UWR Geist: I Have a dream...

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...that nobody can have fun ever again. 

Have you wanted to bring pure misery to your opponent? Have you ever wanted to destroy them for no reason? Do you want to shatter their innocence?

You should be playing Hex decks then.

At a 5k in Indy I played Bant Hexproof and here's the list:



For those that don't know how the deck plays you basically drop any of your creatures and you attempt to ride just one or two of them to victory. Place all the Auras you can on them and hope they don't die. A lot of the problems I found with Bant Hex is that you could often just destroy your opponent but you were prone to blowouts. Silverblade Paladin was too high variance for me (which is funny because this is a high variance deck) and I'd rather have a creature that was more reliable and better on it's own. At the same tournament one of guys I recognize from the store said his dad was playing a similar list but with red. After going 3-2 then dropping I decided to try to construct what he would be playing without seeing the list. This is what I came up with: 

Land - 22
2 Blood Crypt
4 Hallowed Fountain
2 Glacial Fortress
4 Sacred Foundry
4 Clifftop Retreat
3 Steam Vents
3 Sulfur Falls

Creatures - 17
4 Stromkirk Noble
2 Fencing Ace
4 Invisible Stalker
3 Boros Reckoner 
4 Geist of Saint Traft

Enchantments - 16
4 Ethereal Armor
3 Furor of the Bitten
4 Madcap Skills
3 Spectral Flight
2 Gift of Orzhova

Instants - 5
1 Azorius Charm
4 Boros Charm 

Sideboard - 15
3 Thundermaw Hellkite
3 Nearheath Pilgrim
2 Gift of Orzhova
4 Volcanic Strength
3 Azorius Charm

Mana Base
The mana base is constructed in a similar way as the bant version. You want to have the most lands come into play untapped for your turn one play (which is only Stromkirk Noble in this list. Febb suggested Wingcrafter and I've played with it and it was good but I cut it for another Boros Reckoner and Azorius Charm). Then you have the two blood crypts to cast Stromkirk Noble and help easy the mana requirements for Gift of Orzhova. 

Creatures
In the bant version I often felt that if I didn't get an Avacyn's Pilgrim I would just lose. I needed it to get to Geist of Saint Traft and get through as fast as possible. I also needed it so Silverblade Paladin could be cast. The pilgrim quickly became the crutch of the deck. I wanted my creatures to be better on their own because this deck has problems when you over extend and die to Bonfires, Supreme Verdicts, Mortars, etc. Stromkirk Noble had been doing a lot of good work in RDW so it was an obvious choice for the build. It is a very strong turn one play and even better attacking next turn with a madcap skills or spectral flight on it. Stromkirk quickly becomes a problem for them to deal with. There is a lot of targeted removal in the format but a lot of it is burn spells. Stromkirk Noble quickly gets out of range. Boros Reckoner replacing Silverblade Paladin is the best part of this deck. Reckoner is just very good on it's own even without Auras. I wanted more creatures were the quality wasn't dependant on something else. On top of this, all the lands in the deck cast Boros Reckoner where Silverblade Paladin could sit in hand waiting on double white. 

Enchantments
You would think that losing Rancor really hurts this deck. Think again. Rancor was at it's best when Silverblade Paladin was doing it's thing. And if you were attacking with that Rancor just reduced your clock by a turn. It didn't really do that much. I always felt I didn't have enough Auras to really pump my guys out of unkillable range. Madcap Skills is basically another spectral flight and since you have a ton of red mana sources in the deck very easily castable. Furor of the Bitten is great because the +2/+2 is very good early on and gets Stromkirk Noble out of early blocker trade range. Increasing the Auras from 13 to 16 is a big improvement for the build. 

Instants and Sorceries
Simic Charm was the worse charm by far for the bant version. it didn't do anything you wanted well. Selesnya Charm was often very good because you'd trample through. However, the big problem I had was no main deck way to save my guys from sweepers or wrath effects. Boros Charm is great for this. All 3 modes may overlap but in this deck they serve different purposes. 4 damage can obviously just kill them but also deals with pesky planeswalkers like Liliana which is hard for this deck to deal with. Double Strike can just win you games on the spot and indestructable is well... pretty good. I've since added an Azorius Charm and 3 to the board because lifelink is really helpful when you're trying to race them and seeing you can cylce it if it's a dead card it's pretty good for us.

Sideboard
So, the sideboard of the bant version is quite different. If I would change that deck I'd light the ground seals on fire and jam more nearheath pilgrims. Pilgrims are great game against other aggro decks seeing you're often a turn or two slower than the naya blitz or experiment junds of the world. One swing from a 6/6 gets you right back into the game though. Instead of Sigarda and other guys like Angelic Overseer, I have Thundermaw which works well in the concept of the deck where you just want to close it out. I've also though about Lone Revenant here too as another Hexproof guy. Volcanic Strength is the best sideboard card, however, because it just gives you so much game against red decks which are all over the format. This card is an all star. 

That's all for the deck. I'm open to testing suggestions and fielding any questions.  
I really like the maindeck. I'm not too sure how I feel about the sideboard, though.
I've wondered about Incursion Specialist in builds like this, but he seems better when paired with Silverblade Paladin. The deck also may run out of gas to use it effectively but might be worth toying around with.
I really like the maindeck. I'm not too sure how I feel about the sideboard, though.


