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Supreme Spirits - UW Spirits Primer
Creature (31)
Land (21)
Sideboard
Instant (6)
Creature (3)
Enchantment (6)
Supreme Spirits
Playstyle & General Gameplan
A tempo deck that disrupts your opponent, while operating almost completely at instant speed. This is the core sentence that describes the spirit tribe and gameplan in modern. One of few decks that can truly be called "aggro-control", Spirits can shift between aggro and control depending on which one of the two is needed in a certain matchup. Spirits are generally cheap mana-wise, and often don't have the best stats for their mana cost. Nevertheless, they always come with an ability, either activated and/or triggered, that contributes to/makes our gameplan.
Any person who plays spirits can tell you about the "core spirits". These 23 spirits should be in almost every spirits deck, from the UW vial version to Bant spirits. These spirits are: 4 Mausoleum Wanderer, 4 Rattlechains, 4 Supreme Phantom, 3 Selfless Spirit (can run 4, more on that in the individual card discussion), 4 Drogskol Captain, and 4 Spell Queller. What you add to these 23 cards is how you get your personal/different spirit build. For this primer, I will mostly talk about the version I personally think is the best at the moment, and my "expertise", UW vial spirits. The strength of Spirits is in the ability to play at instant speed, the evasion its creatures has, and the multiple ways it can play the game depending on the matchup.
Why do I prefer UW vial over other versions? To answer that, I will explain what the reasoning about one of the most important additions to this version is, Aether Vial. UW vial spirits contain the 23 core spirits, as well as 4 Aether Vials. Aether vial, like Rattlechains allows us to play all our creatures at instant speed, while giving us more options for how to spend our mana in a turn. Aether Vial shines most in decks where you only play creatures of 1 or 2 different converted mana costs, like Spirits. Furthermore, Aether Vial incentivizes you to play more creatures, and only few non-creatures. This synergizes well with the spirit lords (Supreme Phantom and Drogskol Captain) this deck runs, as they also incentivizes to play more creatures, spirits specifically. Because of these factors, and the tempo plan of the Spirits tribe in general, Is why I prefer this style of play. This is also why we only run 8 non-creature spells in the mainboard, Aether Vials included. The other non-creature spell this deck runs, is Path to Exile, because there is no reason not to run it. Spirit decks typically run 20-22 lands, this deck specifically runs 21 lands, more on that in the individual card discussion. This leaves 8-10 "flex spots" in this deck. These flex spots should be filled with whatever you think contributes to your gameplan the best, and of course cards that are great against your local meta.
Through Mausoleum Wanderer, Thalia, Guardian of Thraben, Rattlechains, and Spell Queller This deck gives control and other decks that rely on non-creature spells a real run for their money. Even strong creature decks often can't fight through lords, even more so when we have backup like Selfless Spirit, who is also great against board wipes control often utilizes. Through these factors, this deck can race, deal with control decks and fight the best creature based decks. These reasons, on top of the immense and spooky flavour, is why you should be playing spirits!
This Primer's Content
Now that you know the basic idea behind UW spirits, this is what the rest of the primer will contain
"Individual card discussion" Here, I will tell you specifically about my version of the deck. I will explain card choices, synergies and tricks. I will also explain how you should play with certain cards, as there are a lot of difficult decision to make in the course of a single game. This goes for spirits in general, it is a difficult tribe to master, and mistakes can easily have big repercussions. However, this also means no two games are the same, and is what makes the deck so much fun to play.
"Notable exclusions & Other cards to consider”, is about about popular cards that see play in this version of spirits, so that you can personalize your own build with what you think is the best, or best suited for your meta. However, I will only list the most popular options. Furthermore, I will talk about cards that often see play, but are perhaps not the best options for this deck. This will not be about my personal opinion, but the general consensus of the Spirit players that I come into contact with and who have experience with the deck.
"Sideboard" In here I will quickly talk about my choices for the sideboard. These choices are purely what I run in the current modern meta (for the record, just after pro tour 25th anniversary). In different places there may be different meta's and your sideboard should be altered accordingly.
"Other ways to play spirits in modern" In this section I will show you some other fun and/or good ways to play Spirits in modern. I personally think that UW vial is the way to go, but that doesn’t have to mean that it actually is! There are a couple of very interesting ways to run Spirits, most of these have seen some form of success in competitive leagues, FNM's, and/or PPTQ’s or beyond, proving their worth. Perhaps one of these options speaks more to you than the UW vial version, and will result in you having more fun with your own spirit deck! I will also quickly talk about UW versus Bant, as these two seem to be the iterations of Spirits with the highest competitive viability.
