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Who Ya Gonna Call? Modern Spirits!

Modern Aggro Competitive Control Spirits WU (Azorius)

MassiveShank


Sideboard


Maybeboard


Introduction

Hello and welcome to modern spirits. Often decks have to make a choice, improve the board state on their own turn or save removal and disruption for the opponents turn. Spirits let you do both, at instant speed, allowing you to keep all your options open until your opponent's end step. So far I have had a lot of fun playing this deck and I plan to test it out at some modern nights (tinkering and updates may follow).

Card Choices

Creatures

Spirits as a tribe really build themselves. With the release of Shadows over Innistrad and Eldritch Moon spirits gained a bunch of really powerful creatures.

  • Drogskol Captain : A spirit lord that also gives hexproof, what is not to like. Get two on the field for maximum protection.
  • Mausoleum Wanderer : Cursecatcher is pretty good, right? What if it naturally had evasion and could be buffed by entering creatures. This is a powerful one drop.
  • Nebelgast Herald : Serves a dual purpose for protection and aggression. It can tap down your opponents pesky flyers to get in some damage or tap down your opponents beaters after they untap.
  • Rattlechains: Arguably the card that makes the entire deck possible. Extremely powerful for its ability to give all of your creatures flash. Fizzling removal is also pretty nice.
  • Selfless Spirit: Great value that protects against board wipes or painful trades.
  • Spell Queller : Just a good card that is seeing play in many non spirit lists. Control and aggro all in one. It can also stop uncounterable spells.

Support Spells

  • Serum Visions: A powerful filtering card relevant in the early or late game.
  • Favorable Winds : A buff enchantment that affects all of the creatures. It can be a bit annoying to play at sorcery speed and is usually what will come out to make room for sideboard cards.
  • Midnight Haunting: A great token production spell, replaced the sorcery speed Spectral Procession to allow for more end of turn shenanigans and instant speed pumping of Mausoleum Wanderer

Disruption Spells

  • Remand: Slows down the opponent while keeping the hand full.
  • Path to Exile: One of the most powerful removal spells in modern.
  • Detention Sphere: A catchall removal that can sometimes hit multiple targets. Useful for when noncreature permanents slip by the counterspells.

Sideboard

Most of the cards are pretty self explanatory. I have gone for a diverse sideboard to deal with a variety of popular decks. This will change as I play more with the deck and learn its good and bad matchups.

Other Variants

I have been working on an Esper versions of this list to take advantage of Lingering Souls and hand hate but I don't currently have the money to afford the manabase.

Cards Changes for the Affluent Player

  • Add more fetch lands to improve the mana base
  • Add Cavern of Souls
  • Add Aether Vial, many of the creatures have powerful entering effects so playing them for no mana is useful.

Hope you liked the deck, feel free to leave any comments or suggestions. I am always in the process of editing. Also let me know if you have any success with it, I will post my own results. Good luck and happy brewing.

Suggestions

Updates Add

On September 1st I tried out the deck at a local modern night, my final score was 3-1. I am quite happy with its performance but the lack of some of the more expensive removal spells (Path to Exile) did show. It also prompted a few changes.

Game 1: Abzan Company (Won 2-0). A Pithing Needle on Viscera Seer locked out their combo and the flyers were too much for them to handle.

Game 2: Infect (Won 2-0). It was an odd WG build that turned out too slow. Mausoleum Wanderer really helped by threatening their pump spells.

Game 3: RG Tron (Lost 1-2). Game three I was blown out by a Pyroclasm that killed a Drogskol Captain and 3 spirit tokens. I got greedy and was punished. A difficult matchup once tron is online as most of the counterspells lose value.

Game 4: Mono U Faeries (Won 2-0). Odd matchup as the decks play very similarly. I tend to be a bit more aggro whereas faeries lean more towards control. Some good draws secured the win.

Changes

Mainboard

-2 Island

+2 Ghost Quarter (to slow down tron)

Sideboard

-2 Kataki, War's Wage

+2 Ghost Quarter

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Date added 7 years
Last updated 6 years
Legality

This deck is Modern legal.

Rarity (main - side)

0 - 3 Mythic Rares

32 - 6 Rares

23 - 5 Uncommons

0 - 1 Commons

Cards 60
Avg. CMC 2.11
Tokens Spirit 1/1 W
Folders Maybe
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