So love the tribal idea behind it! However I do think it does need a little tinkering. Not sure if you are going to try and play any Modern Tournaments with it or not, but even for casual games, it needs a couple things.
First off it needs some hand disruption. The obvious choice is Thoughtseize , and while its in standard rotation, its not going to get any lower. Another very good choice, for even just sideboard reasons is Wrench Mind , however if you get the long game Ghost-Lit Stalker is an uncounterable hand disruption that should be very good. And even if nothing else, when you get the mana, he is a very useful discard agent every turn!
For some removal, Path to Exile is THE best removal that you can ask for. However, it is also not cheap. A suitable replacement is Oblivion Ring , even if it is a little slower. Some more great removal is Go for the Throat , however again that one is not cheap. Very good and suitable replacements for it is Victim of Night and the obvious Doom Blade .
Now a little bit of counter magic would be a good idea as well. Remand , Mana Leak , Spell Snare , and Cryptic Command are top tier counters. The only one that isn't to costly is Mana Leak . A cheap version of Remand is Delay , and a semi cheap version of spell snare is Mana Tithe or Negate . Any of which will do just fine.
As for your creature base, you want Drogskol Captain to be your main guy. I love it! You have combined him and Geist of Saint Traft in beautiful fasion. The creatures I think that have absolute potential in the deck besides those are 2-3 of the Mindshreiker and 2 of the Nibilus of the Urn. That right there opens up 12 slots, as running 4 ofs is not always the best idea. I think a possible 1 of Drogskol Reaver would be good, as a good source of card draw and life gain. Kira, Great Glass-Spinner is a very good form of protection, as you are not targeting any of your own guys. I think at most a 2 of her should suffice. Spirit of the Labyrinth is a very good 2 drop, that if you match her with a turn 3 Captain, shes a 4/2 hexproof. She also limits the amount of drawing each player can do, but that can be very big against things like Sphinx's Revelation . I think again maybe a 2 of on her should be good. Now as an alternative win condition, if not just a small stabilizer, a 1-2 of Thief of Hope may be something to consider. For a continual amount of spirits, 2-3 Twilight Drover may not be bad, as when your tokens die, you can make more. Then for an on the ground defense there are the Souls of the Faultless , my personal favorite card from the original Ravnica Block. He gets hit, you gain life, your opponent loses life. Its a win-win... for you. Then there is Ghost Council of Orzhova . It is the old one, but if you found a way to combo him, you can get away with so many things its not even funny! Otherwise there is the recently rotated out of standard Obzedat, Ghost Council who just loves seeing play. And lastly at the highest curve, Kyoki, Sanity's Eclipse is just amazing for spirit tribal.
Some non spirit, but works well WITH spirit cards are Teysa, Orzhov Scion , who works great with any amount of white spirit token generation you have as removal and Devouring Greed as a possible finisher.
There is also Spectral Procession as great token generator for 2/w 2/w 2/w.
I do like the idea behind the Favorable Winds , but not a 4 of. Spirit Bonds is something to really consider, especially if you keep open white mana when you cast a creature. Now you can't really activate its second ability, but getting 2 spirits when you cast a spirit is very nice.
Anyway, those are my thoughts. Just remember. Unless its an absolute win condition, you don't want to run 4 ofs for any creatures. Keep your options open for threats. You want to have around 4-5 hand disruption spells, 4-5 removal spells, and at least 4 counter spells. From that base you work on your combo and see where it goes from there. Hope I helped somehow! +1 from me (And I promise to not click all of the suggestions check boxes, just some that I think are really really good, that are a decent budget.
so this held up pretty well at the last modern night. changes based on that night are:
To be completely honest, get rid of Waste Not . It is too unpredictable.
Get yourself a set of Pack Rat . They generate an unstoppable army and turn dead cards into rats.
What you are trying to do here is build a deck called 8Rack (the 8 racks in question are four racks and four shrieking afflictions). If you google "Modern 8rack Primer", you'll find some good guides. Obviously these will be pro level decks and ridiculously expensive, so unless you plan on playing in pro tournaments, you don't really need all the expensive things. It should however give you a decent idea of how this archetype works, and some more ideas of how to modify your deck.
BrandonJamesCAC: Thanks for the upvote, dude! Go for the Throat is an extremely solid removal spell, there's absolutely no question about it. The reasons I chose to run Victim of Night , Urge to Feed , and Feast of Blood are that they're flavorful here and two of them have solid synergy with Vampires. I think Victim of Night is actually a bit more useful for mono-black in Modern simply because of the relative abundance of artifact creatures (Affinity and other builds) compared to Vampires, Zombies, and Werewolves. Now, as far as the sideboard goes, GftT could easily have a spot. Right now I'm running a couple of one-drops -- Tragic Slip and Disfigure . Might it be better for me to simply axe both for a full playset of Go for the Throat on the side?
Game 1: You didn't get any basic lands and your hand was empty by turn 4. You made some nice topdecks, but I had the removal and 2 Shrieking Affliction to keep you from winning.
Game 2: I kept a 1-land hand with five one-mana spells. I tore your hand apart, landing a second land third turn. But I couldn't keep those darned Rattleclaw Mystic s from taking me out. No Annex - land = Loss.
Game 3: You had to mulligan down to five (one five-land hand, then a no-lander, then a three-out-of-fiver). I was in control the whole time with an early The Rack , a Funeral Charm for your Mystic, a Norn's Annex , and a very painful Dismember for your Savage Knuckleblade .
So, it definitely has potential, but it's not quite there. What I would do to change it depends on if you want it to be a midrange strategy (creature-focused, with a good curve) or agro-control. Either way, I'd do this:
+4 Temur Charm : It does everything you want it to do. It's removal, unblockable, and can even be a Mana Leak . +1 Lightning Bolt , because it's awesome. Simic Charm has good potential here, too, especially if you want to go aggro-control.
More 5- and 6-drops are good for a midrange strategy, and mounstrous creatures help, too.
Finally, that manabase needs some help. You can trim lots of those refuges to add basics. You also need more lands (at least 23, probably 24), and I would add something like Rampant Growth to help dig for lands in the right color.
I like the changes, especially Tidehollow Sculler . You should try to fit some more in if you can, although it might not be necessary with all the hand police already in the deck. Great thing about it is that it dodges basically all mono black spot removal except for Victim of Night , which is really uncommon. And just a note, since Fulminator Mage doesn't really stay on the field too long and is mainly used for land destruction, a cheaper alternative (assuming price is a factor) is Avalanche Riders which do basically the same thing.
|Avg. draft pick||4.9|
|Avg. cube pick||5.67|
|Commander / EDH||Legal|