Sheltered by Ghosts

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Legality

Format Legality
1v1 Commander Legal
Alchemy 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
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Modern Beyond Horizons Legal
Oathbreaker Legal
Pioneer Legal
Planar Constructed Legal
Pre-release Legal
Standard Legal
Standard Brawl Legal
Tiny Leaders Legal
Vintage Legal

Sheltered by Ghosts

Enchantment — Aura

Enchant creature you control

When this enters, exile target nonland permanent an opponent controls until this leaves the battlefield.

Enchanted creature gets +1/+0 and has lifelink and ward . (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)

Icbrgr on Ye Ol Standard Rottness

1 month ago

Venerated Rotpriest always scares me whenever I see it! I know Sheltered by Ghosts is just an overall great card but putting it on the priest just seems mean lol +1 I hope your games went/go well!

kamarupa on Martyr Life

2 months ago

I'm so glad/grateful you're not offended by my urge to have a back and forth!

Ephemerate would be another somewhat decent way to trigger to Tocasia's Welcome and it plays nicely with Soul Sisters. The fact that you lack any creatures with their own ETB triggers is why I didn't suggest it earlier.

Also, I had to look this up to remember the exact name of the spell and what it did, but maybe Assemble the Players would be more to your taste? It's 1 more MV to cast than Recruitment Officer but it's WAY cheaper to 'activate' and gets you every creature in your deck, albeit only once per turn. It's just a little sad there's no cheap way in mono-white to give your creatures flash! The best I could find was Emergence Zone (only works once - boooo!) and Vedalken Orrery (too much to cast!)

Another removal option to consider: Sheltered by Ghosts - I don't like that it's 2MV to cast, but lifelink and ward seem well aligned with your brew. (and it doesn't give opponents a land, so there's that upside, too)

kamarupa on Population Bomb

4 months 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.

Balaam__ on New to Pioneer. *HELP*

6 months ago

Ah, many thanks BioProfDude, I’ll take all the help I can get.

I’m glad you suggested Cavern of Souls—I originally intended to include it, but (long story short) when I added it to the deck it got flagged as illegal so I took it out. Idk the cardpool yet and I was reading mixed things, but it’s good to have confirmation.

Thanks for the sideboard suggestions too—I’ll roll with them until I get a feel for what I’m up against, and what works/doesn’t.

I will say Curious Obsession has been holding up well. I was running out of steam too soon and a set of those more or less put an end to that problem. I feel like I want to continue running them until something better comes along.

Get Lost and Sheltered by Ghosts are both new to me; I can see value in both, but between all the countermagic and faux removal (Skyclave Apparition etc) do you think they’re still necessary?

BioProfDude on New to Pioneer. *HELP*

6 months ago

Well, I agree that additional dual lands are good, but Port Town is one of the worst. I'd suggest maybe 2x Cavern of Souls as you are heavy on spirits, and replace Port Town with 4x Seachrome Coast, and add 4x Adarkar Wastes. Probably 2x to 4x Hengegate Pathway  Flip would also be useful. I'd also add 2x Eiganjo, Seat of the Empire, 1x Otawara, Soaring City, and 2x Mutavault as your Supreme Phantom anthem will apply to an activated Mutavault because it is "all creature types."

I don't see any removal and that's needed in Pioneer. Probably 3x or 4x Get Lost would help. Probably 2x Sheltered by Ghosts would also be useful and would be great protection for your Spell Queller.

Honestly, I'd lose the 3x Lunarch Veteran  Flip, max out on Spell Queller and add 2x Mockingbird.

Just some thoughts-- hope this helps! +1 from me!

I would add that Curious Obsession is a good card, but I don't know that it is great in this deck. Try it out, but I could see cutting it to make room for the removal.

razelfark on Eerie :: Enchantment

8 months ago

Solid looking start for a deck idea, but almost lloks like you have your deck split between a token value deck and aura pump start.

For Aura Pump I would advise picking up:

Silent Hallcreeper: this 2 drop provides you with a great early creature that can't be blocked until you have to transform it into a copy of one of your other craetures.

Gremlin Tamer: 4th copy very useful

Sheltered by Ghosts: up to 4 copies is not a bad thing as the card is solid removal and protection. Downside that they do get their card back if the creature it is on is removed, but the protection built into it makes it good enough to take a risk on.

Feather of Flight: Card draw plus flying for just 2 mana that also helps triggers all your Eerie cards is a useful. Flying particuarly useful because it helps your creatures through for attacks for synergy with Ethereal Armor for surpise lethal, but also good paired with Enduring Curiosity as you get the card draw damage triggers easier.

Fae Flight: All the bonus of Feather of Flight with one turn protection instead of card draw.

Ethereal Armor: more copies as it adds the most damage for your cards per mana as it scales with all the other cards in play. Can push turn 3 wins scary enough.

If playing Best of 3:

Negate: simple counter option to help fight vs non-target removal

Elspeth's Smite or Not on My Watch: just to help vs Mono red leyline. These instant speed spells will help you stop opponents from taking you out before you have a chance to play the game. They also can help protect you from a person slow playing their pumps with a haste pump turn.

If you want to focuse more on the token value end of your deck, well it would cost a bit of rares/mythics:

Enduring Innocence: More copies as you want the card draw value with hard to remove value card

Dollmaker's Shop / Porcelain Gallery: Does good work in this style of deck for the sudden team pump and synergy to make tokens fits.

Caretaker's Talent: Works like the Enduring Innocence to get card for value

Fountainport: This land provides all the value you want for takoen decks

And overall adjustment to more control focused spells work well with this idea surprisingly.

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