Spirits currently have a great support base in standard for both tempo and control deck variants, and this deck utilizes the cards necessary to have a solid control match. Playing on your opponent's turn is key!
At the bottom of our mana curve, we have Mausoleum Wanderer. It's a great 1-drop that can stop an opponent in their tracks or even power up when another spirit comes into play. When played, opponents are then forced to think twice before casting an instant or sorcery spell.
About half of the deck consists of two mana spells. Starting with creatures, Rattlechains is a powerhouse for this deck. Flash it in on your opponent's turn to guard another spirit with Hexproof and then utilize its ability to give all spirits Flash to summon more in during your opponent's turns! Selfless Spirit also serves as a great two mana creature that can protect your spirits from any damage, and is especially useful against boardwipes.
Revolutionary Rebuff
is the next great card in our lineup. Although it can't hit artifacts (like all the vehicles in standard), it does counter sorceries, planeswalkers, and most creatures and does a fantastic job of playing against the opponent's mana curve. But what if your opponent runs four of Smuggler's Copter? Negate fits right in to finish off what
Revolutionary Rebuff
started. It can't hit creatures, but is an essential part of this deck because it counters your opponent's sorceries, planeswalkers, and artifacts. Negate also fits in a niche against other spirit decks, making their counters useless. Finally, Blessed Alliance is a solid all-around card with three different abilities that oftentimes forces your opponent to sacrifice their only creature (if they choose to attack with it). It can also be used for other helpful effects, such as gaining four life in a close match or untapping a creature to block if necessary.
Running four very different three mana cards, this deck provides different ways to control your opponent on turn three. The first (and most obvious) choice is Spell Queller. The bane of zero-to-four mana cards, Spell Queller basically counters most early to mid-game threats and can is mainly meant to be played on your opponent's turn. Flash in the 2/3, exile their spell, and get ready for your turn! Next comes Thalia, Heretic Cathar with the perfect control ability of making your opponent's nonbasic lands and creatures enter the field tapped. If played on turn three and not removed, your opponent's haste creatures and non-basic mana base will be shut down. Even though Thalia, Heretic Cathar doesn't have Flying, the First Strike ability gives it a bit more survivability while attacking. In addition to (in)famous standard cards, this deck also runs two of
Nebelgast Herald
, which are key for tapping attacking creatures on your opponent's turn. Although many might choose Reflector Mage over
Nebelgast Herald
, it has the distinct advantage on being played on your opponent's turn and being able to activate its tapping ability whenever it or another spirit comes into play. Finally,
Stasis Snare
is there for the quick removal on your opponent's turn for those pesky indestructible creatures or other large threats. (More
Stasis Snare
and similiar cards are sided in case more removal is necessary.)
The only four mana card in the main deck, Dovin Baan contributes a great deal to the control factor of your spirits and counters. When played even with minor to no board presence, his +1 ability gives him survivability against most early to-midgame creatures and prevents their effects from being activated. In addition, in case of a bad hand, Dovin Baan's -1 ability allows you to draw a card and gain two life. His -7 ability, if reached, completely shuts down your opponent, as they can only untap two permanents. A great control planeswalker, Dovin Baan fills the niche in this deck for a controlling force with a small amount of optional card draw.
Most in terms of its five mana cost and certainly an undeniable threat, comes the amazing Archangel Avacyn
. Flashing this card in on your opponent's turn stops boardwipes such as Kozilek's Return and Fumigate and even gives you a 4/4 with Flying and Vigilance. Archangel Avacyn
also serves a role as your own (timed) boardwipe for three damage to all (except you), as you can activate it (by your own choice) with Selfless Spirit and the rarer combo with Mausoleum Wanderer. Time your other creatures appropriately, and you can end up with a one-sided matchup and a 6/5 flier!
Geier Reach Sanitarium is here for the very rare game in which you absolutely need to draw a card and no counterspells are in your hand.
Bygone Bishop
could also fill this role, but Sanitarium comes into play for no mana cost and is relatively safe from opponents.
Sideboard Explained: Show
Ceremonious Rejection is here for the sole purpose of facing artifact/colorless decks. If the opponent uses that type of deck, switch the four
Revolutionary Rebuff
for it.
Declaration in Stone annihilates aggro decks that often have multiple copies of the same card on the field at a time. Also here for just general exile removal.
Fumigate is the boardwipe that gives you life and is especially useful against aggro decks. Combo with Selfless Spirit for a one-sided sweep!
Overwhelming Denial is a fun uncounterable counterspell that can be played for only two mana. It works great with your Flash creatures and is perfect for facing off against other spirit decks. Use when playing spirit decks or if more counters are needed.
Stasis Snare
contributes a Flash exile removal on the opponent's turn for only three mana. Another copy is sided for more quick removal on the opponent's turn.
Summary Dismissal
is perfect against combo decks and large eldrazi creatures. (Looking at you, Emrakul, the Promised End)
Other Options for Sideboard:
2x Always Watching
Switch 1 Overwhelming Denial for 1
Stasis Snare
2x
Bygone Bishop