Wednesday, January 30, 2013
Ideas Unbound - All Saint's Day

We have a new Standard format upon us and it's time to get our hands dirty. The first event using the new format is going to be SCG Atlanta. I have the fortune of being able to attend this event. That means I need to find a deck. Picking the right deck can be difficult, though.
Geist is no stranger to the Standard format. He has been seeing play consistently since the Delver days. He is essentially 6 points of hexproof power for three mana. That is incredible value. The only real trick is making sure he survives combat. There are several ways to approach this and that is what are we going to look at today: a breakdown of the different ways to play Geist and the advantages and disadvantages of each.
It's pretty clear that will be a white/blue deck. Otherwise, we would not be playing Geist. In the world of Ravnica, and its ten shocklands, it seems almost folly to not play three colors. Let us look at what our third color should be.
Green
Bant has been a very popular home for Geist in the last few months. Bant midrange has definitely had some success this season because it combines the power of Geist and Thragtusk. Throw in Restoration Angel, and things get ridiculous.
4 Geist of Saint Traft
4 Thragtusk
4 Restoration Angel
2 Master Biomancer
2 Prime Speaker Zegana
3 Azorius Charm
3 Simic Charm
1 Sphinx's Revelation
4 Syncopate
2 Spell Rupture
3 Think Twice
4 Arbor Elf
2 Hallowed Fountain
1 Gavony Township
1 Moorland Haunt
4 Temple Garden
2 Hinterland Harbor
4 Glacial Fortress
2 Sunpetal Grove
2 Forest
1 Island
1 Plains
We see the familiar curve of Geist, Restoration Angel, and Thragtusk, but Gatecrash has brought us some new toys to play with. Master Biomancer seems really good with Geist. Now the Angel swings for 6 every turn. Not to mention the value it adds with Restoration Angel.
Another heavy hitter from Gatecrash is Prime Speaker Zegana. Since we already have Breeding Pools and Thragtusks, it seems only natural to play her here. She allows you to have a very strong late game. And she also combos well with the Biomancer.
I also decided to try Spell Rupture. I have discussed this card with a friend in conjunction with Thragtusk and Restoration Angel. It could almost be the second coming of Mana Leak in this deck. In the late game, after you have resolved your threat, it will make sure you opponent cannot do anything about said threat.
While green does give us some excellent creatures, it does not give us great removal. Most of our removal is of the tempo variety, just keeping the creatures out of the way long enough for us to attack. We are mostly focused on surviving long enough to reach the mid game and start dropping bomb after bomb.
This deck is definitely full of powerful cards and some version of this is sure to pop up in the next few weeks. However, it's not the only option we have if we want to play Geist.
Red
This following deck has done well in a couple of events over at Magic-League. They have been using Gatecrash since Friday and have posted some results, so I definitely recommend looking there if you would other deck ideas.
4 Sulfur Falls
4 Hallowed Fountain
3 Clifftop Retreat
1 Desolate Lighthouse
4 Steam Vents
2 Island
4 Glacial Fortress
1 Moorland Haunt
1 Mountain
1 Plains
4 Restoration Angel
4 Snapcaster Mage
4 Geist of Saint Traft
2 Thundermaw Hellkite
2 Dissipate
3 Pillar of Flame
3 Searing Spear
1 Izzet Charm
3 Azorius Charm
1 Essence Scatter
2 Sphinx's Revelation
1 Rewind
2 Syncopate
1 Supreme Verdict
2 Unsummon
SB: 1 Essence Scatter
SB: 2 Supreme Verdict
SB: 1 Burning Oil
SB: 2 Negate
SB: 2 Dispel
SB: 3 Izzet Staticaster
SB: 2 Augur of Bolas
SB: 2 Elixir of Immortality
I'm not sure I agree with the lack of Boros Charm. This card seems insane. Making all of your permanents indestructible is a great way to make sure your creatures survive. He even plays a Supreme Verdict in the main. And the 4 damage to the dome should not be discounted either. It will allow you to end games even if your opponent does sweep your board.
This deck does have the advantage of being faster than the green version, but not without cost. The green version has a much better endgame. This deck only has two copies of Thundermaw Hellkite if the game goes long.
I do like that this deck can easily board into a control deck. It allows us flexibility in our game plan, depending on what we are playing against. At this point, I'm leaning more toward this type of build than the green one above for Atlanta.