"Additional information on Spirits", will quickly site some source material and other great primers and articles to read about spirits, making your knowledge of the Spirit playstyle(s) that much broader!
"Modern matchups" In here I will go over some modern matchups you will run into when playing this deck. This will not be in-depth, but just to give you some idea of what are good and bad matchups for us, and perhaps some sideboarding ideas.
Alongside the card discussion, I will also quickly discuss the number of lands here. I run 21 lands, and most decks do so. If you want to stay in the 90+% of all decks range, you should play between 20 and 22 lands. 21 is the ideal number for me, since it allows the deck to reliably hit our third land drop, while leaving the chance to get flooded very low. On top of this, lands in the later stages of the game are not that bad for this deck, but not something you're hoping to find either. This deck tends to hold up cards to answer your opponent, which means being able to cast two spells in a single turn is great, and getting a Moorland Haunt activation every turn is also great. However, running out of gas and subsequently drawing lands is not what you want to have happen. With the 21 lands this deck runs is a mixture of fetches, basics, duals, and colorless lands. One of the main reasons to play UW Spirits instead of Bant Spirits is the mana base. Bant Spirits mana base is bad . It plays 3 colours which all need to be available from turn 2, forcing you to play lands that heavily tax your life total, while running few basics, exposing yourself to Blood Moon. UW spirits has a very solid mana base, which can easily isn't so easily beaten by Blood Moon, and even has a few spots for colorless lands. This decks mana base in designed to have a very high chance for a untapped blue source turn 1. This is mainly because Mausoleum Wanderer is one of the best cards in this deck, after some calculating and discussing with other Spirit players, I've found 14 untapped blue sources to be the sweet spot. According to This hypergeometric calculator, this gives us an 86% chance to have an untapped blue source turn 1 on the play, and 90% on the draw. To find out why we run which lands, keeping reading below!
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You put Curious Obsession on a creature, and it gets removed through a removal spell before you can draw card from Curious Obsession. This means that you got 2-for-1’d, which is bad, it puts you a card behind, and you lost a threat. However, a small upside is that you “baited removal”, perhaps opening up the way for Spell Queller or Drogskol Captain. But of course, it is still a bad situation. Your creature being removed instantly is also not something that should happen that often, we run a lot of disruptive spells that can act as protection. Rattlechains, Spell Queller, Mausoleum Wanderer, Selfless Spirit, and Drogskol Captain all protect our spirits in one different ways. If your creatures get removed before you get to protect it, it most likely means it got removed on the early turns, turn 2 or 3. This would in turn mean that your opponent either left mana open and didn’t cast a spell the turn before, or had to tap their mana in order to answer a threat, meaning they can’t do anything else. However, this mindset of wanting to protect the creature with Curious Obsession can also be a trap. You might just keep too many answers in hand, and as a result not play towards the speed this tempo deck can achieve, and thus losing games.
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Curious Obsession enchants a creature, and you can’t attack because your opponent has the bigger creatures blocking you. This means that you are already in a bad spot. Curious Obsession was not the right card to have at that moment, and you wished you drew Path to Exile or Nebelgast Herald instead. This is already a pretty bad place to be in, but it is also a pretty unlikely place to be in. One of the main strengths of the spirits deck is the evasion all spirits have. Not many other decks run that many creatures with flying or reach that can answer our creatures. I can see scenario’s where you would like to block a creature, but the only creature you have is the one with Curious Obsession on it. But you could then just trade, getting in for 1 extra damage a turn, and have the potential to draw into removal with 2 card draw each turn.
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Curious Obsession draws you 1 or 2 cards before it, and the creature it enchants somehow leaves the battlefield. This will most likely happen more often that 1 and 2, and the question with this is: Am I ok running a card that costs , gives me 1 to 2 extra damage on my opponent, and draw me 1 or 2 cards before getting removed? Answer this for yourself when considering Curious Obsession, and compare a card with such an effect to other card you might consider running in that spot. For example, is a card that has the chance to damage your opponent for 1 or 2, and drawing 1 or 2 cards better then Serum Visions? That is what you have to answer when building your own Spirits deck.
