Overview of the Deck
Ghostdad is a 10 year old deck that built during the Kamigawa block to beat down Burn. Eventually it grew into a nice little monster that took down a PPTQ long long ago. It has made some appearances here and there in the old Extended, but completely disappeared in Modern. A nice little history of the deck can be found here. Since then, I've played and tested the deck these past few weeks. A change I did was remove Black and replace it with Blue, the deck abuses the tutoring function of Tallowisp with both Arcane and Tribal Spirit cards. Even grabbing underwhelming cards such as Unstable Mutation can be gamebreaking at the right time.
Why Over Vial Spirits or CoCo?
The one thing that has always been true in all formats in Magic the Gathering is this one statement...
FREE CARDS AND SPELLS ARE ALWAYS STRONG.
There's an argument to be made for the CoCo version. it took down a pro tour, and has been gaining some notoriety online. It's a fairly strong deck with powerful creatures to back it up. Ghost Dad however, is for players that enjoy playing with free spells. The advantage of the Tallowisp version is simply card advantage and tempo. While the other decks play through attrition, the Tallowisp version plays through disruption. If you enjoy throwing out counter spells and winning with 1 creature on the field, this deck is for you.
Card Choices Tallowisp - The signature of the deck. It's the little engine that could. Sure it's not that strong and doesn't have a great clock on it, but if it's left unchecked, the deck can cause all sorts of havoc on the battlefield. Geist of Saint Traft Geist on it's own isn't that great anymore, but when as we learned with Stoneforge Mystic, getting equipped makes him nigh-unstoppable. It's also great how it enables tallowisp to get Steel of the Godhead Rattlechains Rattlechains allows for numerous of plays normally not seen. It enables Tallowisp, protects tallowisp, and it offers a nice little clock on its own if needed. Mausoleum Wanderer The single drop is another core of the deck. It enables Tallowisp, protects it from CMC 2 removal on turn 2, and forces a lot of players to play around the card to try and kill Tallowisp. Spell Queller Spell Queller isn't too bad to be honest. It allows for the continued Tempo plays and helps stop those pesky 4 drops that you can't Disrupting Shoal.
Disrupting Shoal and Shining Shoal - The other cards that enable Tallowisp, protect all your spirits, do fancy combat tricks, and generally make life a pain in the butt for many decks. Run 4 each. Reach Through Mists - The more I play with the cantrip, the more I love it. When will you ever get to play a card that allows to smooth out draws, TUTOR, and REPLACE ITSELF all at once? AT INSTANT SPEED TOO. It also makes for great Disrupting Shoal food. Reach is okay on its own, but with Wisp? It's insane. Path to Exile With Fatal Push the removal isn't the best in the land, but it's still plenty strong. It takes out anything you can't counter, and if you're desperate enough, you can always pitch it away.
Moorland Haunt This land is a beast. It recycles all your dead spirits for that extra reach you may need to finish them off. Mistveil Plains Plains isn't good at all. But it does allow for the interaction of Tallowisp, and Weight of Conscience to be reused over and over again. On the plus side, it's fetchable.
Auras
Depending on your meta, the Auras can and should be constantly changing. There should also be some auras in the sideboard depending on the situation. Even something as crazy as Spirit Away can be used if you're anticipating Karn (can't stop Ugin though) getting ready to slam the table. As for the choices below go ahead and read it.
Spectral Flight - The primary function of Spectral Flight is the 2 drop counter. However it does come in handy once in awhile tossing it on a Rattlechains, Tallowisp, Spell Queller or Geist to deal some damage. Steel of the Godhead - On it's own, it's not that great, but equipped on a Geist or Spell Queller? It's lights out for decks like Burn. It's good to tinker if you want to run 1 or 2. I think 2 is the correct choice, but sometimes it's 1. This really depends on your meta. Angelic Destiny - The other power bomb aura. If you're desperate, you're going to want to have it on a 5/5 Mausoleum wanderer with First strike. Not amazing, but not too shabby either. Weight of Conscience - The fetchable Goyf stopper. This aura stops a majority of creatures in their tracks and allows to permanently remove some problem creatures. It's also the first choice to bring back with Mistveil Plains. Mind Control - The 5 CMC of choice. It also helps take on the biggest dirtiest fatties of all time. Put 1 in the sideboard. Gift of Immortality - It's actually a pretty good aura. It's best use is with Kami of False Hope. Together it causes the opponent to miss their attack phase, and forced to have 2 removals to break up the interaction. If you keep stacking up more and more removal and counters it can take awhile for the opponent to do anything. In the meantime, you get to build your board and/or peck them away with your ghosts. Unstable Mutation - This old aura packs quite a wallop when equipped. Dealing 5! damage from Rattlechains or Spell Queller turns our guys into a clock that needs to be answered. It also powers up Geist to 17 damage over 2 turns! It's also pretty great late game when you need that extra umph to finish the job when they're at around 7 life. Curiosity - Curiosity is the 1 CMC blue spell to counter the likes of Fatal Push, Lightning Bolt, and Path to Exile. With Disrupting Shoal, it can also help stop a lot of turn 1 plays that the opponent needs to set up.
