Lingering Souls

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Tokens

Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Modern Beyond Horizons Legal
Oathbreaker Legal
Planar Constructed Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Lingering Souls

Sorcery

Create two 1/1 white Spirit creature tokens with flying.

Flashback (You may cast this card from your graveyard for the flashback cost. Then exile this.)

Case42 on Afterlife Actuary

1 week ago

zachz I've considered that or Lingering Souls before but ended up landing on more persistent token makers or token makers with additional effects instead.

kamarupa on Population Bomb

1 month ago

Nice work! I guess you really deserve some props, as I've seen plenty of people on here that aren't new list decks as certain formats but still include cards that aren't legal in that format. So that's why I asked.

In terms of advice, I probably have more than you want. For starters, I'm not sure a Populate/Tokens deck is going to be what I would consider "fast-paced." It may or may not keep up with a Goblin deck - it would really depend on the caliber of each deck and to a lesser degree, the player piloting that deck. When it comes to speed, I think of low MV infinite combos, burn, Elves, +1/+1 counter Humans... So if you're really looking for speed, then there may be better place to look.

That said, if it's not so much speed, but a tokens, and tokens that can maybe compete with a fast paced Goblin deck, I think that is probably possible. As it stands, it looks like you've got a fairly budget brew going, though I notice a few pricier spells in the sideboard. So I'll be mentioning both cheap and pricier spells and let you decide where you want to draw the line.

For starters, land is one of the best investments you can make. All decks need it and the better lands you have to choose from, the more solid your decks' foundations will be. In my opinion, there is no point in spending big bucks on spells when your land base can't consistently cast them. www.managathering.com is an awesome resource to find lands. It didn't exist when I first started brewing, but I go there all the time now, namely because I just can't remember all the card names like I used to, lol. Ideally, you want lands that don't enter tapped, especially if you're going for speed. If you can afford them, Temple Gardenfoil & Windswept Heath are the perennial favorites. But Razorverge Thicket, Overgrown Farmland, and Branchloft Pathway  Flip are all decent. I recommend 22 lands for a "fast deck" - IE a deck with an Average MV of 2 or less (2.05 is close enough). Much greater than 2 average and I'd recommend 23-24 lands. Which stinks, I know, because the more land you include, the less spells you get and more likely you are to get mana screwed. But I've found that if you ever want to reliably cast spells that are 3 or more, you're going to need those extra few lands. Even with mana ramp, 16 is not enough land.

Typically, Artifact/Enchantment removal spells go in the sideboard. And typically, people run 4x creature removal in the mainboard: Any of the following would be good: Winds of Abandon, Sheltered by Ghosts, Path to Exile should be in the mainboard.

Druid's Deliverance is fun, but even in decks where I include Fog, I rarely include more than 1 copy. At double the MV, Druid's Deliverance is either going to tie up your mana (slowing you down), and/or delay instead of remove, and/or get cast just for the populate, which you already have spells for. So I'd suggest cutting it 1 copy.

Fight as One is... a decent spell. Heroic Intervention would be better. Since all but 1 of your creatures is white, Brave the Elements would be more versatile and cheaper and Tamiyo's Safekeeping is just cheaper. In my experience, 1 is the MV that is best for protection spells because it doesn't need as much mana to be available - that is - they're just more versatile. And I usually only include 1-2 of such spells.

I'd just cut Selesnya Charm. It just doesn't do anything that well and it's single use doesn't make it valuable enough to include.

Call of the Conclave is similar to Selesnya Charm - tokens aren't much about how big so much as how many. Repeatable token generators are going to be bigger threats than single-use spells.

The thing with Populate is that it doesn't really give you much oomph unless you've got bigger tokens. So you're not wrong looking for tokens that are on the bigger size. But since tokens are easy to get rid of and impossible to bring back, most people ignore the Populate mechanic altogether in favor of making lots of tokens as quickly as possible and at instant speed if they can.

Thraben Doomsayer is pretty good, though I do hate the 3MV casting cost. But you can make tokens at instant speed, which is great, and you can do it every turn.

Lingering Souls is one of the best token spells because you get so many for not that much mana, though you don't have the black mana here to make it worthwhile.

Tocasia's Welcome is great card draw for tokens, namely if you can create a token on your turn and your opponent's turn.

Creatures that care about ETB triggers are really good with tokens, too. You really can't go wrong with Soul Warden and/or Soul's Attendant - with 6+ Soul Sisters, I'd imagine a Goblin deck would find it very difficult to hit you for more life than they cause you to gain. And if you can gain enough life, Speaker of the Heavens gives you tokens that are worth Populating.

Growing Ranks is pretty good, but at 4MV,it's on the slow side.

Overrun is a good spell here, and I think you've got the right number.

Wake the Reflections is ok, I guess, but again, only copying 1 token just isn't as good as it might seem. At least it only costs you 1 to cast. The question is whether its actually powerful enough to be worth including, verses using that space for more token spells.

Something like Ephemerate or Cloudshift would probably be good with Hare Apparent

I like Finneas, Ace Archer, but I don't like it enough to overlook its Legendary status to run 4 copies.

