Moorland Drifter

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Legality

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

Moorland Drifter

Creature — Spirit

Delirium — Moorland Drifter has flying as long as there are four or more card types among cards in your graveyard.

Toothpayste on Anhuspir

5 years ago

Heya Foxy!

Based on what I've seen, I'd recommend cutting:

Dusk : This kills 48% of the creatures in your own deck.

Battlegrace Angel : with all your tokens and other angels, you'll rarely have anyone attacking alone.

Confessor : in a lot of cases, this guy won't do much.

Dawn Gryff

Geist of the Lonely Vigil

Ghost Warden/Angelic Page/Anointer of Champions : ditch 2, keep 1. they all do pretty much the same thing. Honestly, I'd axe all 3. There's cooler things you can put in their place.

Graceblade Artisan : not enough auras to make this dude worth it

Guardian of Pilgrims

Herald of Dromoka : there's only two warriors in the deck, so he doesnt have much combo potential

Moorland Drifter

Spectral Rider

Sublime Archangel

Territorial Roc

Weathered Wayfarer

Things I'd suggest adding:

Icatian Crier

Champion of the Parish

Elite Inquisitor

Benalish Marshal

Glorious Anthem

Commander's Authority

Seraph Sanctuary

Thraben Doomsayer

Mask of Avacyn

Ajani's Mantra

Sunbond

Always Watching

Intangible Virtue

Elesh Norn, Grand Cenobite

Unruly Mob

Crusader of Odric

Serra Avatar

Spear of Heliod

Ajani Goldmane

If you want more suggestions, lemme know and I can provide them. IF you need to trim down more creatures, try looking for things that are outside the theme of your deck. For example, it seems your focus is many small white creatures, life gain, big flyers/angels, and +1/+1 counters, so it would make sense to start trimming down by removing things that don't fit with that theme.

Good luck and happy decking! -Toothy

Kenny_D94 on B-W Delirium

7 years ago

In regards to previous comments:

ToxicFrosty I don't want Kambal, Consul of Allocation in the main board because he lowers the payout of having delirium because he takes up other slots in exchange for having some interaction with burn and control, but after consideration I realize that this list is considerably weak to these elements, so he made sideboard.

KuraiU I really liked your suggestion for Geier Reach Sanitarium and you made a good point about the Evolving Wilds count. Also, Mortuary Mire was meant to get back a creature that had already died, but that could affect the delirium state and comes into play tapped, so it's not really worth it. I also put in two Moorland Drifter for the early delirium payout/2-drop slot, and I didn't initially want Strange Augmentation in the deck because I felt it was too dependent on an uncertainty of my creatures. Also, upon review I found that though Paranoid Parish-Blade was really good in battle, it was laughably weak to removal, so he got the axe. The same happened to Angel of Deliverance, who is just as prone to removal and 1-3 mana more expensive when compared to Dusk Feaster.

tsdrifter on Spirit Deck

7 years ago

My version:

http://tappedout.net/mtg-decks/budget-azorius-spirit-deck/

Apothecary Geist:

Not bad, but 3 life isn't a whole lot and you might not even get that (if you don't control any other spirits). I like the effect on Tower Geist better.

Drogskol Cavalry:

A strong effect, but very very heavy. You won't hit seven mana until turn 8 or 9 at least usually, and at that point we're pretty much out of power.

Erdwal Illuminator:

Quite decent if you have a lot of investigating going on. Unfortunately, Expose Evil is the only thing you have that investigates, so I would probably replace Erdwal with another 2 costed spirit. I like Rattlechains a lot in this slot. Being able to protect and flash in spirits is much more valuable than an extra clue or two.

Geralf's Masterpiece:

This card is really cool, and while I didn't include it in my deck build, I could definitely see it being effective. I would playtest a little, and if you find yourself both out of cards and in need of a finisher around turn 6 - 7, it's probably worth including.

Moorland Drifter:

Another 2 cost spirit that's just outclassed by Rattlechains. If however you can very consistently get the delirium active, it may be worth including.

