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My current Geist of Saint Traft Duel/French Commander Deck.Geist of Saint Traft has everything we want in a so called voltron deck. Hexproof, only 3 mana to cast and with the help of the builtin angeltoken, enough power to threaten the opponent.Most likely this deck will win by attacking with Geist itself. Over the time I improved it und I'm still modifying it to be as competitive as possible. My version of Duel Geist can throw Geist on the board as early as turn two or even turn one. Although you have to be a bit lucky by drawing a nearly perfect starting hand for this.

Lands

The landcount in this deck is low, as the deck only needs few mana to evolve the gameplan.As we play duel commander, we have to be as fast as possible. Even faster than in multiplayer commander. The first goal of this deck is to play Geist on turn 3. Most lands in this deck enter the battlefield untapped,except for Celestial Colonnade, Temple of Enlightenment and the cycle lands to reach this goal.It's very unlikely that I will hit more than one of these tapped lands in my starting hand.The later the game the more likely I will cycle unwanted lands away.

Gameplan

The deck's manacurve is very low. In most situations I can use this to optimize my play. Whenever possible I play my commander more than one turn earlier than my opponent. In this way, I can use the countermagic to prevent the opponent from evolving his own gameplan and I force him to find a solution for the resolved Geist.Once Geist is on the board, you just need to protect it or helpA very early Geist on turn 1/2 can be achieved through either:Chrome Mox, Jeweled Amulet and/or Lotus Petal. As the rules are much stricter regarding early mana accelaration in french commander, this is as solid As possible.

A second option, especially for fast decks, is to keep the opponent from getting into play by disrupting everything he plays that will threaten me. Once I have got enough mana (5 or 6), I can play Geist and disrupt the opponent in a single turn or I can play Geist and protect it by countermagic in a single turn.

Tutors

Every tutor in this deck can find either a way to improve Geist or removal to disrupt the opponents plans or at least help you to do this.

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Date added 8 years
Last updated 7 years
Legality

This deck is not Duel Commander legal.

Rarity (main - side)

16 - 0 Mythic Rares

25 - 0 Rares

23 - 0 Uncommons

28 - 0 Commons

Cards 100
Avg. CMC 2.15
Tokens Angel 4/4 W, Ape 3/3 G, Cat 2/2 W
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