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Switch to Forum Live View UW Hexproof Spirits
9 months ago  ::  Oct 03, 2012 - 7:47PM #1
AtomicHiFi
Date Joined: Sep 15, 2011
Posts: 158

Is this fast enough to make sense for standard? In what ways can it be improved?
UW Spirits
60 cards
2 Azorius Guildgate
2 Glacial Fortress
2 Hallowed Fountain
8 Island
1 Moorland Haunt
8 Plains

23 lands


4 Doomed Traveler
4 Drogskol Captain
3 Geist of Saint Traft
3 Phantom General
2 Geist-Honored Monk

16 creatures

4 Ethereal Armor
3 Mizzium Skin
2 Favorable Winds
2 Intangible Virtue
3 Detention Sphere
3 Midnight Haunting
2 Martial Law
2 Tricks of the Trade

21 other spells




Created with Decked Builder






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9 months ago  ::  Oct 03, 2012 - 8:00PM #2
AtomicHiFi
Date Joined: Sep 15, 2011
Posts: 158
Actually make that one less Mizzium Skin and one more Detention Sphere. I think the more i mess with it the more i see i really need a 2 drop to make it work better.
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9 months ago  ::  Oct 03, 2012 - 8:43PM #3
AtomicHiFi
Date Joined: Sep 15, 2011
Posts: 158
This is another take on it. 

UW Spirits
60 cards
4 Glacial Fortress
3 Hallowed Fountain
7 Island
1 Moorland Haunt
8 Plains

23 lands


4 Doomed Traveler
2 Keening Apparition
2 Niblis of the Urn
4 Drogskol Captain
3 Geist of Saint Traft
2 Drogskol Reaver

17 creatures

2 Blustersquall
4 Ethereal Armor
2 Mizzium Skin
1 Spectral Flight
3 Detention Sphere
2 Oblivion Ring
2 Call to the Kindred
2 Martial Law
2 Tricks of the Trade

20 other spells




Created with Decked Builder






Sent from my iPad
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9 months ago  ::  Oct 09, 2012 - 12:50PM #4
AtomicHiFi
Date Joined: Sep 15, 2011
Posts: 158
UW Spirits
60 cards
1 Cavern of Souls
4 Glacial Fortress
3 Hallowed Fountain
7 Island
1 Moorland Haunt
8 Plains

24 lands


4 Doomed Traveler
2 Keening Apparition
2 Niblis of the Urn
4 Drogskol Captain
3 Geist of Saint Traft
1 Bruna, Light of Alabaster
1 Drogskol Reaver

17 creatures


2 Blustersquall
4 Ethereal Armor
1 Favorable Winds
1 Spectral Flight
3 Detention Sphere
2 Oblivion Ring
1 Call to the Kindred
2 Martial Law
2 Tricks of the Trade
1 Righteous Authority

19 other spells

After playing a little with it i have made a few changes to it. I dont know how to approach the sideboard now. Anyway i thought i would post an update. The other spells are now all enchantments, except for the 2 Blustersqall, to feed ethereal armor. 
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9 months ago  ::  Oct 09, 2012 - 1:11PM #5
Asy1umRat
Date Joined: Nov 17, 2011
Posts: 152
My version (still working on post-cycle edits):

Lands:
6 x Island
5 x Plains
4 x Glacial Fortress
2 x Swamp
2 x Ghost Quarter
2 x Moorland Haunt
2 x Evolving Wilds 

Creatures:
4 x Drogskol Captain
4 x Dungeon Geists
4 x Doomed Traveler

Spells:
4 x Lingering Souls
4 x Midnight Haunting
4 x Azorius Charm
2 x Blustersquall
4 x Intangible Virtue
4 x Favorable Winds
3 x Oblivion Ring


Only actual creatures are for support/one drops. Drogskol Captain serves as an anthem + body, Dungeon Geists locks down a creature, and Doomed Traveler is useful as a sac body and a 1 drop. Everything else is tokens, and other than the traveler everything gets buffed from Favorable Winds . Azorius Charm is a new addition I'm trying out to either come back from a bad start (lifelink), search for a replacement (draw), or remove threats/limit a turn (bounce). Blustersquall is another new trick. Before I was usuing Feeling of Dread , but the overload on bluster can cripple attempted offensives, or clear the way against opposing flyers. End result is a mass of large, flying, vigilant, hexproof sprits being thrown at the enemy with control elements thrown in.
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9 months ago  ::  Oct 09, 2012 - 1:40PM #6
AtomicHiFi
Date Joined: Sep 15, 2011
Posts: 158
If you were going the token route did you consider Phantom General or Geist Honored Monk?
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9 months ago  ::  Oct 09, 2012 - 1:47PM #7
Asy1umRat
Date Joined: Nov 17, 2011
Posts: 152
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 actually had 2 Geist-Honored Monk in my build at one point, but she lacks evasion, despite being a great wall. Unfortunantly, you'll usually be blocking with her instead of swinging. I personally like her, though. The deck just played better with a more focused build.

edit: I think both would work better in a Selencya build, especially the Phantom General since he would cover several different types of tokens that way. 
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9 months ago  ::  Oct 09, 2012 - 1:53PM #8
AtomicHiFi
Date Joined: Sep 15, 2011
Posts: 158
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
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9 months ago  ::  Oct 09, 2012 - 1:57PM #9
Asy1umRat
Date Joined: Nov 17, 2011
Posts: 152
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 usefulness of the general as a possible side-board, though. 
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9 months ago  ::  Oct 09, 2012 - 3:39PM #10
Ebontail
Date Joined: Feb 22, 2010
Posts: 343
mindshrieker and latch seeker
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