Niblis of Dusk:

Definitely solid, especially if you have a lot of noncreature spells to cast. However, I like Bygone Bishop and Uninvited Geist  Flip better in the 3 cost spirit slot.

Odric, Lunarch Marshal:

Very cool card, but not particularly effective in your setting unfortunately. The only ability that would get copied around is flying, and everything already has flying. If you had more spirits with first strike, hexproof, lifelink, etc. he'd be more worth it.

Topplegeist:

Very good if you can get delirium active. I also included him in my build.

Broken Concentration:

Quite decent control. I didn't include it in my build, but I could definitely see an argument for it. The only issue I foresee is having the mana open to cast it, as you're usually going to be casting more spirits with your mana.

Expose Evil:

I like this card quite a bit. It keeps you alive, lets you disable blockers for a turn, and tosses out a clue token. I actually bumped it up to 3 in my build, especially since it has such good interaction with Swift Reckoning, of which I included 4.

Silverstrike:

I filled this slot with Swift Reckoning, but if you like the "destroy attacking creature" effect particularly, I'd include Immolating Glare in this card's place. The gain 3 life isn't worth the extra 2 mana usually.

Hope Against Hope:

Quite strong if you have humans, and decent even if you don't. However, I like Invocation of Saint Traft a little better. Invocation works better if you don't have a bunch of creatures out yet and requires 2 blockers to prevent all the damage.

Chaplain's Blessing:

Cards that just gain you life don't end up being that effective in practice unfortunately. It's generally better to just include a kill spell to prevent the damage in the first place.

tsdrifter on Ghostly Dreams

7 years ago

My version:

http://tappedout.net/mtg-decks/budget-azorius-spirit-deck/

Apothecary Geist:

Not bad, but 3 life isn't a whole lot and you might not even get that (if you don't control any other spirits). I like the effect on Tower Geist better.

Drogskol Cavalry:

A strong effect, but very very heavy. You won't hit seven mana until turn 8 or 9 at least usually, and at that point we're pretty much out of power.

Erdwal Illuminator:

Quite decent if you have a lot of investigating going on. Unfortunately, Expose Evil is the only thing you have that investigates, so I would probably replace Erdwal with another 2 costed spirit. I like Rattlechains a lot in this slot. Being able to protect and flash in spirits is much more valuable than an extra clue or two.

Geralf's Masterpiece:

This card is really cool, and while I didn't include it in my deck build, I could definitely see it being effective. I would playtest a little, and if you find yourself both out of cards and in need of a finisher around turn 6 - 7, it's probably worth including.

Moorland Drifter:

Another 2 cost spirit that's just outclassed by Rattlechains. If however you can very consistently get the delirium active, it may be worth including.

Niblis of Dusk:

Definitely solid, especially if you have a lot of noncreature spells to cast. However, I like Bygone Bishop and Uninvited Geist  Flip better in the 3 cost spirit slot.

Odric, Lunarch Marshal:

Very cool card, but not particularly effective in your setting unfortunately. The only ability that would get copied around is flying, and everything already has flying. If you had more spirits with first strike, hexproof, lifelink, etc. he'd be more worth it.

Topplegeist:

Very good if you can get delirium active. I also included him in my build.

Broken Concentration:

Quite decent control. I didn't include it in my build, but I could definitely see an argument for it. The only issue I foresee is having the mana open to cast it, as you're usually going to be casting more spirits with your mana.

Expose Evil:

I like this card quite a bit. It keeps you alive, lets you disable blockers for a turn, and tosses out a clue token. I actually bumped it up to 3 in my build, especially since it has such good interaction with Swift Reckoning, of which I included 4.

Silverstrike:

I filled this slot with Swift Reckoning, but if you like the "destroy attacking creature" effect particularly, I'd include Immolating Glare in this card's place. The gain 3 life isn't worth the extra 2 mana usually.

Hope Against Hope:

Quite strong if you have humans, and decent even if you don't. However, I like Invocation of Saint Traft a little better. Invocation works better if you don't have a bunch of creatures out yet and requires 2 blockers to prevent all the damage.

