Strangleroot Geist

Legality

Format Legality
Vintage Legal
Duel Commander Legal
Commander / EDH Legal
Legacy Legal
Modern Legal
Tiny Leaders Legal

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Set Rarity
Dark Ascension Uncommon
Promo Set Uncommon

Combos Browse all

Strangleroot Geist

Creature — Spirit

Haste

Undying (When this creature dies, if it had no +1/+1 counters on it, return it to the battlefield under its owner's control with a +1/+1 counter on it.)

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Strangleroot Geist Discussion

Epochalyptik on Who loses first?

2 weeks ago

Liliana, Heretical Healer has lifelink, so Player B will gain 2 life at the same time that Liliana takes 3 damage and Player B takes 1 damage (assuming Strangleroot Geist doesn't have a +1/+1 counter on it). Player B will live with 2 life, and Blood Artist's ability will trigger. When the ability resolves, Player A will lose 1 life, then lose the game for having 0 life.

With Blood Artist, Blood Artist will take 1 damage at the same time Player B takes 3 damage. Blood Artist will be destroyed at the same time that Player B loses the game.

chaoswalker on Who loses first?

2 weeks ago

Let us say each player has 1 life. Player A has a Strangleroot Geist with Rancor and Player B has a Blood Artist and a Liliana, Heretical Healer. Player A declares attack with the geist and player B blocks with the Liliana. Does Liliana die first, or does Player B lose first? Would the outcome be different if Player B blocked with the Artist?

Memphismaymagic5 on

2 weeks ago

For cards like Strangleroot Geist and Geralf's Messenger, the double green or triple black is not easy to cast in a 2-color deck. It also helps me speed up the game, T2 finks or Geralf's Messenger is really strong.

Kjartan on Stompy vs. Ad Nauseam (Sideboarding)

3 weeks ago

So I run a mono Green Stompy list:

http://tappedout.net/mtg-decks/13-02-16-tyV-stompy/

As I come to sideboarding, after (winning G1), I come to a dilemma.

Let me quickly take you through my thought process here. (skipable)

.............................................................................

So, since I won game 1 I feel confident on dropping both of my Dismembers, since I do not fear one RNG loss to a fringe card like Godhead of Awe when I have 2 changes

Scavenging Ooze, I find to be my worst Creature since there is not going too be much graveyard interaction in this match unless he gets to blow up my board, and I then get Scooze afterwards. (Or if he runs Lingering Souls)

I'm not too impressed with Dungrove Elder either, and so that can get cut as well.

That gives me 5 cards that I find underwhelming.

The 4 cards in my board I know I want are 2x Pithing Needle and 2x Nature's Claim, and if there are any additional cards I want in I can start cutting into Strangleroot Geist and Vines of Vastwood

This is where I stumple upon something quite interesting

If I already have Pithing Needle, (naming Lightning Storm) on the board, an Ulvenwald Tracker shuts down his main wincon, as he has no way to win, (Unless he has Slaughter Pact which I expect that he doesn't, or at least he doesn't consider it too highly after sideboarding, knowing I have Vines of Vastwood, and a pretty decent go wide plan

.............................................................................

My impresseion is to t least do this:

.- 2 Dismember

.- 1 Scavenging Ooze

.- 1 Dungrove Elder

.+ 2 Pithing Needle

.+ 2 Nature's Claim

My question is, should I in addition cut/add:

.- 1 Dungrove Elder

.- 1 Strangleroot Geist

.+ 2 Ulvenwald Tracker

???

horatio13 on Green Power

1 month ago

Welcome back to Magic!

Advice:You have too many different cards, if you take out all of your 1 of's and put in play sets your deck will play much smoother and be way better.
In my opinion, put in 4 ambush viper and 4 elvish visionary. Try and get some Strangleroot Geist and Leatherback Baloth, Treetop Village is good too. If you suddenly find yourself with a couple hundred dollars and don't know what to do with it a playset of Tarmagoyf would be great.

check out the Stompy Primer, it's the competitive version of this deck: http://www.mtgsalvation.com/forums/the-game/modern/developing-competitive-modern/556919-stompy

xyr0s on Green Sh*t

1 month ago

In a representative competitive setting, this deck is too fair. Somewhere with more experimental and budget decks, it might do ok. But maybe have look at the faster green stompy decks - good for budget, hits hard, and has potential for some customization.

And yes, if competitive decks kill you on turn 3, spending the first turn ramping (birds), the second playing your first threat, and the third attacking with that threat and playing threat number 2, is not really gonna be good enough.

You have 2 plans running in this deck - ramp and aggro. either is fine, but they don't get along too well. Ramp should have some kind of plan for surviving the early turns, and quickly close the game with huge threats (like your Khalni Hydra and Dungrove Elder can do). The whole point is accelerating mana. Aggro plays threats on curve, and hits hard right away, but shouldn't play too much ramp, as it dilutes the early game damage sources.

A couple of cards you could remove:

  • Asceticism: Seems like a sideboard card. At 5 mana it comes down after most of your creatures, and might be of limited use in a world of 1 cmc removal.

  • Spell Pierce: Also sideboard material, for two reasons. First it forces you to keep mana up, and therefore stunts your aggro plan. Second, not every match will even have real targets to use it on - and when there's something to use it for, it will mostly be removal, and then instant-speed combat tricks with hexproof are better to bring, as they are more versatile.

  • Sylvan Caryatid: doesn't start accelerating anything until 3rd turn, and doesn't synergize with Garruk Wildspeaker like Utopia Sprawl would do, or attack as a Strangleroot Geist.

  • Dungrove Elder: this one could be good, if you ramped by playing extra lands (forests). but here, it plays as a 3/3 for 3 mana, and will statistically not grow to a 4/4 until turn 5 (and by then, it's not really as impressive).

  • Shaman of Forgotten Ways: a mana dork at 3 mana serves no purpose in modern. Could be exchanged for Arbor Elf, in particular if you find some Utopia Sprawls too.

Pieguy396 on Mono Green Devotion

1 month ago

I agree; Emrakul, the Aeons Torn is a much better finisher than Worldspine Wurm, although Emrakul is much more expensive money-wise. I'd also maybe take out the 4 Voyaging Satyrs and 2 Polukranos, World Eaters for some combination of Arbor Elfs, Kalonian Tuskers, and Strangleroot Geists. Looks like a fun deck to play!

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