Guide to Playing the Deck
The gameplan of this deck is fairly straight forward. Ideally, the curve of Mausoleum Wanderer, Tallowisp, and Geist of Saint Traft fetching out Steel of the Godhead is the correct curve and dealing with an equipped Geist is gameover. Since that's not always possible, the deck uses both Shining Shoal and Disrupting Shoal to protect your spirits, and disrupt your opponents tempo. As the game goes on and on, both Shoals can be hard casted to stop top deck answers of your opponents.
Tips and Tricks
DISRUPTING SHOAL DO NOT HAVE TO MATCH THE CMC
SHINING SHOAL DOES NOT HAVE TO TARGET ANYTHING AT ALL
These two statements are very important. It allows you to do some end of turn fetching, or if you have two Disrupting Shoal but the incorrect CMC you can fetch out the correct CMC aura to counter a spell. For example, if an opponent casts Dismemeber on your Tallowisp, you can pitch out a Curiosity triggering the tutor effect, then properly counter Dismember with a Steel of the Godhead
Matchups
Depending on your opponent, each matchup plays very differently.
BURN - As its origin, Ghost Dad continues to prey on burn. With numerous of ways to stop their cheap spells, Burn isn't a deck to be feared too much. Sure it can get there like all other decks, but with some well placed counters, and even shining shoal reflecting back to them or their guys, it's not that big of a deal. Just remember, a Shining Shoal to Angelic Destiny reflecting Boros Charm is the best feeling in the world.
INFECT - Infect is beatable a majority of time, especially after sideboarding. Oddly enough, the most difficult creature to beat here is Spellskite. I generally keep counters on hand, especially any 1 CMC to stop Vines of Vastwood and you can generally beat them after they try and powerbomb you the first 5 turns. Also remember that Shining Shoal can reflect infect damage back onto their infect dudes and kill them after the clean up step. Sure you may be hanging around 6-7 poison counters, but their guy is dead allowing you to get back into the game.
TRON - You'll lose 99% of the time. You can beat it with enough speed from Geist and proper countering of some of their cards such as Ancient Stirrings and Oblivion Stone can get you the win, but generally speaking, this is a very very hard matchup. Sideboard in Selfless Spirit, and flash in at the end of their turn to hopefully beat down their game enders. That said, a Turn 3 Karn beats a lot of decks.
JUND - Jund's matchup is about 50/50 from what I've tested. A few good counters and removal usually end up in someone's favor. They do have a better top deck, so this matchup can be negative. Moorland Haunt is also your best friend coming into this matchup.
Sideboarding and Alternate Card Choices Drogskol Captain Honestly, you can play this or Queller, it offers more protection to all your creatures, and is a very strong lord. However, I always find Spell Queller to be a bit better due to the prevalence of sweepers. It's still great and can easily give you the edge to race, but in this tempo deck, Queller's disruption fits better. However, don't discount the Captain, it has a place in the deck and like most decks, depends on the meta. With Tron running around, it can be beneficial to put in the Captain.
Selfless Spirit A great sideboard choice against decks with tons of sweepers. The problem with Spirit is that it's way too defensive. It's a poor top deck, and needs other guys to put in the full value.
Kami of False Hope Kami is a very interesting choice as it fills out the 1W CMC of the deck. It's best use is with Gift of Immortality, which effectively stops the attack phase of decks like Infect and Zoo. That little interaction really puts a damper into their plans as they need to now answer Kami not once, but TWICE in one turn.
