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The basic set-up for this deck is to keep tapping the opponent's creatures (temporarily or permanently) until there is an armada of spirits. Drogskol captains boost all spirits, intangible virtue/favorable winds boosts flying or tokens, either way. Double Geist of saint Traft, wondering what to take out to include a third. A fourth.....well, I've pulled all three from boosters and don't want to have to trade for another/buy a single, although it would be a better investment. Working with what I have, I have built within what I believe to be one of the best modern deck-types and it has worked rather seamlessly. The only trouble is getting enough swamp mana (swamp/drowned catacomb) to flashback lingering souls. However, with a little help from spectral prison and feeling of dread, I can bide my time rather well (thanks mostly in part to feeling's flashback). So, really, any help with this deck would be welcomed, however I am working within a tight budget and this deck has been the culmination of months of collecting, scrounging, trading, you name it. The only thing I could think to add would be 4x isolated Chapel, however ~$10 per land is way out of my budget. So, thanks in advance!

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Date added 11 years
Last updated 11 years
Legality

This deck is not Standard legal.

Rarity (main - side)

2 - 0 Mythic Rares

16 - 0 Rares

22 - 0 Uncommons

5 - 0 Commons

Cards 60
Avg. CMC 2.69
Tokens Angel 4/4 W, Spirit 1/1 W
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