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5 Color Spirit Tribal

Commander / EDH

Wilsino27


This deck was designed for a $50 budget playgroup among some friends of mine, but it's a great budget commander deck for someone interested in 5 color tribals. Spirits don't often get a ton of love, and it non-traditional tribal decks can be hard to build on a budget as you lose access to some of the better tribal staples like Cavern of Souls or Coat of Arms, but the deck holds up pretty well against other decks with the same budget/power level and can pull out some cool moves!

The main strategy is essentially ramping into your colors, and then casting some of the bigger spirits that exist such as Iname as One or your commander, O-Kagachi, Vengeful Kami

Rampant Growth, Kodama's Reach, Farseek, Circuitous Route -- Your standard green ramp spells. Kodama's Reach has the benefit of being an Arcane, which has nice synergies with some of the other cards in the deck such as Infernal Kirin. Circuitous Route can grab you Selesnya Guildgate, Simic Guildgate and/or Golgari Guildgate which makes it fantastic for early game fixing.

Evolution Charm -- This can be used to make up for a lost land drop, and can also help if you draw it late game by allowing you to grab a creature out of your graveyard. It can also help the rare spirit without flying get in for some damage.

Growth Spiral -- Doubles as some ramp and card draw. Pretty much the only bad thing about this card is that you need a land in hand, but plenty of the ramp cards in the deck can bring you a land even if there isn't one in your hand already. Also has the benefit of happening at instant speed!

Petalmane Baku -- Ramps you as you play cards, can use it to get out a big bomb in the late game.

Loam Dweller -- Growth Spiral but on a spirit! Allows you to quickly empty a mana flooded hand.

Elder Pine of Jukai -- Great way to dig through your deck if you are missing land drops.

Azorius Keyrune, Abzan Banner, Darksteel Ingot, Obelisk of Esper, Simic Signet, Sultai Banner -- The mana rocks for this deck. Not a ton to say about these. The banners have the benefit of drawing cards late game, and the Darksteel Ingot can survive things like an overloaded Vandalblast but that's about it in terms of how unique they are.

Card draw is essential in any commander deck, and even in a budget deck like this one, it is important to keep that card advantage going. Here's the card draw cards I used in this deck:

Ribbons of the Reikai -- Can get crazy once you have a bunch of spirits out.

Honden of Seeing Winds -- Gets you an extra card each turn. If you are able to have it out with Honden of Life's Web the value is insane!

Sire of the Storm -- Straight up spirit based value. Can't go wrong.

Haru-Onna -- ETB effects on spirits can really get goin when you have a bounce creature like this, or some soul shift triggers going off. This card gets more value the more you can get it out.

Bygone Bishop -- Turns your little guys into card draw. Pretty great if your hand doesn't have a ton of power/gas in it

Spot removal is essential to removing your opponents threats on the board. Here's the spot removal in this deck:

Nikko-Onna

Yuki-Onna

Deathsprout

Despark

Rend Flesh

Finale of Eternity

Terashi's Grasp

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Comments

94% Casual

Competitive

Date added 4 years
Last updated 4 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

3 - 0 Mythic Rares

26 - 0 Rares

31 - 0 Uncommons

22 - 0 Commons

Cards 100
Avg. CMC 3.97
Tokens Clue, Spirit 1/1 C, Spirit 1/1 U, Spirit 1/1 W, Spirit 3/3 W
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