There are other auras and spirits you can try out, but I've been finding I've been generally cycling between those 3. Kataki's War Wage has a spot in the sideboard to combat affinity, but sometimes you need to ask if it's better than Stony Silence.
G1 - 8 Rack
I lost game 1 with a combination of small pox, racks, and Shrieking Affliction. Game 2, I boarded in a bunch of counter spells and got there after a well placed Disrupting Shoal throwing away a Spell Queller countering his Ensnaring Bridge. Eventually jammed Geist with Saint Traft to smash away. G3, I ended the game by turn 6 or so with Geist equipped with Unstable Mutation + [c]Spectral Flight[c] dealing 11 damage after numerous of peckings by rattlechains
G2 - Eldrazi and Taxes
I beat him G1 and G2 after equipping Geist with Spectral Flight. He couldn't do much afterwards.
G3 - Martyr Proc
He beat me game one after gaining 40 something life and just bashed my face in with Serra Accendant. Game 2 I beat him after him gaining 30 life, but this time I path/countered his Serra Accendents and Geist got there with 14 damage a turn. He gained some more life, but my board presence was too much. Game 3, Turn 2 countered his Martyr Proc, and he was suddenly sad and stuck. He couldn't draw another Martyr Proc and I whittled him away with Rattlechains and a Spell Queller that took his Wrath of God.
G4 - Burn
I died, quick on both games. 2 goblin guides, an eidolon and some burn spells was all she wrote. I did manage to get a tie on game 1 with a shining shoal reflection, but died to Eidoleon
3-1 Top 8
Infect - Beat me game one after comboing out by turn 5 or so. In the second game I boarded in my counter spells and we had a fun little counter war/pump spells eventually me winning out after I got rid of his Blighted Agent. Game 3 I had the Kami of False hope soft lock on him and he couldn't find any answers. Eventually he just scooped after numerous of peckings by Spell Queller and Mausoleum Wanderer.
I just split the top 4 and went home. I'm having a blast with this deck. Since I want to monopolize this archetype with this primer, I'm going to rebuttal a statement.
The scry from Serum Visions is too powerful to be giving up here, also find it odd that you're playing so few enchantments.
Reach Through Mist is a tutor and a cantrip in one with Tallowisp out, it also serves as Shoal fodder for 1. There's no reason to dig for things when you can tutor them out. Also having Reach be an Instant is way more beneficial than Serum Vision's sorcery scry. End of Turn searching for an aura is amazingly powerful, and lets you equip on turn 3.
5 Enchantments is more than enough. I never found need to play more than 3 Enchantments to win the game. The only time I ran out of enchantments was against Martyr Proc, but it was still too late and still too strong to stop an enchanted geist. It's incredibly hard to stop a turn 4 geist swinging 8+ in the air. Backed by counter magic and Spell Queller, it makes things even more difficult to stop.
Looks pretty fun and awesome. I don't think 1 spectral flight is enough to get there often enough though.
To be honest, I think you actually have a point. Spectral Flight's 2 CMC makes it actually really relevant vs Godhead's 3. Sometimes I rather take Flight over godhead. And if I can fetch something else out, a Flight and Mutation is so much better than 1 Godhead. I've also switched 4 Quellers and 3 GoST, and see how that works. Not as good with Flight though.
Confirmed that 4 Quellers, 3 GoST works much better. I'm starting to figure out matchups and now Tron doesn't seem to bad anymore. Here's to hoping Wizards prints a really strong aura for U/W. I think that's really all this deck is missing. something like a UW1 - Sacrifice this aura, counter target spell. Creatures you control gain +1/+1.
I play in Tallowisp in a lot of version, the more fun one is BW with confidant for more CA. I try a similar one with Esper's color and UW. I play Spirit without Tallowisp but is less fun. I play in Esper's color a lot of deck (midrange, control, draw-go, walkers, dragon's in modern).
I really like this deck since it reminds me of one of my favourite deck I ever played with Meletis Astronomer. While the gameplan was completely different, a card that really stood out from my list was Imprisoned in the Moon and I believe it can perform pretty well in here too
I play in Tallowisp in a lot of version, the more fun one is BW with confidant for more CA. I try a similar one with Esper's color and UW. I play Spirit without Tallowisp but is less fun. I play in Esper's color a lot of deck (midrange, control, draw-go, walkers, dragon's in modern).
