7381 views3 months ago
Commander
Size: 100Est cost: $1643.46Salt sum: 70.82
Mr_PresidingDent
7381 views3 months ago
Commander
Size: 100Est cost: $1643.46Salt sum: 70.82
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Commander
Geist of Saint Traft
Hexproof (This creature can't be the target of spells or abilities your opponents control.)
Whenever Geist of Saint Traft attacks, create a 4/4 white Angel creature token with flying that's tapped and attacking. Exile that token at end of combat.
Whenever Geist of Saint Traft attacks, create a 4/4 white Angel creature token with flying that's tapped and attacking. Exile that token at end of combat.
Legendary Creature - Cleric Spirit

Commander
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B/W Control Package
Delay
Counter target spell. If the spell is countered this way, exile it with three time counters on it instead of putting it into its owner's graveyard. If it doesn't have suspend, it gains suspend. (At the beginning of its owner's upkeep, they remove a time counter. When the last is removed, they may play it without paying its mana cost. If it's a creature, it has haste.)
Instant

Mission Briefing
Surveil 2, then choose an instant or sorcery card in your graveyard. You may cast it this turn. If that spell would be put into your graveyard, exile it instead. (To surveil 2, look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)
Instant

B/W Control Package
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Draw
Day's Undoing
Each player shuffles their hand and graveyard into their library, then draws seven cards. If it's your turn, end the turn. (Exile all spells and abilities from the stack, including this card. Discard down to your maximum hand size. Damage wears off, and "this turn" and "until end of turn" effects end.)
Sorcery

Draw
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Enchantment
Detention Sphere
When this enchantment enters, you may exile target nonland permanent not named Detention Sphere and all other permanents with the same name as that permanent.
When this enchantment leaves the battlefield, return the exiled cards to the battlefield under their owner's control.
When this enchantment leaves the battlefield, return the exiled cards to the battlefield under their owner's control.
Enchantment

Enchantment
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Geist Remains Standing
Geist Remains Standing
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Land
Land
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Protection
Teferi's Protection
Until your next turn, your life total can't change and you gain protection from everything. All permanents you control phase out. (While they're phased out, they're treated as though they don't exist. They phase in before you untap during your untap step.)
Exile Teferi's Protection.
Exile Teferi's Protection.
Instant

Protection
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Recursion
Recursion
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Stax
Stax
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To Attach to Geist
Umezawa's Jitte
Whenever equipped creature deals combat damage, put two charge counters on Umezawa's Jitte.
Remove a charge counter from Umezawa's Jitte: Choose one —
• Equipped creature gets +2/+2 until end of turn.
• Target creature gets -1/-1 until end of turn.
• You gain 2 life.
Equip
Remove a charge counter from Umezawa's Jitte: Choose one —
• Equipped creature gets +2/+2 until end of turn.
• Target creature gets -1/-1 until end of turn.
• You gain 2 life.
Equip
Legendary Artifact - Equipment

To Attach to Geist
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Tutor
Tutor
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In consideration
Exalted Sunborn
Flying, lifelink
If one or more tokens would be created under your control, twice that many of those tokens are created instead.
Warp (You may cast this card from your hand for its warp cost. Exile this creature at the beginning of the next end step, then you may cast it from exile on a later turn.)
If one or more tokens would be created under your control, twice that many of those tokens are created instead.
Warp (You may cast this card from your hand for its warp cost. Exile this creature at the beginning of the next end step, then you may cast it from exile on a later turn.)
Creature - Wizard Angel

Galadriel's Dismissal
Kicker (You may pay an additional as you cast this spell.)
Target creature phases out. If this spell was kicked, each creature target player controls phases out instead. (Treat phased-out creatures and anything attached to them as though they don't exist until their controller's next turn.)
Target creature phases out. If this spell was kicked, each creature target player controls phases out instead. (Treat phased-out creatures and anything attached to them as though they don't exist until their controller's next turn.)
Instant

