Sideboard


It seems like with all the blunder in modern we are constantly forgetting how good staple decks of the format are... right now, quite obviously, everyone is fixated on death's shadow, dredge and Arclight decks, which are all incredible in their own respect, however, in the same token, very easy strategies to bust.

One of the long-standing, fringe decks in modern is Spirits. We've seen spirits get better over the years with additions of cards like Spell Queller and Collected Company , and we've been fortunate enough to see spirits even win a few major events such as GP's. So, my goal with this build here is to give you guys a sick little primer to show you why you should play spirits.

Spirits are an aggro archetype with a lot of synergies. Normally, aggro decks like 8-whack, goblins, elves, etc have a pretty linear and fortified strategy that is very dependable and aggressive. To the contrary, spirits opens avenues for a tribal archetype that has an element of control and protection that the other decks do not have.

For starters, spirits are almost all flying creatures, making them evasive and problematic for most opponents.

Secondarily, cards like Drogskol Captain give our other creatures hexproof, making them a problem to remove. This is dually good since spirits have other synergies and benefits they lend each other. Having hexproof gives us board-wide protection of other creatures.

Spirits also lend +1/+1 benefits to each other. Because of this they become an increasing threat throughout the game and often end up being beatsticks by the time we are able to close out games. Make no mistake, these little dudes are hella potent and can rip through opponents before they know what's happening.

Lastly, having cards like Spell Queller we can straight up counter opponents strategies which other tribal decks cannot say. This gives us a huge benefit in shutting down opponents threats instead of just having to rely on going head-to-head and hoping we can slip in on damage to close out games.

In spirits decks we also get to use other potent non-tribal spells such as Collected Company , Aether Vial , Noble Hierarch , Detention Sphere and Path to Exile .

Any deck where we can build on top of Noble Hierarch we have a huge benefit right away. Since our creatures top out at 3 mana, we can effectively cast any creatures on turn 2 with a turn 1 hierarch. This means we can start countering stuff with Spell Queller , use Geist of Saint Traft or start fortifying w Drogskol Captain right out the gate.

With Aether Vial we are resilient to permission and can sneak guys in at instant-speed to thwart opponents plans or shake up our board state in a way they're not expecting. This gives up a further layer of control in matchups in terms of being crafty and circumventing opponents maneuvers.

Lastly we have our shining start Collected Company . The shear ability to get 2-for-1, instant speed and access up to 6cmc for 4 mana is incredible. The card is a banger that helps the deck jump hurdles ahead in matchups and provides us with beyond adequate access to resources with just one spell.

Anyway, thanks for reading :) Please leave a +1 if you like to deck so that it's more visible to other users in the tappedout community!

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Revision 2 See all

(5 years ago)

+1 Plains main
-1 Snow-Covered Plains main
Date added 5 years
Last updated 5 years
Legality

This deck is Modern legal.

Rarity (main - side)

5 - 5 Mythic Rares

47 - 6 Rares

5 - 1 Uncommons

0 - 3 Commons

Cards 60
Avg. CMC 2.21
Tokens Angel 4/4 W
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