|Commander / EDH||Legal|
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|Dark Ascension (DKA)||Common|
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Creature — Spirit
Flying Stormbound Geist can block only creatures with flying. Undying.
Stormbound Geist Discussion
4 months ago
I think this is a really original concept for a Pauper resource denial deck. The inclusion of Fade Away I especially like with this kind of setup. That being said, I think there are a few basic things you can do, a few bigger things you can do, and some sideboard shenanigans you can get into to make this deck truly primo.
First, there are a few basic card subs I would make. First off, you can straight up cut Street Wraith for Gitaxian Probe , it just fits better in this deck and does the same thing but strictly better. The other main cards I would sub would be to add in Daze for Force Spike . I was skeptical of Daze 's power over Force Spike at first, but I was converted very soon.
That's it for basic changes, but here are some important structural changes. Firstly, the main problem I see here is keeping your hand full and repeatedly denying resources. I have no idea how competitive your local meta is, but all I can say is that higher-level Pauper is 100% Legacy-Lite, meaning it plays a lot like Legacy. This means lands don't matter that much to the average deck. Many decks are perfectly fine with you keeping them at 3 lands, so the trick is going to be denying multiple lands per turn rather than just playing 1 or 2 bounce spells at best.
So how do we get repeatable effects? Well Capsize is pretty good but also pretty expensive. One way we can do this is to play Snow-Covered Island s and Rimewind Taskmage . You can also add in the artifact lands (and maybe Tumble Magnet ?) to use Vedalken Certarch .
These are really the only halfway decent repeatable land denial cards in this format. Thus card draw is going to be key to drawing some of the one-time denial spells. Without the Pauper fetches (because this is a mono color deck) Preordain is probably your best bet. On top of this, you may want to run Gush to keep your hand full. Trading cards for lands that can just be replayed is not a very sustainable model in the long term, so these powerful draw spells can help you get there.
Finally, as far as finishers go you can run AEthersnipe as just a big boy that gets a blocker out of the way or Stormbound Geist as a flyer that's hard to put down. Canal Courier is also a big body that will net you a bunch of card draw, which will be useful to grind out your opponents.
Anyway, I really like this deck, keep working at it!
6 months ago
I think Annul is great against artifacts or enchantments decks(affinity, boggles, etc), Dispel is good for counter battles against other blue decks(" i kill ur delver with Doom Blade , i use gush, i counter ur gush, i counter ur counter with dispel, now my gush resolves and i use foil for counter ur Doom Blade ), Duress is great against control decks or creatureless decks, Hydroblast is insane, rly good card, Nihil Spellbomb against graveyard strats, Stormbound Geist is great aggro/anti removal card, good against control, Shrivel is great against elves, goblins, or any decks that have a lots of 1/1 creature cards, Ghastly Demise is insane but is just against non-black creature decks.
7 months ago
Hi guys, i'm an old school MtG player who got on MTGO for the first time 4 days ago. I've only played Mono Black in a casual format until now, so i'm not an expert.
I've chosen to play the Pauer format on MTGO and i've started with a UB Teachings... this is my Decklist:
INSTANT: 1x Dispel 1x Disfigure 1x Tragic Slip 4x Counterspell 1x Deprive 2x Essence Scatter 1x Doom Blade 1x Diabolic Edict 3x Think Twice 1x Soul Manipulation 3x Forbidden Alchemy 1x Mystical Teachings
I've got more losses than wins (probably mostly due to the fact the i'm new to this type of deck) but i'm wondering if you guys have some tips for maximize my chances to win consedering the actual meta in pauper.
I'm not playing in tournaments right now.
I'VE GOT A BUDGET OF 5 TIX TO SPEND FOR THE POWER UPS!
Thanks in advice!!
7 months ago
Big Update: Added in some cards that I already had. Took out some cards I felt didn't contribute enough to the +1/+1 counters, or I had cards which did what the card did, but better. Also adding in both Nissa and Champion of Rhonas may allow me to cheat out some of my more expensive spells, saving mana for adapting those already on the field.
