Geist of Saint Traft
Legendary Creature — Spirit Cleric
Hexproof (This creature can't be the target of spells or abilities your opponents control.)
Whenever Geist of Saint Traft attacks, put a 4/4 white Angel creature token with flying onto the battlefield tapped and attacking. Exile that token at the end of combat.
|Have (2)||metalmagic ,|
Combos Browse all
|Commander / EDH||Legal|
Geist of Saint Traft occurrence in decks from the last year
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Latest Decks as Commander
Geist of Saint Traft Discussion
1 month ago
Great deck, once again! I really like the theme. I might have to modify this deck for my own. Is there a reason why you aren't running Geist of Saint Traft ? Do you feel like he doesn't do enough without evasion?
1 month ago
It seems like your deck has an identity crisis. You say it's a token generation deck yet there is a lot of focus on artifacts. I think the best thing you could do is narrow it down, both tokens and attifact(affinity) decks can be powerful.
I notice the addition of Myr as well. You could look to move this to a more Myr/affinity style deck to take advantage of the shared subtypes of the Myr (creature/myr/artifact).
Hope this helps, good luck and I look forward to seeing this deck evolve.
2 months ago
Hey! Love the deck, got a few suggestions I think would fit really well in here.
Eidolon of Countless Battles is great for obvious reasons, he'll get huge, with all of these enchantments, he's a spirit, keeps in line with your low mana curve, and quite cheap.
Geist of Saint Traft is a great card, hexproof makes him a great target for your auras, he's a spirit, he makes fliers. A nice card to have a couple of. I'd probably swap him in for your Warden of Evos Isle s since your spells only cost two or three mana.
Followed Footsteps might be a possible replacement for Cackling Counterpart if you can handle the extra mana cost. It fits in great with your theme and can get out of hand pretty quickly in a multiplayer game.
Felidar Umbra is a neat aura to protect your best creatures from any potential removal thrown your way. Also the life gain is a nice way to outpace any other aggressive decks at the table.
Bident of Thassa is the last piece I think would be great for your deck. With all of your evasive fliers, you're sure to fill your hand back up real quick. and that activated ability can quickly put an end to a stalemate. Plus it's an enchantment.
3 months ago
3 months ago
Animar, Soul of Elements replacing Yasova Dragonclaw
Geist of Saint Traft replacing Daxos of Meletis
Halana, Kessig Ranger replacing Goreclaw, Terror of Qal Sisma
Bala Ged Recovery Flip replacing Regrowth
Kazuul's Fury Flip replacing Fling
Keeper of the Accord replacing Glorious Anthem
Bountiful Promenade replacing Blossoming Sands
Luxury Suite replacing Bloodfell Caves
Morphic Pool replacing Dismal Backwater
Rejuvenating Springs replacing Thornwood Falls
Sea of Clouds replacing Tranquil Cove
Spectator Seating replacing Wind-Scarred Crag
Spire Garden replacing Rugged Highlands
Training Center replacing Swiftwater Cliffs
Undergrowth Stadium replacing Jungle Hollow
Vault of Champions replacing Scoured Barrens
4 months ago
+1 for spirits!
Alright. So my main concern with this deck is that you have nothing to do on turn 1 and very little to do on turn 2. Conversely, you have over half of your spells vying for turn 3. So my main recommendation would be to convert some of your CMC 3 and higher spells into 1 and 2 drops. I know you purposefully stuffed the 3 CMC slot for Drift of Phantasms' transmute ability.... but honestly, you don't need a LOT of cards at 3 CMC for the transmute to matter. You just need the most important cards (notably, Drogskol Captain). Quality vs quantity. :)
So some nominations!
Another possibility is Celestial Colonnade. It doesn't make a spirit, but a 4/4 flyer is still formidable, and it'll get pumped by Empyrean Eagle. The land also produces both colors of mana, which is nice.
Whichever you choose, I'd only add 2x.
Mausoleum Wanderer is on-board countermagic. As you play your anthem effects like Supreme Phantom, the Wanderer will naturally get bigger and make it harder for the opponent to pay the cost. But also, when combined with flash spirits, its power can grow out of nowhere, making the calculations not in your opponent's favor.
Now, the downside to an on-board counter is that the opponent knows about it.... but is that actually a complete downside? Unless you're playing against experienced players, an opponent will often durdle and hold back out of fear of your counter. Which is, in effect, allowing you to "cast" the counter for free every single turn that they DON'T play the thing they're worried about you countering. Now, a good player will "bait out" the counter so that they don't have to worry about it anymore.... but that still sometimes means they're playing suboptimally. In addition, the Wanderer will also attract their removal spells, meaning your anthem effects and other important spirits are safer. And you're fine trading a 1 mana spirit for their removal spell!
Not as awesome, but Spectral Sailor has the important Flash mechanic, which is especially good when it only costs 1 mana. This can be anything from a surprise blocker to a buff for the Wanderer's countermagic to a surprise tap-down with Nebelgast Herald (which is extra good against decks with hasty creatures). Finally, it gives you a mana sink if the game goes long and you need to draw some cards.
Speaking of drawing cards.... the weakest of the bunch is Dreamcatcher, but since you'll be casting spirit spells all game long, there'll be plenty of chances to trade in this early game blocker for a new card whenever it seems best.
