visit Discussion
5 months ago
I'm often a bit disappointed by Remand. It works well enough against a deck that plays threats on curve, but anything with removal, it does a horrible job against. The reason is that removal is cheap in modern - you get to remand a Lightning Bolt? Great. Opponent pays and plays it again, now having paid 1 extra mana. Same story for Fatal Push and Path to Exile.
speaking of path: The basic land is only really a problem, if you play it in the first couple of turns. Most decks get a lot more from having a creature than having their, say, 5th land.
Beckon Apparition is better than Spiritual Visit. It doesn't work as a turn 1 play, but beyond that it can remove cards from GY like Lingering Souls, Bloodghast, or whatever a Snapcaster Mage might target, and give you a token at the same time. And the token even has flying.
Oyobi, Who Split the Heavens - cute, but no. When you get to play this, you have played everything else on your hand. that means a very lov probability of getting to trigger its ability even once. Also, it only triggers of cards that are spirits, not of spirits entering the battlefield, meaning you have 16 cards besides itself than can trigger it, or about 1/4th of your deck. You play it, it miraculously survives the following turn... and you draw a land (more likely than drawing a spirit). Now you get to swing your 7 cmc 3/6 creature. It just isn't very good.
6 months ago
6 months ago
Ok so I was playtesting with different versions of the decks seeing what each did really good, and what they did that didn't hold its weight. So I did find some things but I decided to ask you about a couple things.
First, I want to make sure that I am keeping within the realm of tokens, which is the main center of this deck, for that reason, I (for now) brought back Doomed Traveler. It can be cast at the beginning of the game and can block for at least 2 turns, if not more. And Late game, because at the point, when it dies and creates the 1/1 spirit, there is going to be something boosting it, making it even better than a copy of itself with flying (basicly). Rattlechains is good but didn't really hold up for my goal of the deck. It would become a 3/2 or better with all of the effects in play, but even then I usually have something better, or A lot of tokens.
Also with the realm of Tokens I also Brought Back Spiritual Visit
Second, I think that my Mana base is better, but I dont know how good it is, I am just having a hard time telling if it is holding up.
Now I am also thinking of cutting down Anointed Procession to about 1-2 copied. One of the reasons is for budget, but the main reason is because it doesn't always come up. I do want it in the deck, with things like Spectral Procession It can really save me if I am in a bad situation, but 3 of them might be overdoing it
Moving Selfless Spirit For the sideboard .
So A question about Phantasmal Image. If I copy Geist of Saint Traft, does that count to the Legend rule? So would it count as having two of the "same" legend, therefore needing to get rid of one of them
And speaking of Geist of Saint Traft I love it. But the fact that it's not flying can really set me back. So I was wondering if there is anything I could do with Invocation of Saint Traft. I don't want to get rid of Geist of Saint Traft but having more creatures with the same effect (noted, slightly worse), really would be amazing, since I could put it on a flying creature.
Thoughts on Oyobi, Who Split the Heavens
And my last thing is how do I know when the deck is complete?
6 months ago
So I have a couple questions about some cards. The first one is on Ghostly Prison. If I were to have two on the battle field then would that mean they would need to pay two mana for each card? So instead of paying two mana would they pay 4?
My second question is on Anointed Procession and having more then one on the field at the same time. Lets say I cast a Spiritual Visit onto the field with the 3 Anointed Procession on the field would that token turn into 8 tokens?MATH WARNING:
Or does it work in a way where it is added up. So using each enchantment seperate then adding them up.
There are some other small things I am thinking about but it depends on how these cards work
8 months ago
Angel of Condemnation Could make a very nice control creature that you can use on the enemies turn. It gives your multiple Exiles for a single card draw, as well as allowing you to flicker creatures if you don't have Kira, Great Glass-Spinner
In a black/white discard spirit deck I used Angel of Flight Alabaster and other effects to return cards from the graveyard. Not Forgotten could be a way to bring back important creatures like Kira, Great Glass-Spinner or Anafenza, Kin-Tree Spirit while also creating a 1/1.
Doomed Traveler, Spiritual Visit, and Beckon Apparition could be used for a couple 1/1 spirits for 1 cost, as your deck is 3+ drop heavy, you may get stalled out early game and end up without a single creature for 3 or 4 turns.
1 year ago
2 years ago
2 years ago
Mogg Fanatic is more likely to trade down, so your opponent is more likely to block it rather than constantly take 1. Sure, in the early game you may get in for a few pings first, but against some of the popular decks - decks you're likely to play against - it's nearly useless. Stompy's T1 of Nettle Sentinel turns Mogg into a Scorching Spear. Goblin's T1 of Goblin Cohort or Lavastep Raider makes it the same. White Weenies could Spiritual Visit or Raise the Alarm in response to declaring attackers depending on play or draw. This forces you to either sac for damage (giving them free attackers on their next step) or trade 1-for-1 or 1/2-for-1 with no damage.
Goblin Fireslinger is meant to sit back and ping for one on EOT, not attack in. It requires your opponent to have removal for it to rid themselves of the threat.