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white/blue spirits http://862838.jrbdt8wd.asia/viewtopic.php?f=61&t=14294 |
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Author: | horadrim7 [ Mon Apr 11, 2016 3:35 am ] |
Post subject: | white/blue spirits |
2x topplegeist 1 x essence flux 2x knight of the white orchid 2x rattlechains 4x vessel of ephemera 3x tightening coils 1 x bygone bishop 3 x blessed spirits 4 x eldrazi skuspawner 2 x invocation of saint traft thats the card i really like to play 2 x scatter to the winds 2 x apothecary geist 3 x tower geist 3 x thunderclap wyvern 2 x guardian of tazeem 2 x confirm suspicions 8 x plains 7x island 2 x pariarie stream 2 x glacial forest 4 x evolwing wilds can u help me guys to fix this deck? i rly like to run this new enchantment and i tryied hard to build something around it with no successs at all. i found its fun to play flash deck but i really have no plan to build it proper. cheers |
Author: | BounceBurnBuff [ Mon Apr 11, 2016 3:46 am ] |
Post subject: | Re: white/blue spirits |
Hi there, I made a version of Azorius Spirits here (3rd post down): viewtopic.php?f=52&t=10292&start=300 I go over some of the things that the deck can do, and the Invocation of Saint Traft is a big finisher if you draw it. Slapping it on a flyer (especially if hexproof'd with Rattlechains) can take the opponent by surprise quite well. Try to think of it more as W/U's version of Exquisite Firecraft, a finisher more than a play on turn 3. Spirits is a fun aggro deck that can win by turn 5 if you play Invocation right. I'd also suggest running Reflector Mage in W/U. It can set your opponent's plan back 2 turns if they used a creature to stall you/race you. As a start I'd say -3 tightening coils and go +3 Reflector Mage. If you want to focus on the flash/flying aspect of the deck, then -2 Knight of the White Orchid and go +2 Dimensional Infiltrator (almost like having 4 copies of Rattlechains!) |
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