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1.) [[rootborn defenses]] serves a few purposes. First, it prevents the board wipe (including the big [[supreme verdict]]). Second, making sure [[geist of saint traft]] survives combat while also copying that angel token, which I now get to keep. A 4/4 angel for 3 would be amazing on itself, let alone making my creatures indestructible.
2.) [[Drogskol Captain]] to make everything hexproof that doesn't already have it.
3.) [[dungeon geists]] to lock down the biggest threat I might face. I can always sideboard in [[cloudshift]] to bounce him if a bigger threat hits the board.
4.) Buffs. [[favorable winds]] helps all my creatures except GoST and [[intangible virtue]] to help buff my tokens made by GoST or [[lingering souls]].
5.) [[call to the kindred]] might seem Win-more but IMO is a very underrated card. Especially with the amount of hexproof this deck can produce, a free [[drogskol captain]] or [[dungeon Geists]] every turn sounds A-OK to me!
6.) 2 [[artful dodge]] serves as a 4of unblockable spell to get final damage through or help GoST out.
I find this deck in early playtesting is a good mix of 2 strategies (tokens and spirits) that interacts well together.
Working on a sideboard, but until then, comment if you like my idea and want to help and, of course, don't be shy about the +1s!
42 Leafs_suck Standard
Land (22)
2x Cavern of Souls 1x Drowned Catacomb 4x Glacial Fortress 4x Hallowed Fountain 4x Island 3x Isolated Chapel 4x Plains
Creature (19)
4x Doomed Traveler 4x Drogskol Captain 2x Drogskol Reaver 3x Dungeon Geists 3x Geist of Saint Traft 3x Niblis of the Urn
Instant (9)
2x Midnight Haunting 3x Rootborn Defenses 4x Syncopate
Sorcery (5)
2x Artful Dodge 3x Lingering Souls
Enchantment (5)
2x Call to the Kindred 3x Intangible Virtue
Sideboard
None