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 Post subject: white/blue spirits
PostPosted: Mon Apr 11, 2016 3:35 am 
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Joined: Apr 11, 2016
Posts: 1
2x topplegeist

1 x essence flux

2x knight of the white orchid

2x rattlechains

4x vessel of ephemera

3x tightening coils

1 x bygone bishop

3 x blessed spirits

4 x eldrazi skuspawner

2 x invocation of saint traft thats the card i really like to play

2 x scatter to the winds

2 x apothecary geist

3 x tower geist

3 x thunderclap wyvern

2 x guardian of tazeem

2 x confirm suspicions


8 x plains

7x island

2 x pariarie stream

2 x glacial forest

4 x evolwing wilds


can u help me guys to fix this deck? i rly like to run this new enchantment and i tryied hard to build something around it with no successs at all. i found its fun to play flash deck but i really have no plan to build it proper. cheers


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 Post subject: Re: white/blue spirits
PostPosted: Mon Apr 11, 2016 3:46 am 
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Joined: Oct 28, 2014
Posts: 4365
Hi there,

I made a version of Azorius Spirits here (3rd post down): viewtopic.php?f=52&t=10292&start=300

I go over some of the things that the deck can do, and the Invocation of Saint Traft is a big finisher if you draw it. Slapping it on a flyer (especially if hexproof'd with Rattlechains) can take the opponent by surprise quite well. Try to think of it more as W/U's version of Exquisite Firecraft, a finisher more than a play on turn 3. Spirits is a fun aggro deck that can win by turn 5 if you play Invocation right.

I'd also suggest running Reflector Mage in W/U. It can set your opponent's plan back 2 turns if they used a creature to stall you/race you.

As a start I'd say -3 tightening coils and go +3 Reflector Mage. If you want to focus on the flash/flying aspect of the deck, then -2 Knight of the White Orchid and go +2 Dimensional Infiltrator (almost like having 4 copies of Rattlechains!)

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