- Nimbus Naiad
- Steeple Creeper
- Sylvan Brushstrider
- Feral Invocation
- Open the Gates
- Prying Eyes
- Stormbound Geist
- Junk Golem
8 months ago
Hey there! Your deck needs a bit of work, it looks like it's running a lot that has fallen out of favor lately. It needs streamlining, and some better cantrips too. First off, Ponder , Preordain , Gitaxian Probe and Brainstorm should replace Portent , Opt , Peek , Thought Scour , and Mental Note . It'll give you much better filtering and allow you to dig for answers more efficiently. Second, if you're running mainboard fliers Stormbound Geist is much more resilient than Sultai Scavenger , and easier to get out too. Warped Landscape isn't amazing in this format.. 18 Lands is correct, but it's best to run more fetches to pump out Anglers quicker (3 Terramorphic Expanse , 3 Evolving Wilds , 1 Ash Barrens and a 9/2 Split for basics, Islands being the 9). Gush makes your late-game so much more powerful, and the synergy with Foil is comparable to Force of Will , so you'll want 3 of each. Snuff Out is also important for your removal suite, which should also include a copy of Chainer's Edict and 2 Echoing Decay s. One or two extra Augur of Bolas never hurt anyone. Finally, you might also want to run Curse of Chains and Dispel .
If you need a resource to check what U/B Delver is running atm, you should look at MTGGoldfish's Pauper Meta review, it'll show you the top-tier lists and give you an idea what you should run.
8 months ago
So I was able to visit my LGS earlier this evening and get 2 packs, this is what I got (you would be interested in this DiverDown):
Overall opening this pack was pretty cool. It was suspenseful too since I didn't know what most of the cards were (I did recognize a few by art).
10 months ago
The first thing I'll say is that with 21 lands, you probably can't expect to get the mana to launch Army of the Damned or a really powerful Mind Grind or Torment of Hailfire. Well, at least without Organ Harvest, of which you're only sporting one copy. (If you don't play with teammates, or if you don't play with silver-bordered cards, you might replace it with Culling the Weak.) For reference, the math on Army of the Damned is that about 1/3 of your cards are lands = 8/24, meaning you need to survive to turn 17-18 (have seen a total of 24 cards between your opening hand and your draws each turn) to hit that 8th land. That’s a long time in a Magic game.
Second, Mind Grind, while fun, is questionable here, since none of your other cards will mill your opponent. Many people play with 4 copies of many of their cards, so milling them might not cut them off from their game plan unless you mill them so much they might die. And for that, you would need more support for the mill plan or a LOT more mana. (This is possible, but a big change. Look for cards like Glimpse the Unthinkable and Mind Funeral. Otherwise, I'd cut it for cards that affect board-state or life-totals.)
Third, your overall game plan appears to be to stall in the early game for more powerful plays late, since your low cost cards are generally defensive. This means you'll want more lands in your deck so that you don't stumble on your way to those big plays. I'd remove Coral Atoll and put in four Dimir Aqueducts. It's not the ideal play, but it's cheap and there's a lot of upside if your opponent doesn't Ghost Quarter it or something. Anyways, that will take you up to 24 lands AND increase your average mana output a little more, letting you rely on 4CMC, 5CMC, and 6CMC plays to dominate the game.
Finally, on to individual cards:
Kraken Hatchling, Mausoleum Wanderer, Pharika's Chosen, and Will-o'-the-Wisp are all fine defensive one-drops, but they all do something a little different. Thornbow Archer is a little more aggressive than the rest of your deck wants, so maybe drop it and pick your favorite of those first four and add a second.
Fogwalker is okay on defense, though it's not the best two-drop out there. I'm not a fan of Olivia's Dragon, especially outside of madness/reanimator decks. Rancid Rats just doesn't offer enough oomph for the mana (skulk is not typically a very useful ability). Graf Rats is bad unless you have Midnight Scavengers, so it's really about how much you personally want to meld them. Ultimately, I'd rather replace them with better blockers like Wall of Tears, Wall of Souls, Contraband Kingpin, Dragon's Eye Savants, Gifted Aetherborn, or the absolute top-tier Baleful Strix. Other value options include Omenspeaker, Sigiled Starfish, and Augur of Bolas. Other fun options here are Surge Mare, Riptide Mangler, Lazav, the Multifarious, Fathom Feeder, and Ludevic's Test Subject Flip. Choose your favorites. Alternately, spot-removal like Doom Blade, Victim of Night, Cast Down, Go for the Throat, and sometimes Dimir Charm are pretty effective.
Wharf Infiltrator can be good sometimes. You can leave it in for fun or replace it.