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You get to go off with Curious Obsession, getting in for 3+ damage and drawing 3+ cards. This means you pull ahead far in a game, significantly raising your chances of winning the game. This is the potential the card has, it can be a big part in winning games if left unchecked. UW vial spirits plays a lot of creatures, some are better Curious Obsession targets than others, but there are a few combos. Enchanting a Mausoleum Wanderer is not optimal, not at all. You have to potential to get in for damage and drawing starting turn 2, and you are buffing wanderers power, making it a better answer for instants/sorceries. However, it is a creature that sacrifices itself, meaning you 1 for 2 yourself. It might still be worth it in some scenarios to do this, but is has both synergy and anti-synergy. Enchanting a Kira, Great Glass-Spinner is pretty good, it makes it more difficult to remove Curious Obsession. Enchanting Nebelgast Herald is one of the best things you can do, tapping down potential blockers and making up for nebelgasts subpar P/T and getting to draw cards for even more creature tapping can pull you very far ahead in games.
One other reason I like Curious Obsession is that it fits the playstyle of spirits well (in my opinion). Spirits play a tempo game, aggro-control. You want to attack with creatures, we play lords, Aether Vials, protection for our creatures. Curious Obsession incentivizes playing a lot of creatures and attacking, which is what this version of spirits does anyway. However, this card can distract you from your gameplan, by over-committing on protecting it, and as a result ruining your tempo. Furthermore, its mainly good against midrange decks, where games tend to go a bit longer and grindier, and where the card draw is usually best utilized. There are some arguments for cantrips over Curious Obsession, which I would perhaps agree with, but I tend to like a loot/draw effect on a creatures instead of a non-creature card. This means that both cantrips and Curious Obsession are not that great, and I think Curious Obsession might be a bit of a trap, with the latest 5-0 lists dropping the card as well. Perhaps as a 2-off if you are in a midrange heavy meta, I currently am not playing this card.
For Bant decklists, check out mtggoldfish
UW vs Bant
On august 18th 2018, an article was posted on Channelfireball which quite boldy claimed that Bant was the superior version. I do not agree with this assessment, I think the decks almost equal, and I think the article just described a very shallow look into the tribe as if by a player with no experience playing the decks. Furthermore, I think it is wrong to straight up say one version is better than the other. Both see play, and both have success.
However, this article shined a spotlight over a question which split the spirit players: Which iteration is better? I will not attempt to actually answer that question, instead, in order to approach an aswer to this question, I will very quickly and without going in-depth review the strenghts and weaknesses of both decks.
UW
The main strengths are:
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A strong and painless mana base,
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Very reliable,
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More disruptive/interactive than the bant version.
The main weaknesses are:
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Weak against most other creature decks,
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Can not play well from behind,
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Less explosive than Bant spirits.
Bant
The main strengths are:
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Very explosive/fast,
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Better sideboard options,
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Can make comebacks through the power of Collected Company.
The main weaknesses are:
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Very random, can look insanely good, and horrible,
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Painful and bad mana base,
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Does not interact quite as well as UW.
One big mistake people make when looking at UW vs Bant is comparing Collected Company to Aether Vial, while you should be comparing Aether Vial to the mana dorks of Bant. Collected Company is a card Bant can utilize to often great results, but due to the card being very random, can also achieve nothing. UW's reliability comes from the extra creatures it runs that actively contribute to the gameplan. There are no mana dorks which end up being pretty bad in the lategame, even if Noble Hierarch exalted can come in handy, the deck is in a bad position if you're attacking with only one creatures in the later parts of the game. This also comes back to the strengths and weaknesses. Where Bant is explosive and can have insane curves, UW will be a bit slower while always being disruptive and reliable.
I personally think you can't go wrong when choosing between Bant and UW, there are a lot of people having succes with both versions, essentially saying that there is not a strictly better version. However, I prefer UW for a couple of reasons. The mana base is a big deal. From playing against Blood Moon as well as getting the colours you need without inflicting too much damage on yourself. The UW mana base is fine tuned to almost always have a blue source on turn 1, and to reliably get to 3 lands on turn 3, all without inflicting too much damage to yourself. Furthermore, I consider Collected Company to be an extremely strong card, but I'm not sure if it fits the spirit theme of reaction plays followed up by a quick beatdown well. Also the randomness is a downside. On top of this, I prefer Aether Vial to mana dorks since Aether Vial perfectly adds onto the gameplan by allowing us to deploy threats on out opponents turn, keeping our options open for as long as possible. These reasons when combined with the reliability UW provides makes me prefer it over Bant.
