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9 months ago ::
Oct 03, 2012 - 7:47PM
#1
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Date Joined:
Sep 15, 2011
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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
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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
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Created with Decked Builder
Sent from my iPad
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9 months ago ::
Oct 03, 2012 - 8:00PM
#2
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Date Joined:
Sep 15, 2011
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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
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Date Joined:
Sep 15, 2011
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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
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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
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Created with Decked Builder
Sent from my iPad
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9 months ago ::
Oct 09, 2012 - 12:50PM
#4
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Date Joined:
Sep 15, 2011
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| 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
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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
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Date Joined:
Nov 17, 2011
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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
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Date Joined:
Sep 15, 2011
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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
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Date Joined:
Nov 17, 2011
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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
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Date Joined:
Sep 15, 2011
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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
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Date Joined:
Nov 17, 2011
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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
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Date Joined:
Feb 22, 2010
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mindshrieker and latch seeker
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