Eternal Scourge has its uses, but I don't think this deck is optimized for it. Ideally you'd want a few things that can exile it from graveyard or hand, such as Gurmag Angler, Soulflayer, Tombstalker, Scavenging Ooze, Grim Lavamancer), Azor's Gateway Flip (from hand), or the most hilarious option, Serum Powder. As it stands, it's just difficult to kill outside of combat, like a bad shroud or hexproof. Honestly, I don't think you need a 3/3 to be immune to removal. Replace with a finisher, which I'll discuss in a bit. Alternately, one of my favorite defensive 3CMC creatures is Graveblade Marauder, since its offensive capabilities can rapidly increase.
Markov Crusader isn't actually very good even in the rare case when you do have another vampire, and you only have one other one. Compare to 4CMC utility wunderkind Kalitas, Traitor of Ghet, 5CMC finishers (like Archfiend of Depravity, Glyph Keeper, Ob Nixilis, the Fallen, Vengeful Pharaoh, and maybe even Serra Sphinx), and 6CMC game-winners (like Noxious Gearhulk, Dread, Kokusho, the Evening Star, Wurmcoil Engine, Grave Titan, or even Vengeant Vampire, though that last one is much worse than the others). Sure, none do exactly what Markov Crusader does, but some are close and they all have incredible upsides. Even something like Shriekmaw might ultimately gain you more life by just killing something outright, plus it's super-flexible. Heck, Soul Ransom and Mind Control are strong cards too, at least against creature decks. Anyways, Markov Crusader is a card to replace.
Midnight Scavengers is okay, especially if you have a lot of disposable deathtouchers to bring back, but it still doesn't compare favorably to the above finishers unless you really want to meld it with Graf Rats. Remember, doing things you want to do is an important part of MTG. But if you don't care to meld, I'd look to replace it.
Ob Nixilis, Unshackled is fine. In most cases it doesn't compare favorably to the 6CMC critters above, but it has its uses. If you've got a lot of little deathtouchers (Pharika's Chosen, Typhoid Rats, Dire Fleet Poisoner, it can grow really out of hand. Also, Field of Ruin forces a library search.
Elder Deep Fiend is fine. Usually you play it in a deck that has plenty of creatures you don't mind (or are better off) sacrificing (for example, Priest of the Blood Rite, Relentless Dead, Doomed Dissenter, Stormbound Geist/Geralf's Messenger), then you emerge it early and tap down lands. That's not really your plan here, so it's probably not the best choice. Some good choices for replacements are above, but within the category of emerge creatures, I think Distended Mindbender fits your deck better.
Organ Harvest is a powerful card, but has some drawbacks. Most importantly, a lot of people don't play with or against silver-bordered cards. They're not legal in any official tournaments. Tournament legal variations are Dark Ritual, Culling the Weak, and Ashnod's Altar. Other than that, it's a card that is useless in many situations and completely changes what you're able to do when you actually can make use of it, and that can be awkward from a strategy perspective. If you don't have creatures, you can't cast it. If you don't have a big spell in your hand, you don't need to cast it and you'd rather have almost any other card. So it wants your deck to be full of disposable creatures and big spells, like an emerge deck or a zombie deck really making use of Army of the Damned and From Under the Floorboards. But for the most part that is not this deck, so unless you want to build around the card, I'd remove it, either replacing it with Dark Ritual which is always useful when drawn early, or something else that's cheap and effective: Dead Weight, Apathy, Doom Blade, Pharika's Chosen, or whatever.
Sorcerous Sight is worse than Peek and Gitaxian Probe, but I don't think any of those are particularly good in your deck. If you want to know what's in your opponent's hand, play Telepathy. Otherwise, there's better card draw: Preordain and Ponder are the best cheap spells, but it might be worth spending more mana for more effect with Sign in Blood or Chart a Course.
Cemetery Recruitment isn't particularly good with so few zombies. You can add more zombies, or switch to Ghoulcaller's Chant/Find / Finality/Recover/Disturbed Burial/Death Denied to simulate the effect, or just do card advantage the old-fashioned way, with stuff like Sign in Blood/Consult the Necrosages/Read the Bones/Notion Rain/Secrets of the Golden City. Alternately, shred your opponent's hand (and lose friends) with Hymn to Tourach or punch your opponent for cards with Shadowmage Infiltrator. If you're committed to bringing creatures back from the dead, look to Zombify, Extract from Darkness, or Isareth the Awakener, which can randomly run away with the game if your opponent doesn't have an answer. The most efficient reanimation spell is Unburial Rites, but you'd need to splash white for it to be better than the above options.