Black
Ah Esper, how I have missed thee. The release of Godless Shrine and Water Grave give us a third option for our Geist decks. This is an option I am all too eager to explore, as Esper has always been one of my favorite color combinations. Let us take a look at what an Esper Geist list might look like.
3 Restoration Angel
4 Dungeon Geists
4 Drogskol Captain
3 Obzedat, Ghost Council
4 Azorius Charm
3 Orzhov Charm
2 Devour Flesh
3 Blind Obedience
2 Ultimate Price
4 Lingering Souls
3 Cavern of Souls
1 Vault of the Archangel
1 Moorland Haunt
4 Hallowed Fountain
2 Watery Grave
2 Godless Shrine
4 Glacial Fortress
3 Drowned Catacomb
2 Isolated Chapel
1 Island
1 Plains
As you can see, this deck looks a little different than the two above. Gatecrash was kind enough to provide us another powerhouse spirit so I thought I would see how they play together. Obzedat is basically this decks version of Thragtusk or Thundermaw Hellkite. He is a five mana creature that puts that ends the game.
Blind Obedience is another card I've been interested in trying. This seems like a really good fit for the deck. It helps keep hasty attackers at bay, but it also prevents blocking. With Blnd Obedience out, your opponent can never top deck a blocker for your Giest or Council. It also allows us to sneak in a few points of damage with extort. It will also bolster our life total if we have our Orzhov Charms become costly.
I'm a big fan of Orzhov Charm up to this point. The ability to kill any creature is not something to take lightly, even if it does come with a price. It fills out our removal suite quite nicely. And let's not discount the rescue portion, either. Nothing is going to frustrate your opponent more than saving your Geist or Council once your opponent finally finds a way to deal with them.
I'm not sure yet which list I'm going to play, yet. I'm sure each deck has its merits. See you next week where we will take a look at the first hard results of the new Standard format, and hopefully it will be name at the top of the list.
Eddie Walker
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2013
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January
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- Ideas Unbound - All Saint's Day
- Explore - Press Your Modern Luck
- Thirst for Knowledge - The Modern Banning Effect
- Ideas Unbound - Gatecrash Prerelease Primer - Part 2
- Explore - Walletcrush, err, Gatecrash
- Ideas Unbound - Gatecrash Prerelease Primer - Part 1
- Thirst for Knowledge - Possible Modern Unbans
- Ideas Unbound - First Look at Gatecrash Standard
- Thirst for Knowledge - Hexchantments
- No Arcane Melee Tonight
- Ideas Unbound - The Champ is Here
- Explore - Is That Good ?
- Thirst for Knowledge - RTR Standard Metagame 1/7/13
- New Layout, New Writer and New Schedule
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January
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Archives
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2013
(74)
-
▼
January
(14)
- Ideas Unbound - All Saint's Day
- Explore - Press Your Modern Luck
- Thirst for Knowledge - The Modern Banning Effect
- Ideas Unbound - Gatecrash Prerelease Primer - Part 2
- Explore - Walletcrush, err, Gatecrash
- Ideas Unbound - Gatecrash Prerelease Primer - Part 1
- Thirst for Knowledge - Possible Modern Unbans
- Ideas Unbound - First Look at Gatecrash Standard
- Thirst for Knowledge - Hexchantments
- No Arcane Melee Tonight
- Ideas Unbound - The Champ is Here
- Explore - Is That Good ?
- Thirst for Knowledge - RTR Standard Metagame 1/7/13
- New Layout, New Writer and New Schedule
-
▼
January
(14)
I really want to run your Esper deck or something similar. I have been madly looking around for an Obzedat deck and yours is the only real one I have seen to fit the bill. I was wondering what your impressions were and any possible changes going forward?
ReplyDeleteI enjoyed the deck, but I think it did well because people were not expecting it. As people learn to deal with the combination of Geist and Obzedat it will become less impressive.
ReplyDeleteDefinitely move the Devour Fleshes to the board or cut them completely. They really only help against opposing Geists. Orzhov Charm would probably go to four. I didn't really play against any control in Atlanta, so I don't know how well it will do against that.
Well thanks for the reply. I really appreciate it. I plan to run the deck at my local Gameday to see how it does.
ReplyDelete