Please read before suggesting cards:

This deck is intended for Tribal Wars; a casual MTGO format in which at least a third of your deck must be creatures that share a single creature type. There are no sideboards.

I'm also on a very tight budget so the cheaper the better; anything above 1 MTGO ticket per card is too much unless it would have a big impact as a singleton in the deck and/or it would be useful in several of my decks.

Thanks for checking out my deck and I greatly appreciate suggestions and +1s.

A tribal spirit deck with an aura sub-theme fuelled by Tallowisp and protected by Drogskol Captain , Selfless Spirit and Rattlechains . The general game-plan is to slow the opponent down with removal while constructing a giant monster from Auras and swinging for lethal in one or two attacks and/or simply accruing an insurmountable amount of card advantage with Tallowisp .

Tallowisp - The engine of the deck, both finding the right Auras for the situation and generating card advantage, which helps offset the risk of getting 2-for-1ed or worse by removal.

Drogskol Captain / Rattlechains - Hexproof is a powerful ability and doubly important for a deck that wants to stack a bunch of Auras to a single creature. The capability of the Captains to protect each other also means it's possible to establish a board state that completely blanks all of the opponent's spot-removal.

Selfless Spirit - Turns opposing sweepers into spot removal, makes combat a huge pain in the ass for the opponent and helps protect Voltroned creatures. Also synergises well with Gift of Immortality .

Mausoleum Wanderer - While not nearly as reliable as hexproof, it helps provide some defence for the Auras or some disruption for the opponent's game-plan. Plus, its pump ability means that, depending on my draw, it can effectively be a 2/2 or 3/3 flyer for , which makes for a very effective beatdown creature.

Kami of False Hope - A Fog that provides fuel for Moorland Haunt is not the most inspiring creature in the world but it combos with Gift of Immortality to lock the opponent out of combat damage, which can single-handedly beat some decks and buy a ton of time against others.

Path to Exile - Doesn't have any particular synergy with the deck in the way the Auras do but it's also the best removal spell ever printed, so, you know, that's pretty good.

Detention Sphere - 3 mana is far from the height of efficiency for removal but it gives me outs to dangerous non-creature permanents and occasionally hits multiple copies.

Curse of Chains / Prison Term - The Tallowisp able removal spells; the fact that they leave the creatures in play is not ideal as they're not effective against creatures with powerful static and triggered abilities such as tribal lords but it's the nature of Aura removal.

Mind Control - A natural 2-for-1 that has a big impact on the board is profoundly powerful. Plus, stealing is fun!

Ethereal Armor - Cheap and powerful; even if it's the only Aura on the field in the early game, giving +1/+1 and first strike to a creature can be enough to blunt opposing aggression and help stabilise the board and it grows to be much more than that quickly in this deck.

Spirit Mantle - Good in the early game to absorb damage from enemy attackers and allows a big beefy to push past chump blockers in the late game. It's important to remember, however, that pro-creatures prevents the enchanted creature being targeted by my own Rattlechains s and bestow creatures.

Gift of Immortality - On it's own it basically just lets me chump-block with one creature repeatedly, which is far from amazing, but it combines with Selfless Spirit , Kami of False Hope and to a lesser extent Mausoleum Wanderer to get repeated uses out of their sacrifice abilities.

Sage's Reverie - Can completely refill my hand in the late game on a board filled with all my Auras and, since it counts itself, at worse it will replace itself.

Anafenza, Kin-Tree Spirit - Not especially synergistic with the deck other than the fact that it's just a powerful and cheap Spirit, which may well be good enough to justify running it anyway.

Ghostblade Eidolon - Double strike is great with the general Voltron plan but at the same time as either a 3-mana creature or a 6-mana Aura it's pretty expensive.

Hopeful Eidolon - Makes for a good target for Auras or to further buff something that's already big.

If you want to attach a different kind of permanent to your creatures, I have a metalcraft Soldier deck that does just that with Equipment:

Citizens of Tomorrow

Legacy Lame_Duck


If you're up for more midrange undeath, how about Mardu Vampires:

Bloody Tears

Legacy Lame_Duck


O Captain! My Captain! our fearful trip is done;
The ship has weather'd every rack, the prize we sought is won;
The port is near, the bells I hear, the people all exulting,
While follow eyes the steady keel, the vessel grim and daring:

But O heart! heart! heart!
O the bleeding drops of red,
Where on the deck my Captain lies,
Fallen cold and dead.

O Captain! my Captain! rise up and hear the bells;
Rise up - for you the flag is flung - for you the bugle trills;
For you bouquets and ribbon'd wreaths - for you the shores a-crowding;
For you they call, the swaying mass, their eager faces turning;

Here captain! dear father!
This arm beneath your head;
It is some dream that on the deck,
You've fallen cold and dead.

My Captain does not answer, his lips are pale and still;
My father does not feel my arm, he has no pulse nor will;
The ship is anchor'd safe and sound, its voyage closed and done;
From fearful trip, the victor ship, comes in with object won;

Exult, O shores, and ring, O bells!
But I, with mournful tread,
Walk the deck my captain lies,
Fallen cold and dead.

-Walt Whitman


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