Chaplain's Blessing:

Cards that just gain you life don't end up being that effective in practice unfortunately. It's generally better to just include a kill spell to prevent the damage in the first place.

phaze08 on Spirit

7 years ago

If you're wanting more control:

Celestial Flare (I know, I know), Clash of Wills, Declaration in Stone, Disperse (Maybe?), Expose Evil?, Grasp of the Hieromancer, Press for Answers?, Psychic Rebuttal?, Send to Sleep?, Swift Reckoning?,

Enshrouding Mist would be interesting for protection.

Epiphany at the Drownyard could be interesting for CA and of course delerium.

Vessel of Ephemera might be ok.

Moorland Drifter?

Fal1enKing on

7 years ago

Just wondering why you have Erdwal Illuminator with no huge advantage to having the clues. Maybe swap one or two for Essence Flux to dodge negative spells and boost your creatures? A Graf Mole can be a decent defence early game and can get a lot of life (maybe not so much in a less clue-heavy deck such as this, but enough to be worthwhile). Uninvited Geist  Flip I really like because it's constant damage, puts the opponent on a clock and under pressure. Moorland Drifter might be a good two-drop with maybe Evolving Wilds or something to help delerium and colour-fixing.

Tomahawk-Bang on Draft -SOI

7 years ago

I have been drafting SOI four times with my playgroup now and always went for a different archetype/strategy.

First draft I did midrange with a bit of a wolves / werewolves theme. Uncaged Fury cast on a flipped and unblocked Convicted Killer  Flip was usually a game ending 10 damage to my opponent. Aim High turned out to be a very good combat trick in my deck, too. Skeleton Key equipped onto an Ember-Eye Wolf is an absolute blowout Combo which will net you some serious card advantage and lets you get some huge amounts of damage in!

Second draft I built a delirium matters deck. My 3x Moorland Drifter turned out to be a very good 2-drop. Tooth Collector and Kindly Stranger  Flip are very good uncommon cards for a delirium strategy. Be aware that many people see discard outlets only for a madness strategy, but they are also very good for a delirium strategy! Also the artifact creatures like Runaway Carriage and Wild-Field Scarecrow that add 2 card types at once to your graveyard are good for a delirium strategy.

Third draft I built vampires aggro with a little madness added for value. You need a very low curve for this kind of deck, so look out for cards like Insolent Neonate, Ravenous Bloodseeker or even Sanguinary Mage as 1-drops and 2-drops. 1 or 2 Voldaren Duelists and/ or Malevolent Whispers as curve toppers. Stensia Masquerade is an absolute blowout if you manage to get 8 or more vampires into your deck. Dead Weight and Lightning Axe are your best creature removal spells for this kind of deck. Fiery Temper, Rush of Adrenaline and Magmatic Chasm will help you get in those last few points of damage to close out the game.

My fourth draft was Spirits. With this deck you try to gain control of the skies with a lot of flying creatures, each one preferably having a casting cost of 3 or less. You definately need at least 1, better 2 Spectral Shepherd for this because of all the synergy he provides with cards like Topplegeist or Apothecary Geist. Strength of Arms was my combat trick of choice for this deck, Just the Wind for tempo and Sleep Paralysis for hard removal. Thraben Inspector and Dauntless Cathar were my ground forces.

I find triple SOI to be a very good draft environment with lots of synergy and only very few rares/mythics that auto-win you the game. A set which is very fun to draft for newbies and veterans alike!

BattleActionHank on U/W spirit control (SOI Standard)

7 years ago

I'm currently running a very similar U/W spirits deck, and I have some input. First: Ditch Moorland Drifter. It only has flying if its delirium effect is triggered and I found that that was relatively difficult to do. The amount of control that you're running is different than what I have, but it looks like it might work. I don't have any beef-up spells in mine, but it might work. Also, I was running 20 mana, and I was ALWAYS getting mana screwed. After some modifications, I found that 22-24 is a tolerable amount. I would suggest other control spells like Claustrophobia, Pacifism, Containment Membrane, and maybe Press for Answers.

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