Broad-stroke advice: 4x creature removal, 2x protection spell, 1x fog spell, 22x lands, 2-3x card advantage spell, 12x token generators, 8x ETB trigger spells. That leaves you with about 10 spells to lean into a mechanic like populate or more removal, etc, etc.

Please don't think what I write is definitive or that I'm insisting. Ignore whatever you want. I'm just throwing out my thoughts, hoping something might be useful for you.

kamarupa on Cover Girl

1 year ago

This deck won 1 and lost 1 last night against Siege Rhino, which is not a great match up, as the Rhinos' trample goes through our Fog Banks and Guard Gomazoas and the flying Lingering Souls and Restoration Angel prevent my flying Vesuvan Colossus from hitting for lethal in a single strike. In the second match, I successfully cast Flood of Tears to cheat a Blightsteel Colossus into play for the win. Both matches were long grinds.

wallisface on Modern Vampire/lifelink

1 year ago

Specifically building around Sorin, I would suggest something like the following:

The_Warleader on Mardu Tokens

2 years ago

I always gravitate towards aristocrats when discussing token strategies in competitive magic. You already have Westvale Abbey  Flip which is one of my favorite wincons and lends itself towards an aristocrat-style gameplan. Falkenrath Aristocrat / Butcher of the Horde are great token payoffs, however the format might be just too fast for them at the moment.

But some advice I would say for your current decklist is that it's just too slow. The Modern format is very fast and most decks snowball too much for you to be playing cards like Battle Screech and Lingering Souls. I do like the Ephemeriate + Solitude + Season Pyromancer package. However your other creatures aren't too relevant for what you're trying to accomplish. I would rather see a couple Intangible Virtue instead of the Serra's (which, by the way, you really shouldn't play all 4 copies of that card. It can make your draws awkward and isn't so detrimental to your deck working that it makes up for the drawback). I love the idea though. Honestly, I think the Ephemorate package I was talking about before could be your linchpin for the deck. Maybe find some other strong ETB effects that revolve around tokens ( Weaponcraft Enthusiast )? Or maybe a Plaguecrafter effect? Those might be too cute, but it's something to consider. Either way, good luck with your Deck it looks fun!

multimedia on Orzhov Lifegain Vampire Buff Stuff

2 years ago

Hey, for a first deck, well done on a budget.

I see some good deck building here, a clear game plan, some 4 ofs and a nice set of Godless dual lands. However, the numbers on some cards are off and there's some cards that belong in the sideboard rather than main deck because they cost too much mana for what they do unless you know for sure you're getting value from them. Revenge of Ravens, Kaya's Wrath, Exquisite Blood could all go in the sideboard in smaller numbers. Ill-Gotten Inheritance isn't worth playing.

There's an archetype in Modern called Soul Sisters and that's what you're mimicking here. In Soul Sisters you're also growing creatures p/t when you gain life. It's called Soul Sisters because of 4x Soul Warden and 4x Soul's Attendant are the sisters, life gain engine. In Soul Sisters there's nonbudget payoff wincons, Serra Ascendant and Heliod, Sun-Crowned, huge payoffs from wanting to gain life. You're going for a budget Soul Sisters and there's several budget replacements to consider.

You have a clear game plan here, but you can improve gameplay by changing the numbers of some cards and adding more lower mana cost effects that gain life? You're going to want more than just 4x Warden as one drop repeatable life gain with creatures. Veteran is a budget replacement for Soul's Attendant since Attendant is now $5 each. If you can get 1 or some Attendants then for sure play them, but if you can't get 4 than play 4x Veteran as another one drop sister. It's the 4x number of each that you want to have a better chance of having a sister turn one.

For your version the best opening curve is one drop sister into Pridemate, but to get this consistently you want more one drop sisters and more Pridemates. Lingering Souls gives you a lot of creature value for the mana cost because can flashback for lesser cost later or even same turn. With a sister or more in your control Souls can trigger nice amount of life gain while also creating flying Spirits who can be attackers or fodder as blockers. Turn one Warden, turn two Pridemate, turn three Souls, turn four flashback Souls and cast some thing else is a curve to build a huge game winning Pridemate.

Speaker of the Heavens is a fine budget payoff for having more life by creating 4/4 Angels. Creating an Angel triggers sisters and it's another one drop with lifelink.

Good luck with your deck.

kamarupa on Token Welcome

2 years ago

Thanks for the +1 and suggestions! Lingering Souls is limited to sorcery speed and not as repeatable or cheap to cast as Speaker of the Heavens. As this deck is intended as multiplayer deck, generating tokens on opponent's turns nets us a lot more card draws from Tocasia's Welcome. Thus, like Lingering Souls, Hero of Bladehold isn't a versatile as the spells I've already included, as it's limited to making tokens only during my own combat phase. I'd consider Devouring Light if it worked on any creature instead of only attacking/blocking. There are just too many creatures that are threats without attacking or blocking.

Dead_Blue_ on Token Welcome

2 years ago

Devouring Light could be better than Path to Exile in this deck.

Hero of Bladehold should be an auto include as well as Lingering Souls

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