I would replace Geist of the Archives with Kaijin of the Vanishing Touch. Yes, it has 1 less toughness, but it's 1 mana cheaper than the former, with a potentially more potent ability (gives a small amount of bounce!), and that toughness will easily rise with all the anthem effects you have.
Not a new recommendation, but I would run the full playset of Supreme Phantom. The anthem effects will be the key to sealing your victory. I would replace your 2x Mindshrieker with the Phantom, since you don't have enough top-deck manipulation to make Mindshrieker reliable.
Spell Queller is an amazing sideboard card. It can replace one of your counterspells, and notably it "counters" uncounterable spells. Yes, the opponent has a chance to get the spell back, but combine Queller with Drogskol Captain, and good luck with that!
Geist of Saint Traft doesn't have the acclaim he used to, but I still like him, and combined with p/t boosts, he likely won't die in battle. And he always brings a 4/4 buddy with him! (Which also gets buffed by Empyrean Eagle). The hexproof also makes him hard to remove.
Probably another sideboard card, but Kira, Great Glass-Spinner is a very strong tax against removal-heavy decks.
Callow Jushi Flip: Probably not as good as the other counterspell options, but kinda fun! Note that you don't have to flip him with just 2 ki counters on him, so you can save up the ki counters until the more crucial turns of the game. You can also have one flipped with a couple ki counters while you build up another one, because the legend rule doesn't apply until it's flipped.
Anthem effects: Like with Supreme Phantom, I see no reason not to run the full playsets of Drogskol Captain and Empyrean Eagle. The hexproof provided by Drogskol Captain is particularly important, and he would be my first two things to transmute for.
I also already mentioned Mindshrieker, and for a similar reason, I don't feel Callous Deceiver is good in this deck. Without anthem effects, the best it can be is a 2/3 flyer for 3 mana.... not that great. Its abilities don't help with anything else in the deck.
Another 3 drop I'd cut is Uninvited Geist Flip. Its skulk ability doesn't synergize well with anthem effects, as pretty soon most creatures can block it. If it started as a 1/1, skulk might be better.... but then it's 3 mana for a 1/1 that takes 2 turns to transform into an unblockable 3/3. Eh. It also doesn't have flying for the Eagle to buff.
I'm loathe to suggest cutting Celestial Messenger because I know you like your Yanling package.... but honestly, the Yanling package will work without this over-costed spirit. It's 4 mana for a 4/3 flyer, IF Yanling is out.... and that's it. The only thing it's got going for it is that gorgeous art. Too bad it doesn't have mechanics to match.
Curse of Echoes's inclusion confuses me. If you like to play multiplayer games, this card can actually be BAD (you might not want your other two opponents getting copies!). But even 1v1, it gives too much control to the opponent. First, they have to have a deck with enough instants/sorceries to matter, so at best this would be a sideboard card. But even then, they can play around it too easily by not casting any devastating spells until they've found a way to deal with it.
Also not sold on Sturmgeist. At best it's an 8/8 flyer, but that's if you can keep a full grip of cards. But aside from Mu Yanling, Sea Gate Restoration Flip, and Sturmgeist itself (4 cards total), you have no ways of refilling your hand. More likely it'll be a 3/3 or 4/4 flyer that sometimes draws you a card. Not that great for 5 mana. Doesn't feel like the right deck for it.
Keiga, the Tide Star: While stealing a creature is fun, Control Magic-effects usually cost less (4-5 mana), and with Keiga, you don't even get the effect until Keiga dies! If you want this effect in the deck, there's other more efficient ways to achieve it.
Finally, at the top of the CMC charts is Sea Gate Restoration Flip. And hey, if it's a pet card, keep it. But hear me out on my concern. As stated above, this deck isn't designed to draw cards, so by the time you have 7 mana (turn 8-9), how many cards do you think you'll have left in hand? I'd bet 2-3, assuming you've been playing out cards on curve. So you'll draw 3-4. Is that worth the 7 mana? That's up to you, but since the going rate on a base draw effect is 4 mana to draw 3, you should be drawing more like 5-6. (This is also comparable to Mind Spring, which would draw you 5 for 7 mana.)
P.S. I am gonna go ahead and state this for the record: Your hunch that the 3-turn idea won't pan out so well is sadly going to be correct. It involves skipping a turn and getting a planeswalker to a (scary) ultimate — the former dangerous, the latter near impossible. It would be easier to spend 1 less mana and cast a 5 CMC extra turn spell or two. That said, the idea of taking THREE turns in a row IS truly fun, so by all means, play around with it until you tire of the strategy!
-2 Mindshrieker -2 Geist of the Archives -2 Uninvited Geist -1 Callous Deceiver -3 Celestial Messenger -3 Dungeon Geists -1 Curse of Echoes -1 Sturmgeist -1 Keiga, the Tide Star -1 Sea Gate Restoration
+1 Prairie Stream +2 Moorland Haunt +4 Mausoleum Wanderer +4 Spectral Sailor +2 Supreme Phantom +2 Drogskol Captain +2 Empyrean Eagle
+2 Spell Queller +2 Kira, Great Glass-Spinner
(Sideboard cuts up to you)
I'd personally replace some of the mainboard counters with Spell Queller and Kira, since they're also spirits. But there's obviously pros to running unconditional counters like Dissolve.
I know that was quite a lot, but the more I dug into the available spirits, the more things I came up with! LoL. I hope at least something in all that helped.
5 months ago
5 months ago
Sphinx of the Second Sun is neat but overcosted