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Geist of Saint Traft

Commander / EDH*

argaii


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Enchantment (1)

Artifact (1)


New idea for my Commander Geist of Saint Traft. The base is to stop and counter any spell of my opponent from the beginning of the match. When I will have enough lands on the battlefield then I will start to play. The Commander will be played only when the number of lands allows me to attach to him an Aura in order to make him more stronger. The sorceries Bamboozle, Ponder and Serum Visions are useful to adjust the draw, meanwhile Open the Armory is a good tutor for an Aura spell like Heliod's Pilgrim. The optimal starting hand is with four or five lands and two or three counter with a low mana cost.

Please comment below about the strategy and if you have suggestions, your ideas could be a revealtions or a very good help.

All suggestions are welcome.

Thank you for your opinions.

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