Contingency Plan doesn't actually net you any cards in hand; you just control what you are going to draw later. Since you're not very graveyard-focused, there's little benefit. The more flexible version is Dimir Charm, and the more powerful version is Lim-Dul's Vault. If you want to stack the top of your deck for 2CMC without wasting a card to do it, there's Diabolic Vision, but the 1CMC Preordain and Ponder are worthy as well. Alternately, raw card advantage is an option. Any of the options I've already listed are fine, but here are some more: Chemister's Insight, Foresee, Deep Analysis.
Mind Grind attacks on an irrelevant axis. Recommend replacing it with a finisher unless you add more mill. If you want a non-creature finisher, Ob Nixilis Reignited is pretty cool. If you just want something that can't get Murdered, there's Sphinx of Jwar Isle.
Torment of Hailfire is possibly workable if you go to 24 lands with Dimir Aqueducts. X=3 is pretty much the bare minimum, and if they have cards in hand even that might not be enough. This is a possible swap for a finisher, as above.
Army of the Damned is hard to cast at 8CMC. Recommend replacing it with a cheaper finisher unless you're all about Organ Harvest.
Apathy is pretty decent at 1CMC. Probably not as good as just casting Doom Blade/Go for the Throat to kill the thing, but definitely more interesting and fun. It can stay in, though swapping it for something more reliable is technically the correct decision.
Strange Augmentation is bad in your deck. While +3/+3 for 1CMC is fine in a very aggressive deck, that doesn't seem like your game plan. Ideally, your finishers are big enough to win without the extra P/T. If they're not, these could be replaced with kill spells to make sure they are.
Tormod's Crypt is useless unless you frequently play against graveyard-based decks. Even then, with only one in the deck, you're in bad shape. I'd swap it for Relic of Progenitus or Sentinel Totem if you really need graveyard hate. If a creature is reliable against those graveyard decks, Deadeye Tracker, Nezumi Graverobber, or Withered Wretch can do some work. Agent of Erebos is another option. If the only things you need to exile are creatures, then Cemetery Reaper, Dimir Doppelganger, and the powerful Kalitas, Traitor of Ghet are options. Otherwise, cheap kill spells, counterspells, or even more expensive exiling removal (e.g. Sever the Bloodline, Silence the Believers) are options. Phyrexian Scriptures is another card I'll mention, just 'cause it does lots of stuff.
Nevinyrral's Disk is pretty good. Go ahead and keep that in there.
Gridlock is okay, but it's basically a Darkness you can use aggressively. I think Sleep is generally better at that. Alternately, if you want a mass-defense spell, Yahenni's Expertise, Languish, and Damnation are the go-to sweepers.
Outwit is way too narrow; most decks don't target players. (The primary exceptions are burn and mill, so if you play against them a lot, it might be fine.) If you want a dollar-cost-effective counterspell in that slot, play Counterspell or MAYBE Dimir Charm for flexibility.
Murder is fine. (Card-wise, not morally!) Technically Hero's Downfall is better if you can get one.
Liliana Vess is fine, but she's a little slow. I'm not sure whether she's better or worse in this deck than Jace, Unraveler of Secrets, Ob Nixilis Reignited, Ob Nixilis of the Black Oath, or even Ashiok, Nightmare Weaver. My inclination is that those are stronger as you increase the median quality of the cards in your deck (making Vess's -2 less important).
Here's one inexpensive, somewhat-boring take:
2x Glyph Keeper
1x Liliana Vess
2x Dimir Charm
2x Doom Blade
2x Agony Warp
3x Notion Rain
That's just one take on the general strategy. Ultimately, (I think) you're playing Dimir Midrange, and so you're looking for about 40% (24) lands, 30% (18) things that keep you alive until you have 4-6 mana, 20% (12) things that kill your opponent and are themselves hard to kill, and 10% (6) things that put you ahead on cards just in case you're not drawing the right part of your deck.
1 year ago
EDedan Thank you!
I considered Throne Warden very carefully, the fact is that I feel it being not on the same page as the deck as it doesn't add value in comparison with other creatures that occupy slots, for this reason it is higly improbable that I would choose to protect it from removals. Also I think I would cast it when I can really cast nothing else that could give me more resources.
Still this is my opinion and it may actually be the card that this deck needs to put heavy pressure on the opponent. I will give it a try taking off 1 Stormbound Geist and maybe one between Serrated Arrows or Rhystic Study.
Thanks a lot for your suggestion!
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