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							<channel><title>New Posts For Thread: UW Hexproof Spirits</title><link>http://community.wizards.com/go/thread/view/75842/29412011/UW_Hexproof_Spirits</link><description>Is this fast enough to make sense for standard? In what ways can it be improved?    UW Spirits   60 cards   2 Azorius Guildgate2 Glacial Fortress2 Hallowed Fountain8 Island1 Moorland Haunt8 Plains23 lands4 Doomed Traveler4 Drogskol Captain3 Geist of</description><item><title>lingering souls                                 and     cackling counterpart                                 should in this deck</title><link>http://community.wizards.com/go/thread/view/75842/29412011/UW_Hexproof_Spirits?post_id=524966261#524966261</link><description>lingering souls                                 and     cackling counterpart                                 should in this deck</description><pubDate>Wed, 10 Oct 2012 19:02:18 -0500</pubDate></item><item><title>mindshrieker and latch seeker</title><link>http://community.wizards.com/go/thread/view/75842/29412011/UW_Hexproof_Spirits?post_id=524934365#524934365</link><description>mindshrieker and latch seeker</description><pubDate>Tue, 09 Oct 2012 17:39:11 -0500</pubDate></item><item><title>Good point, I have faced a lot of enchantment hate, definitely. I usually side board 3     Negate                                s and couple     Nevermore                                s (if I know whats comming) to deal with removal. I can see the</title><link>http://community.wizards.com/go/thread/view/75842/29412011/UW_Hexproof_Spirits?post_id=524931293#524931293</link><description>Good point, I have faced a lot of enchantment hate, definitely. I usually side board 3     Negate                                s and couple     Nevermore                                s (if I know whats comming) to deal with removal. I can see the</description><pubDate>Tue, 09 Oct 2012 15:57:11 -0500</pubDate></item><item><title>There is a lot of enchantment removal in standard right now. The drogskull captain gives the general hexproof and 1/1 so theres that. Something to consider anyway</title><link>http://community.wizards.com/go/thread/view/75842/29412011/UW_Hexproof_Spirits?post_id=524931165#524931165</link><description>There is a lot of enchantment removal in standard right now. The drogskull captain gives the general hexproof and 1/1 so theres that. Something to consider anyway</description><pubDate>Tue, 09 Oct 2012 15:53:03 -0500</pubDate></item><item><title>Both, however, they're both too expensive for what they give.     Phantom General                                 is 4 for a grounded body + weaker     Intangible Virtue                                . The lack of flying is actually a big player. I</title><link>http://community.wizards.com/go/thread/view/75842/29412011/UW_Hexproof_Spirits?post_id=524931011#524931011</link><description>Both, however, they're both too expensive for what they give.     Phantom General                                 is 4 for a grounded body + weaker     Intangible Virtue                                . The lack of flying is actually a big player. I</description><pubDate>Tue, 09 Oct 2012 15:47:26 -0500</pubDate></item></channel></rss>
