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Jeskai Geist

Modern*

elliotklaus


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Been tuning this deck for a few years now. Originally inspired by GreatNate's builds and have found my own version of it. So lets get into it. This build is not as much jeskai control but more of a tempo shell. Creatures: I have the 4 geist and 4 snapcasters for obvious reasons. 1 clique to be a flash threat/check out what's going on across the table to figure out the best line of play. 2 restos, again flash threats are good so that countermagic can be held and then flashed in. Resto also is great for saving geist on an attack which without an answer shows 7 damage in the air next turn. And that good good snapcaster value with resto can really get your rocks off.

Cantrips: Drawing cards is important in this deck. That is why there are remands instead of leaks. 4 OPTS to set up your draws and plan the correct line of play. 3 cryptic for pure card advantage. The 1 lighthouse has been good lately for I play a lot of grindy matchups but depending on the meta this can be any other land.

Removal: There's the standard 4 path and 4 bolt. Lightning helix can be either 3-4 but that's your personal opinion. The key to this deck is that all most of the removal can also be damage because most games end with burn to the face. Also, there are games where I never have a resolved creature and between a bunch of bolts/helixs and snapcasters this deck can be jeskai burn. I also play a 1 of electrolyze because it can be a ton of value.

Counters: This is where I have spent most of my play testing tuning these numbers and having the correct cards. For a while I ran a bunch of mana leaks but they are just not as good as remands. But without the help of logic knots and cryptics, remands just aren't enough. But overall I have settled with 3 remands and have found it to be the most important counter (aside from the death shadow matchup). Logic knot is great for this deck because it is never a dead card. Cryptic commands are obviously good because of their versatility. Some have dropped their spell snares because of the DS/eldrazi tron decks but I still believe its such a powerful card in the format.

Land: The mana base is pretty standard aside from me running 23 lands where others run 24-25. But a lot of cards in the deck say "draw a card" so I rarely get stuck on land.

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Date added 8 years
Last updated 5 years
Legality

This deck is Modern legal.

Rarity (main - side)

4 - 1 Mythic Rares

36 - 6 Rares

14 - 7 Uncommons

2 - 1 Commons

Cards 60
Avg. CMC 2.03
Tokens Angel 4/4 W, Emblem Elspeth, Sun's Champion, Soldier 1/1 W
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