Here is one decklist, which goes pretty deep into the black splash. This deck list was provided through this blogpost.
Here is one possible decklist Shoutout to "DillEPape", who is the one of the driving forces behind this iteration of Spirits. If you want to see the deck being played by him, check out his youtube channel!
Join the Spirits Reddit, and through the sidebar there, also the discord! The subreddit and discord have nice discussions about card choices and strategy, for bant, and UW mainly. Additionally, Matchup Monday where matchups are being discussed. Other than that streamers putting in the time for you to watch some gameplay. A nice community for all Spirits players!
Article by modernnexus - Some more information about Spirits in general, with also a very good comparison of UW vs Bant spirits. A very good read, I would advise you to read it.
Great spirits primer on MTGsalvation
Onlyontuesdays - Esper Spirits - Blogpost with lots of information on Esper Spirits
Onlyontuesdays - UW vial Spirits - Blogpost with lots of information about UW vial Spirits.
Two great primers on Tappedout:
Spirited Away: A Paranormal Primer [U/W Spirits]
Modern Happymaster19
SCORE: 219 | 224 COMMENTS | 54979 VIEWS | IN 137 FOLDERS
Jeskai Spirits, A Modern Primer
Modern* Exoline
SCORE: 3 | 2 COMMENTS | 489 VIEWS | IN 1 FOLDER
Youtube video - A different version of UW vial Spirits playing some games on MTGO.
UW Spirits versus Jeskai control - Youtube video - Starcitygames VS series featuring Ross Merriam on UW Spirits against Todd Stevens on Jeskai control.
Lastly, Starcitygames VS series featuring Todd Anderson on Bant Spirits in all 3 videos. He goes up against Todd Stevens on Jeskai control, Humans, and UR gifts storm.
Bant Spirits versus Jeskai control - Youtube video
Bant Spirits versus Humans - Youtube video
Bant Spirits versus UR gifts storm - Youtube video
There are countless of other articles to find on the internet, as well as a lot of videos of MTGO leagues or paper magic featuring all kinds of spirits.
I will not be very elaborate when discussing matchups. If you want to know more about certain matchups, or would like to discuss them, check out the Matchup Modern series on the Spirits subreddit! I get most of my information from this page, but alter some things I don't agree with or see slightly differently from personal experience. I want to give a shoutout to TheRift who is active on both the subreddit and discord, and who's comments on the Matchup Monday threads were of great help to me.
Humans
Humans has been known as a bad matchup for spirits for a long time. This is because Humans is a creatures aggro deck, against which cards like Mausoleum Wanderer are just less effective. Spirits tend to not have the greatest stats anyway, so creature aggro has been a real problem. However, with the "new" addition of Supreme Phantom, this matchup has not been as bad for spirits anymore. Both Bant and UW have been able to put winrates up to 60% with reasonable sample sizes. The reason why this matchup has gotten so much better, is because what goes for spirits, also goes for humans. With this I mean that card like Mausoleum Wanderer, Thalia, Guardian of Thraben, and Spell Queller could be a less effective, but Humans' Kitesail Freebooter, Meddling Mage, Reflector Mage, and Thalia, Guardian of Thraben are all bad against spirits. Furthermore, as I touched upon earlier, Supreme Phantom buffs all our creatures, while also being a very good blocker itself. Spirits can swarm just as well as Humans, and Humans' strong top end in Mantis Rider is easily stopped by all our flying creatures.
So, what was once a terrible matchup has sprung into our favour. Spirits used to be called a worse version of Humans. Spirits' big 3-drops might be a little slow against Humans, I would advise cutting a number or Spell Quellers and Drogskol Captains, while also cutting Thalia, Guardian of Thraben. Some great cards in the sideboard against Humans are Echoing Truth, Settle the Wreckage, and Worship.
Tron
Another matchup most people think is very bad for us. However, I believe the matchup is pretty close, but most likely still in Tron's favour. Spirits is a tempo deck, which means we really put a clock on what Tron wants to do. Furthermore, cards like Oblivion Stone, Wurmcoil Engine are bad against spirits, even Karn Liberated is not great. We have Selfless Spirit to blank Oblivion Stone. Path to Exile, Nebelgast Herald, and Phantasmal Image are great against Wurmcoil Engine, pretty good against Ulamog, the Ceaseless Hunger as well. Karn Liberated's -3 gets stopped by Rattlechains, and killed of easily afterwards. That all being said, it is very easy to misplay against Tron. Spell Quellering the wrong spell, not attacking when you should, sacrificing Selfless Spirit when its not optimal, all these decisions can win or lose you the game easily against Tron. And beware of Ugin, the Spirit Dragon. If that resolves, we just straight up lose the game due to its -X ability.
