So here's the deal, kids. I started making a purely tribal spirit deck. It was fun, but I finally realized that I had a few
Sovereigns of Lost Alara
in my collection. So I went from being a pure spirit tribal to trying to be a Tribal Enchantment deck. The ultimate goal is to get the Sovereigns out, attack with a Hexproof Geist of Saint Traft (maybe previously enchanting him with
Steel of the Godhead
for unblockability), trigger the Sovereign tutor to grab an Eldrazi Conscription and swing for at least 13 with Traft (exalted triggers from the Sovereign) and 4 with the angel, for 17 total plus some Annihilator triggers.
Above is the main strategy, but I figured I'd do a card-by-card list just to explain what I'm going for with each of them.
Sovereigns of Lost Alara
- Already explained - Keeping no matter what.
Tallowisp - I had hoped to get him out t2, play Traft on t3, tutor out a Spirit Mantle, then go to town on t4 with Traft. Plus he's a 1/3 for 2, so I think he's staying.
Kami of False Hope - Good one-drop, as it let's me laugh off an enemy assault. Combo's with Gift of Immortality to keep me from ever taking creature damage, especially once
Drogskol Captain
is out. Short of a boardwipe, I can just laugh off any enemy assault.
Hindering Light
- Counters most removal/discard and is a cantrip - I'm in.
Spirit of the Hearth - A sideboard one-of, but if I can get some
Drogskol Captain
out, then I've made my whole side uninteractive.
Gift of Immortality - There for interaction with Kami of False Hope for no combat damage. If they try to kill the Kami or the Gift, I'll just sac the Kami and essentially bounce them so nothing is lost.
Wall of Denial - Sideboard - Obviously there to defend if I'm getting swarmed.
Render Silent
- Originally I had meant to have nothing but spirits and counterspells - I'm moving this to sideboard for now, since it's not as crucial.
Call to the Kindred
- Mostly there to fill out the battlefield quicker. Stick it on Saint Traft and start pumping out Spirits/filtering your library so you don't draw into an Eldrazi Conscription.
Geist of Saint Traft - Already explained - They're staying.
Curse of Chains
- Mostly wanted these in there to be able to tutor out with my Tallowisp so's I can control the opponent's side. Thinking of swapping out with Arrest, but the flexible mana cost is awfully appealing.
Steel of the Godhead
- Meant to be my alternate option for Traft or whomever - Unblockability, lifegain, and a pump. Should work well if I already got rid of my Eldrazi Conscription somehow.
Kami of Ancient Law
- Enchantment removal - Sideboard buddy.
Eldrazi Conscription - Part of my wincon, but I suppose I should get more, but they're too expensive (both mana and money-wise), so I may or may not add more, depending. I'd rather just keep one-of in the deck so's I don't have a high chance of drawing it (which would make it useless until late game, whereas I could pull it out ASAP with the Sovereigns)
Silence - Again, this was one when it was more of a control deck, but hey, if it can put them a turn or two behind, I'm down with keeping it. Going in the sideboard for now.
Drogskol Captain
- Any reason I wouldn't put these into a spirit deck?
Moorland Haunt
- If one of my spirits dies, at the very least I can still get some use out of it. In death, it's name is Robert Paulson.
So that's that. Also trying to work out my manabase, but that's lower priority - I've got 4 Glacial Fortress, and can just run basics for now - I want to save up for 3 more Cavern of Souls. After that, I'm open to suggestions. Might put some pain lands in there when I get the chance, but that'll just depend.