Urza's Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — This Saga gains ": Add ."
II — This Saga gains ", : Create a 0/0 colorless Construct artifact creature token with 'This token gets +1/+1 for each artifact you control.'"
III — Search your library for an artifact card with mana cost or , put it onto the battlefield, then shuffle.
I — This Saga gains ": Add ."
II — This Saga gains ", : Create a 0/0 colorless Construct artifact creature token with 'This token gets +1/+1 for each artifact you control.'"
III — Search your library for an artifact card with mana cost or , put it onto the battlefield, then shuffle.
Land Enchantment - Saga Urza's

In consideration
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Deck Info
Deck stats
CategoriesQtyOdds
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Deck extras (0)
Description
{"ops":[{"insert":{"image":"https://media3.giphy.com/media/useUF6IHpTqSc/giphy.gif"}},{"insert":"\nWelcome, ladies, gentlemen, and Geists, to the "},{"attributes":{"color":"#0066cc","background":"#ffffcc","bold":true},"insert":"Nicest \"NO!\" Deck on Earth!™"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"TLDR:"},{"insert":" This deck is built to sustain the long run and often finds itself in 1v1 after other opponents are gonzo. Pilot "},{"attributes":{"bold":true},"insert":"SHREWDLY"},{"insert":" and "},{"attributes":{"bold":true},"insert":"CAREFULLY"},{"insert":". This is a control deck, pure and simple. Some people appreciate having a policeman to control the boardstate from threats, but prepare to enact martial law when the other players want anarchy. "},{"attributes":{"bold":true},"insert":"THIS IS NOT A STAX DECK! YOU CAN SAY THAT HONESTLY!!!!"},{"insert":"\n\n"},{"attributes":{"bold":true},"insert":"Introduction"},{"attributes":{"header":1},"insert":"\n"},{"insert":"I started playing Magic: the Gathering, the Best Game in the Worlds, in seventh grade during the period between Khans of Tarkir and Fate Reforged circa 2014 A.D. My younger sibling, who brought me into the game, taught me how to play MTG (and appreciate control) with the now God Awful™ Duel Decks: Speed vs Cunning. He played Speed. I played Cunning. He won a lot. I didn't, because I sucked. But I became fond of the color blue in MTG because not only was it my favorite color IRL, I can also get to play two times more of a game than most nonblue decks: One game during my turn, and another game during theirs. With a blue deck built the right way, Reality can be Anything you Want. Fast forward to 2015 with the release of Dragons of Tarkir, "},{"attributes":{"bold":true},"insert":"Big "},{"attributes":{"color":"#222222","bold":true},"insert":"Dæddy Drægonlord Ojutai "},{"attributes":{"color":"#222222"},"insert":"was released and that's when my career as a U/W control player began in sixty-card, when I legitimately thought that [[Immolating Glare]] was the best card in the game. Then high school came. The people that played at my school were 90% strictly commander players, and until December of 2016 I was stuck playing a sixty card decks with considerably tuned commander decks. In December, however, I received the Yidris Precon as a gift (before the commander 2016 precons became "},{"attributes":{"color":"#222222","italic":true},"insert":"literally $100 to buy"},{"attributes":{"color":"#222222"},"insert":") and entered the format along with my [[Xenagos, God of Revels]] homebrew conversion from my Dragonlord Atarka 60 card deck. In April, however, I finally got around to converting my shitty sixty card Dragonlord Ojutai deck into a shitty Dragonlord Ojutai commander deck. And it beat face, wait, I mean it got beat, in the face. "},{"insert":"\n"},{"attributes":{"color":"#222222"},"insert":"July 2017: My first foray into the world of LGS commander, in Actual Northern Ontario, began with myself playing my Xenagos homebrew, which won a Total of THREE! WHOLE! TIMES! freshman year. I played against a Kool-Aid-Guy [[Omnath, Locus of Rage]] deck and none other than a Geist of Saint Traft deck. It was that game that I became fascinated with the notion that a hardcore control deck can be more than adequately piloted by a beatstick, albeit enigmatically hexproof, commander. I say enigmatic because people seem to be confused by the notion that this 0 relatively unpopular commander "},{"attributes":{"color":"#222222","italic":true},"insert":"has "},{"attributes":{"color":"#222222"},"insert":"hexproof. Seriously. Take a shot (of espresso) every time some poor, unfortunate soul tries to bravely, but ultimately in vain, remove Geist of Saint Traft with targeted removal. It was after that game that I ultimately decided to set out to convert my Dragonlord Ojutai deck into a Geist Deck, although it was not until September that I actually got around to buying the freaking card. However, once the deck finally got built, I can say that one quote from a then-senior would define the deck every time I played it sophomore year: \"Oh, boy!\""},{"insert":"\n"},{"attributes":{"color":"#222222"},"insert":"Spring 2019: Here are some actual, non paraphrased quotes from people experiencing the deck for the first time at my Central Massachusetts LGS:"},{"insert":"\n"},{"attributes":{"color":"#222222"},"insert":"\"Please tell me you are playing spirit tribal.\""},{"insert":"\n"},{"attributes":{"color":"#222222"},"insert":"-A player, right before I played [[Spell Queller]] on their Necropotence."},{"insert":"\n"},{"attributes":{"color":"#222222"},"insert":"Response (snarky, I am sorry): \"I'll allow you to believe that.\" I did lose that game, although I was not playing optimally to win because my threat assessment is poor at times. Karma."},{"insert":"\n\n"},{"attributes":{"color":"#222222"},"insert":"\"Is this a no deck?\" - Some dude, after I mana leaked their [[Damia, Sage of Stone]] on "},{"attributes":{"color":"#222222","italic":true},"insert":"literal Turn 4."},{"attributes":{"color":"#222222"},"insert":" "},{"insert":"\n"},{"attributes":{"color":"#222222"},"insert":"Response: Yes. It works."},{"insert":"\n"},{"attributes":{"color":"#222222"},"insert":"And this basically sums up the story of the deck."},{"insert":"\n\n"},{"attributes":{"bold":true},"insert":"PLAYING THE DECK"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Quick Ratings:\n"},{"attributes":{"bold":true},"insert":"Deck Quality Necessity"},{"insert":": High- think 80% building mentality. \n"},{"attributes":{"bold":true},"insert":"Piloting Difficulty:"},{"insert":" Medium High. Knowing when to play the right cards and when is critical, although there are no combo lines to work around.\n"},{"attributes":{"bold":true},"insert":"Politicking Necessity"},{"insert":": Medium High. Control decks are threatening to experienced players. Silver tongue your way into avoiding death.\n\nGameplan"},{"attributes":{"header":2},"insert":"\n"},{"insert":"How you will win, in a nutshell:"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Stall. Use the lockdown effects like [[Authority of the Consuls]] and draw engines like [[Rhystic Study]] to set yourself up for a long game while you let your opponents chip away at each other. It is critical to get stall pieces out early before your opponents go out of control."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Politics: You are a blue player. In the early game you are more likely to be targeted first while your defenses are down, before other opponents present themselves as more significant threats. It is not worth it to blow your social capital whining about being attacked first. Grin and bear the first few pings, but once you have four mana your access to board wipes and removal spells will give you access to political capital that can spare you more blows. If you can get your opponents to use their resources to advance your interests, do so. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Commander Damage. Geist of Saint Traft is your beatstick. Suit him up with evasion effects and power boosts to make him an efficient voltron attacker."},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"There are no combos in this deck"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Under no circumstances should you be under the illusion that this is cEDH material. If you bring this to a competitive meta you will be pubstomped and sad. The voltron strategy as well as the use of softer stax pieces and the lack of fast mana do not make this a cEDH viable deck."