As for sideboarding, Aether Vial is not great, since we will be bringing in Stony Silence. Other than that, Unified Will is great, and Echoing Truth is ok.
UWx Control
Control is a good matchups for Spirits. Nearly all our creatures answer theirs in some form or another. UWx control plays few creatures, and a lot of non-creatures. This means that Mausoleum Wanderer, Thalia, Guardian of Thraben, Drogskol Captain, Rattlechains, and Spell Queller are all very good. We are not pressured into a tempo gameplan, but can very well win the game before UWx control can do anything. Furthermore, counterspells are not great against Aether Vial. Removal gets blanked by Rattlechains and Spell Queller, and board wipes like Wrath of God get stopped by Selfless Spirit. A lot of UWx control list are running multiple copies of Terminus, which we can't stop with Spell Queller and Selfless Spirit, so they are not completely hopeless against us. Nevertheless, Spirits definitely has the upper hand.
When going into sideboarding, I think Spirits is very well equiped to beat UWx control post sideboard. Eidolon of Rhetoric, Kira, Great Glass-Spinner, Remorseful Cleric, Rest in Peace, Vendilion Clique, and Unified Will can be good options dependent on what kind of control deck it is. Path to Exile is pretty bad, but you might want to keep 1 or 2 in for any Celestial Colonnade, or a sideboard Baneslayer Angel. Be careful not to over-sideboard in this matchup.
Hollow One
Now this is a really bad matchup. Before sideboarding, Spirits will often lose the first game. The reason for this is that Hollow one is extremely fast, and extremely disruptive. Discarding 3 cards at random because of Burning Inquiry makes playing the game very difficult. However, there is a chance you can win. A turn 1 Mausoleum Wanderer might buy you some time, as it can counter their first discard spell, or at least delay it. Nebelgast Herald is also an important card, as it can tap a Hollow One to buy some time. You should not make unfavourable trades if at all possible, I think that the best strategy to use here is going broader and bigger than what Hollow one tries to do. Getting multiple lords is necessary. If you can get a good draw and achieve this, you can definitely win the game.
The sideboard is very important here. you should probably bring in Remorseful Cleric, Rest in Peace, Echoing Truth, and Eidolon of Rhetoric as they all stop or delay Hollow one's gameplan. Since its all about speed in this matchup. Spell Queller can probably be trimmed, and perhaps also the Phantasmal Images.
Burn
Burn can be a difficult matchup, but both sides can win if they draw well. Aether Vial is an important card in this matchup, as it allows us to play around Eidolon of the Great Revel. If you can't find an Aether Vial or Path to Exile, and they drop the eidolon, it might turn out to be a difficult game. However, Spirits has some ways to play around eidolon. You can try to Spell Queller it, if you can find the mana, and Phantasmal Image is great when copying Eidolon of the Great Revel, since eidolon is a spirit. If you effectively force 2 Eidolon of the Great Revels onto the field, one of them getting buffed by our lords, and can play around them using Aether Vial, we are in a pretty good spot. Finally, you can try to fake your opponent out by leaving the board empty. If they attack with Eidolon of the Great Revel, any flash creature we might have trades with it. Goblin Guide is not a big problem for Spirits, as we trade easily with it. Monastery Swiftspear is a bit of a problem, the high toughness in combination with the prowess triggers makes it so we cant trade with it easily. As such, this is a great target for Path to Exile. Grim Lavamancer is also scary, you just have to get a couple of lords out on the field, or Path to Exile it. Supreme Phantom is a nice card against Grim Lavamancer, as it buffs our creatures, and is outside the range of lavamancer. If the Burn player has to target your creatures with burn spells like Lightning Bolt, you're in a pretty decent spot. Try to get them into such a scenario.
I would board Blessed Alliance, Eidolon of Rhetoric and perhaps Echoing Truth in, while boarding out Nebelgast Herald, and maybe another couple of 3 drops. Burn has a lot of artifact hate in the sideboard, so bringing out the Aether Vials in certain scenario's can aslos be a good idea.
