This is my Noble deck. The idea of the deck is to dig for mana and auras before turn three, so you can table Geist of Saint Traft . Then turn four you attach auras and swing for large amounts of damage. I've always wanted to play around with Geist, but didn't have the money for a playset of him. He is one of my favorite cards printed and fits the slot of a noble. The hexproof he comes with makes him very difficult for your opponent to remove him. The fact that he brings an angel with him to battle, makes him a big threat. The only downside he has, is that he is a 2/2 on the ground. I get around this with cards like Aqueous Form, Spectral Flight and Steel of the Godhead.


Aqueous Form: There to make Geist unblockable and provide that little bit of scry.

Ethereal Armor: An amazing aura that gets crazy is you get to attach more than one to Geist.

Spectral Flight: Buffs up Geist and gives him evasion. Now his angel isn't the only one flying in.

Steel of the Godhead: Honestly never saw this card before sitting down to make this deck. This thing is broken at three mana. Makes Geist into a 4/4 unblockable, lifelinker.

Azorius Charm: This card fills up all 4 of are uncommon slots because it does so much. Need to dig for another aura to win? Need to get rid of that pesky creature and delay your opponent? Need to win the race with life gain? This card is just too versatile.

Brainstorm: Who doesn't love digging three deep and possibly shuffling off cards we don't need? This can get you that land you needed for Geist or an aura to make him evasive.

Gitaxian Probe: Take a peek at your opponents hand and see if it is safe to play Geist, then draw a card with will either draw more, buff Geist or build your mana base.

Hyena Umbra : Another aura that buffs up Geist and keeps him safe from wrath effects and non-targeted removal. (Great suggestion from Buckminsterfullerene)

Spell Pierce: This is our Geist safety net. After poking around with Gitaxian Probe we can use this to play out Geist on turn 4 and be able to counter their counter.(I'm extra cautious)

Ponder: What isn't to love about it? It lets us look at our top 3 and shuffle them away if we don't like what we see. Playing this after a Brainstorm is a great way to get rid of some cards you didn't need.

Our land is simple, 4 Azorius Guildgate and 4 Tranquil Cove for our duels and 6 Plains and 7 Islands for our basics.


Akrasan Squire : If you need more early creatures, this guys is a 1/1 for one, that can swing for 2. His Exalted does trigger when Geist attacks, because Exalted triggers when you declare attacks, just like Geist's angle.

Delver of Secrets  Flip: If your opponent can get rid of Geist, then these guys serve as a good back up. Once they flip, they provide a scary life clock and they provide their own evasion. Aura them up and watch the pain.

Feeling of Dread : This card is great against aggro match ups. You get to tap down two creatures and have the card still usable in the graveyard. I only side in three because having one in your hand should lock down the game for you.

Oppressive Rays : Cheap semi-removal for one mana and it counts as an enchantment for Ethereal Armor. This card is wonderful and helps us survive while buffing up Geist.



Nice deck! +1 for enchantment piling fun! One thing you ought to consider, IMHO, are boardwipers. Neither Hexproof nor Protection help when no actual targeting takes place, like with Wrath of God , Damnation , Hurricane , or Pyroclasm . One enchantment that comes to mind to keep your geist in gear is Hyena Umbra . It could ensure that he keeps coming by way of Totem Armor (which technically isn't a regeneration). How likely are boardwipes in Noble? Not terribly. How boned could you be if that was their noble? Fairly. Check out my noble decks: Noble Urborg - What the FRACK?! [Drillin' for Oil] and Hit 'em hard, Hit 'em fast

October 16, 2014 1:53 a.m.

BiPolarBearZzz says... #2

I like the Hyena Umbra , I didn't think about non-targeted damage spells. Any ideas on what I should cut for them? Maybe the Gods Willing ?

October 16, 2014 3:50 a.m.

Yeah, I'd say Gods Willing is unnecessary. You've already got hexproof, so burn/removal is out, and between Aqueous Form and Spectral Flight, your evasion should be a sure thing.

October 16, 2014 4:09 a.m.

BiPolarBearZzz says... #4

Nice, I'll be making those changes before my Noble Tournament with my play group. If you have any other suggestions, I'd be happy to hear them. All I have for info on my group, is that one guys is running Krenko, Mob Boss and goblins.

October 16, 2014 4:21 a.m.

Gelid Shackles would be like the douchiest thing to sideboard for your Krenko-loving friend. It's like Encrust , but cheaper, and who cares that much about a 3/3 swinging (also you could bring in some snow land for full-on encrustiness)? You might want to sub out your Oppressive Rays for it, since the Shackles straight-up prevent activation of abilities, rather than deter. After all, 3 colorless to double your goblins is still a pretty good deal. Outside of that, one spell to consider if you generally go midrange is Auramancer's Guise . You'd have to sub out some Godheads, but it could very well be worth it.

October 16, 2014 4:39 a.m.

BiPolarBearZzz says... #6

I've been thinking about mixing up the mana base and possibly adding in some Azorius Chancery . I just don't know if they are all that safe to bring in. If i start an opening hand with just Island , Ponder and a load of auras, I can dig and shuffle to find land. If i were to start with the same thing, but an Azorius Chancery , I couldn't dig for lands. Any thoughts?

October 16, 2014 4:41 a.m.

BiPolarBearZzz says... #7

I like the Gelid Shackles , those are pretty nice for activated abilities and I already have Feeling of Dread in the sideboard for aggro. As for the Auramancer's Guise , I would have to play around with my uncommons and mana base to add those in. If I ever make an EDH around Geist, then this is a sure include.

October 16, 2014 4:49 a.m.

You're running 21 lands in a 60-card deck. Even if you dropped your land count (I wouldn't recommend less than 18, honestly), you'd more than likely get 2 lands in hand. Azorius Chancery is plenty powerful, and if you do occasionally get a hand with only it for land, 1 mulligan isn't gonna kill the game. However, you've got 12 cards that would benefit from it, which leaves 28 cards that would only waste its potential (individually, anyway). That being said, with spots freed up by it essentially occupying 1 slot to produce 2 mana, you could add in around 3 cards that utilize UW, or fewer if you wanted to support heavier CMC (like the aforementioned Auramancer's Guise). I'd say take a chance on the Chancery and play around with it in on the simulator. If it works out, keep it and tweak the mana base. If it's more often than not a hindrance, go back to the ol' reliable way of getting it done.

October 16, 2014 4:58 a.m.

BiPolarBearZzz says... #9

Thanks for all the advice. I will definitely play around with a few less lands and these added into the mana base.

October 16, 2014 5:04 a.m.

Going down to 18 land, with the Azorius Chancery , has worked well for me. The testing changes I've done look like this: -4 Azorius Guildgate , -1 Island , -2 Plains for +4 Azorius Chancery and -2 Azorius Charm for +2 Auramancer's Guise , then +2 Singing Bell Strike , and +1 Steel of the Godhead because I had room.

October 16, 2014 5:40 a.m.

Nice! Gotta love the singing bell strike. It saved my @ss in the KTK prerelease.

October 16, 2014 2:03 p.m.

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Compare to inventory
Date added 3 years
Last updated 3 years

This deck is Noble legal.

Cards 60
Avg. CMC 1.41
Tokens 4/4 Angel
Folders Noble
Views 540