Is there anything you want me to try to explain or suggestions on how to change it? 
I've wondered about Incursion Specialist in builds like this, but he seems better when paired with Silverblade Paladin. The deck also may run out of gas to use it effectively but might be worth toying around with.


Incursion Specialist is interesting but I don't think this is the right deck. I don't have enough card draw to start turning it on effectively enough. 
A friend of mine built something very, very similar.

I really think you should be playing some kind of acceleration in the main.  A turn 2 Geist is unbeatable.  I also think you're dead wrong about Rancor.  It's the best 1 CMC enchantment, and not playing it is definitely a problem.  I'm not a fan of the Reckoner, as it doesn't really do that much.

I also don't like the board.  I don't think you need Volcanic Strength, as most of your guys are going to be "unblockable" already.  

I think you need the 4th Pilgrim, as the Naya Blitz and other hyper aggro match ups can be very tough to win.

I don't like Thundermaw at all.  5 mana is a ton for the deck, and it doesn't exactly do much.
A friend of mine built something very, very similar.

I really think you should be playing some kind of acceleration in the main.  A turn 2 Geist is unbeatable.  I also think you're dead wrong about Rancor.  It's the best 1 CMC enchantment, and not playing it is definitely a problem.  I'm not a fan of the Reckoner, as it doesn't really do that much.

I also don't like the board.  I don't think you need Volcanic Strength, as most of your guys are going to be "unblockable" already.  

I think you need the 4th Pilgrim, as the Naya Blitz and other hyper aggro match ups can be very tough to win.

I don't like Thundermaw at all.  5 mana is a ton for the deck, and it doesn't exactly do much.


Did you read the post at all? 

"hey dude play bant auras instead" isn't exactly helpful.

If you're going to say things about the deck are bad at least make suggestions to improve it. 
I don't really know of any situation where you would want 4 Azorius Charms. I might run one sideboard since you are running one main. Same thing with Thundermaw, maybe cut one SB? I've never had success running 4 Gifts, so I have a feeling it may just be too many. I like the Volcanic Strengths.

In terms of replacements, I would have to work with it to see what I would do. The ones I've mentioned just seem like what I've tried in the past and have been taking too many slots.
I don't really know of any situation where you would want 4 Azorius Charms. I might run one sideboard since you are running one main. Same thing with Thundermaw, maybe cut one SB? I've never had success running 4 Gifts, so I have a feeling it may just be too many. I like the Volcanic Strengths. In terms of replacements, I would have to work with it to see what I would do. The ones I've mentioned just seem like what I've tried in the past and have been taking too many slots.


against aggro matchups you need as much lifelink redundancy so you don't lose. This was the thinking behind more Azorius charms but those could just be off. Right now they're going to stay seeing as I don't have any ideas on what to sub them for.  
Oh god why. WHY. WHYYYYYYYY do I want to play this? Because it's cool. But I'll never afford it.
Oh god why. WHY. WHYYYYYYYY do I want to play this? Because it's cool. But I'll never afford it.


You want to play it because deep down inside you want to destroy. The geists are pricy and the lands are pricy. Otherwise it's a pile of draft cards! 
The only suggestion i have is try out curiosity. Other than that the only other enchantments i can think of that might have a chance of playability would be blind obedience and rest in peace, ofc you're trying to win before they can reanimate stuff anyways so maybe just the obedience.
The only suggestion i have is try out curiosity. Other than that the only other enchantments i can think of that might have a chance of playability would be blind obedience and rest in peace, ofc you're trying to win before they can reanimate stuff anyways so maybe just the obedience.


In the original post I should have said I had Blind Obedience in the board. I didn't get to try it much but maybe I'll try it out again. 

Curiosity is interesting but it doesn't grow my guys. I'll have to try it out. I'll try to get some testing in to see how it works.  
I would love to have Azorius Charm in there
I would love to have Azorius Charm in there


I think I'll try some more in the main deck (maybe 2) and see how it plays.  
You really should try to fit Blind Obedience in main. T2 Obedience T3 Geist has got to be one of the most backbreaking board states I've ever seen.

(at)MrEnglish22

You really should try to fit Blind Obedience in main. T2 Obedience T3 Geist has got to be one of the most backbreaking board states I've ever seen.


It really isn't. Everything has flying or is unblockable. Doesn't make as much difference as you would think. 
You really should try to fit Blind Obedience in main. T2 Obedience T3 Geist has got to be one of the most backbreaking board states I've ever seen.


It really isn't. Everything has flying or is unblockable. Doesn't make as much difference as you would think. 



I guess if you have one of your flying enchantments on them, yeah.

(at)MrEnglish22

You really should try to fit Blind Obedience in main. T2 Obedience T3 Geist has got to be one of the most backbreaking board states I've ever seen.


It really isn't. Everything has flying or is unblockable. Doesn't make as much difference as you would think. 



I guess if you have one of your flying enchantments on them, yeah.


Do you see how many of those are in the deck? 
How many Feeling of Dread can be in the sideboard? 
I'd probably say about two you could probably scrunch in there.