Bridgevine
Bridgevine is a very tricky matchup for a lot of decks, this one included. We can definitely fight them head on, and win a lot of games. However, if they get an insane start on turn 1, you will most likely lose the game. Otherwise, this deck runs a few creatures that can just block zombies all day, and this deck runs some creatures that can sacrifice themselves, exiling any Bridge from Belows in your opponents graveyard. Path to Exiles are important cards, and the main target you want to use them on are Viscera Seer and Vengevine. When playing against this deck, luck (or lack thereof for your opponent) and speed are very important. For that reason, the slowest pieces in this deck should get cut when sideboarding.
Spell Queller hits almost nothing, and is relatively slow. It can block zombies, but I don't consider it worth playing it. Aether Vial is too slow/unimpactful in such a matchup. Further options for cutting are Drogskol Captain and Nebelgast Herald. As for what cards we board in after game 1, Rest in Peace and Remorseful Cleric are obvious inclusions. Echoing Truth and maybe Worship can also be great.
Storm
Storm is one of the best matchups for Spirits. Storm generally doesn't like aggro, and it also does not like disruption. Spirits are these two combined. Mausoleum Wanderer can counter a lot of set-up spells, sometimes even the first ritual if that means they can't do anything else that turn. You should often play around Mausoleum Wanderer when playing against storm. Meaning that you should leave flash creatures in hand a little longer, just to get that P/T boost for Mausoleum Wanderer. Wanderer is also a great creature to copy with Phantasmal Image. Spell Queller hits everything Storm runs. The spells you want to counter most of the time with Spell Queller or any other counters you might have are Baral, Chief of Compliance, Goblin Electromancer, Gifts Ungiven, and Past in Flames.
Eidolon of Rhetoric, Unified Will, and Rest in Peace are all solid answers to what storm tries to do. I usually cut Selfless Spirit and Nebelgast Herald, although if you feel your creature density is going down too much, cutting 2 Aether Vials is also fine.
Mirror & Bant Spirits
When facing UW or Bant spirits, you've got to keep in mind that they are an aggro-control deck, and sideboard accordingly. UW's Nebelgast Herald is great in both mirrors, while collective company is great for Bant. Spell Queller is an all-star for both versions, important spells to counter are Collected Company, Nebelgast Herald, Drogskol Captain, and sideboard cards like Worship and Settle the Wreckage. Rattlechains are also important, as flashing in an extra creature might put you in a very good position, on top of killing your opponents Phantasmal Image if it copied a spirit. The sideboard is very important in this matchup.
Worship, Echoing Truth, and Settle the Wreckage are all great options, but your opponent might have them as well, while Thalia, Guardian of Thraben is a little sub-par.
Death's Shadow
Death's shadow is a deck with a lot of 50/50 matchups. However, I think Spirits has the upper hand. Death's shadow want to get to a low life total and then beat you down with big creatures, while controlling your hand and the board. However, Death's shadow has trouble dealing with the sheer number of creatures Spirits can get down, and due to the evasion, Spirits can punish low life totals heavily. Mausoleum Wanderer has many targets to hit, if your hand is great, countering a Thoughtseize might be worth it, while countering removal is great as well. This is also a matchup where Thalia, Guardian of Thraben and Nebelgast Herald shine.
A lot of sideboard card can have a big impact in this matchup. Eidolon of Rhetoric is nice since Death's shadow usually runs lots of cheap cantrips and other spells to assemble the win. Echoing Truth is great against delve creatures. Blessed Alliance can shrink your opponents Death's Shadow, while also letting your opponent sacrifice creatures, as Death's shadow usually attacks with a couple big threats. Unified Will, Remorseful Cleric and Rest in Peace are great sideboard options as well.
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Casual
100% Competitive
Top Ranked |
|
Date added | 6 years |
Last updated | 6 years |
Exclude colors | R |
Splash colors | BG |
Legality | This deck is Modern legal. |
Rarity (main - side) | 0 - 4 Mythic Rares 45 - 5 Rares 10 - 4 Uncommons 0 - 2 Commons |
Cards | 60 |
Avg. CMC | 1.95 |
Tokens | Spirit 1/1 W |
Folders | Possible Updates, Modern Stuff, Modern Meta, test, test, a, Modern, Decks...?, Modern, Modern Decks |
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