Don't Touch my Spirits (Turn 5 Win)
Modern
SCORE: 360 | 230 COMMENTS | 112762 VIEWS | IN 417 FOLDERS
200 UPVOTES! —Aug. 20, 2016
Once again, I thank all the people that made this possible. If this deck is what it is now, it's because of your great help!
After a lot of tests I found that the optimal number of enchantment is arround 9. Other thing, the new spirit cards are pretty good, check those: Mausoleum Wanderer ,Spell Queller.
July 29, 2016 8:48 p.m.
I have a question: In the Ideal Hand Section, why is Blessed Spirits considered unblockable? Because they fly?
August 3, 2016 4:02 p.m.
aqualuke13 says... #4
I can't upvote this deck enough! I used to have a WB extort deck with Sunbond and I've been trying to remake/update it. I first thought of trying to make it a WBR Vampire deck and here's what I came up with, Sunbound Vampires. I originally chose vampires because a sunbound vampire with flying, deathtouch, lifelink, trample, and first strike is just too tantalizing. I recently realized, though, that I should try to make a WU counter lifegain deck for more consistency, so I looked around for ideas and found this deck. I especially like the use of Tallowisp for setting up the combo and for tutoring control enchantments. Well done!
August 4, 2016 3:11 p.m.
martyvburen: That's great to hear! It's a total blast when you have the right pieces out. Against aggro, our only hope is to gain life, so I usually use Spirit Link as another Pacifism-like enchantment! Remember that it works also on the opponent's creatures!
Av3no: They're great, but a little out of budget right now. What did you cut to have 9 enchantments?
magar105: Because in Modern, Flying is a pseudo-unblockable ability. this may change with the rise of Spirits decks.
aqualuke13: Thanks a lot!! Tallowisp is what holds everything together, it's a powerful tutor and a decent wall. Thanks again!
August 14, 2016 5:21 a.m.
patro_junior says... #7
Hey guys!
This deck is a machine... tested and aproved, but... any ideas to beat a Death&Taxes?
It's hard going against a Leonin Arbiter on turn 2
August 16, 2016 7:33 p.m.
patro_junior That's a good question! I'd love to see what Javaz says. The only thing I can think of breaks the budget theme of the deck.
August 17, 2016 8:21 a.m.
Mm.. I'd probably use a package of 3x Detention Sphere + 4x Into the Roil. The spheres can get rid of anything, and if the opponent lands another Arbiter, just bounce the sphere with Into the Roil. This way you will exile the second arbiter and the one that came back with the bounce. You could also change target in the late game when you have mana to pay, you have a lot of card advantage with the draw ability of Roil, and you can also protect your own creatures bouncing them. This way you keep consistency, and you get an all-around protection from hatebears. patro_junior R3ruN
August 18, 2016 4:53 a.m.
patro_junior says... #11
Good call Javaz. Never thinked of this. Will test later =)
I agree with you R3ruN. Down with the hatebears!
martyvburen says... #1
Finally got a chance to play with this deck last weekend at a friend's house, and man it was fun. I only ever had 2 creatures max on the board, but once Spirit Link and Sunbond got going on them, hoo boy, it was over. However, getting to that point, when the "ideal" starting hand wasn't there, was a bit tough, especially against an aggro-y shell.
July 11, 2016 3:30 p.m.