},{"insert":"\nIt doesn't need to be cEDH though. In a \"regular\" meta the deck performs very well, assuming you are playing mostly optimally and your politicking and charisma avoid getting you targeted. \n\nCard Discussion by Type"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"bold":true},"insert":"Lands"},{"insert":"\nA properly functioning mana base is absolutely critical for playing control. You need to be able to have enough dual lands or other fixing in order to have the three blue necessary for Cryptic Command while also potentially holding up a Path to Exile. Having a fetchland that can search for an untapped dual to play a T1 Swan Song or Swords is critical in especially fast mana. I know I need to get more fetches for the deck. My wallet is ephemeral while my Geist is eternal. \nHaving utility lands can be clutch for politicking and threat removal. Unfortunately, most of these lands come in colorless, which is why I reiterate my previous point in having as many UNTAPPED duals as possible. \n"},{"attributes":{"bold":true},"insert":"Mana Fixing Lands"},{"insert":": One of the most important things to know when buying cards to build a commander deck is that it is NEVER a bad idea to buy good dual lands. Although rare lands may not be the most exciting cards to buy, you will be a lot less bored "},{"attributes":{"italic":true},"insert":"not"},{"insert":" being a turn behind the curve. Drop your money on lands like it's hot."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Typed Duals"},{"insert":": [[Hallowed Fountain]], [[Prairie Stream]], and [[Irrigated Farmland]]. These kind of lands are basically the bread and butter of any two colored deck. If I had the money, [[Tundra]] would be sitting in here as well, but that card is sitting at a healthy $200-400 range at the cheapest. As you know, typed duals can be fetched with fetchlands. Although I generally dislike lands that enter tapped unconditionally, [[Irrigated Farmland]] stays in the deck for now because it is a nice turn one fetch if I have nothing to hold up, and it also has this REALLY important ability: Cycling. When I am desperate for cards, this can come to the rescue. "},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Untyped Duals"},{"insert":": [[Adarkar Wastes]], [[Glacial Fortress]], [[Nimbus Maze]], [[Sea of Clouds]]. Glacial Fortress and Nimbus Maze seldom enter untapped and are not very expensive. Because I have so many Basic Lands in the deck still, the likely of having neither a Plains nor an Island is very low, especially with the aforementioned Typed Duals. Sea of Clouds is awesome; Battlebond duals are some of the best things to happen to EDH because they almost universally enter untapped. The pain is worth it for Adarkar Wastes, as there are several ways in the deck to regain life in the deck."},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Pain and Suffering"},{"insert":": [[Mana Confluence]] and [[City of Brass]]. Yes it is okay to run both of these in a two colored deck. You really, really want that early game consistency of mana. It is worth it. It does kind of suck, though, to have both of them in your starting hand, but that is extraordinarily rare. \t"},{"attributes":{"list":"ordered"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Utility Lands: "},{"insert":"[[Castle Vantress]], [[Hall of Heliod's Generosity]], [[Reliquary Tower]], [[Maze of Ith]], [[Strip Mine]]. These lands are truly the toolkit of any deck. Several Utility lands have effects that can be used on the end of another person's turn, perfect for putting mana held up to good use. Maze of Ith is a free blocker. Reliquary Tower is a must, especially in conjunction with Rhystic Study. Hall of Heliod's Generosity recovers lost auras after a Geist removal. Strip Mine is a recent addition because a.) I somehow found one that was $12 at my LGS and b.) Cabal Coffers. Bottom text."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Basic Lands. "},{"insert":"Currently, there are more Islands than Plains because I believe that blue plays a more significant role in the deck. Usually, having two to four sources of white is enough for the long run, whereas I need a lot more blue to hold up counterspells."},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Creatures"},{"insert":"\nThere are very few creatures in this deck. \n\t \n\n\t\n\n"},{"attributes":{"color":"#222222"},"insert":" "},{"insert":"\n"}]}






























































