I never try Reach Through Mists. Maybe is good with Blessed Breath (nice as surprise card in WB color).
I think in UW crystallization is a better Weight of Conscience, works good with all two Shoal.
2 maybe aurea are Ethereal armor and Hyena Umbra. Eiganjo Castle works really good with GoST, (shizo, death's storehouse in esper color is amazing).
Cavern of souls 1x is nice versus control. Elsphet, Knight-Errant is a nice card with GoST. Selfless spirit is strong versus wrath (the worst enemy of GoST).
Sorry for my bad english.
I personally didn't like the arcane interaction. It's too reliant and becomes clunky. Just use Reach through Mist as a tutor/cantrip. Don't bother trying to jam or use the Arcane parts. I'm sure it can be done, but I never liked it.
Crystalization is actually NOT a better card. The problem is that the removal isn't reusable. After you toss a crystalization on something, it's done. And because of that you tend to need to jam in 2-3 of the card and that takes up slots. Weight of Conscience is reuseable when you get 2 spirits out and Mistveil Plains You don't need to care about the blocking portion of the card because 90% of spirits are flyers and have natural evasion.
I did like Hyena Umbra and Ethereal Armor but ultimately didn't make the cut. It was too limited and didn't do much to really push the envelope. I personally think something that gave +2/+2 and lifelink would be great. Too bad I'll have to splash green, which is something I'm not willing to bother trying out. I guess I can add in 1 Breeding Pool and try it out.
I do like the Castle and Caverns and I do think it has a place in the deck. I just feel I dont' run enough creatures of the specific type to make it worth while.
The problem with Elspeth is that it comes down way too late. At 4 Mana, you can slap on Angelic Destiny and go to town with GoST. And being untutorable made me favor Destiny.
As for Selfless, you don't really need it. I found out Shining Shoal and Disrupting Shoal is more than enough to protect your guys. Looks to me to be more of a sideboard card. if you try it and find lots of success, I'll put it in there as well, but I currently haven't.
I switched things up a bit. Took out the Adarkar Wastes, and added in another Glacial Fortress and a Breeding Pool. This lets me splash for Unfliching Courage. And that was a great change. Now other creatures can get life link, which is essential against burn. It also let me beat 8-Rack again. This time went 2-2 over all. Beating Affinity and 8 Rack, losing to U/B Mill and U/W Control. That said, I felt I could have beat both those decks with no problems. 2-1 to both loses U/B Mill had 3.. THREE Archive Traps in their hand and got me when I fetched a land. And U/W control I just lost game three to a mana screw.
I really like this deck since it reminds me of one of my favourite deck I ever played with Meletis Astronomer. While the gameplan was completely different, a card that really stood out from my list was Imprisoned in the Moon and I believe it can perform pretty well in here too
I really like this deck since it reminds me of one of my favourite deck I ever played with Meletis Astronomer. While the gameplan was completely different, a card that really stood out from my list was Imprisoned in the Moon and I believe it can perform pretty well in here too
Care to explain why Imprison cannot be fetched by Tallowisp? It's an aura card with Enchant Creature
Because it adds the section ",land or planeswalker". Tallowisp can only search up literally "Enchant Creature". Same reason as why Tallowisp cannot search up Threads of Disloyalty and Daybreak Coronet
Are we certain on this ruling? Threads and Daybreak are distinctly different in that they require a creature with a certain quality, but Imprison has Enchant Creature, but also has Enchant Land and Enchant planeswalker
Are we certain on this ruling? Threads and Daybreak are distinctly different in that they require a creature with a certain quality, but Imprison has Enchant Creature, but also has Enchant Land and Enchant planeswalker
I'm not sure but I think you're making some confusion.
Unfortunately, due to a rule change and errata, it has to exactly say "Enchant Creature". You can read about it here. And I bet Wizard is careful to print a strong removal with just "Enchant Creature" because of the Wisp.
Out of curiosity, how do you feel about Hopeful Eidolon in this deck? 1/1 lifelink white 1-drop that can both trigger and be searched with Tallowisp, and it can be a +1/+1 Lifelink enchantment when you need it in the long game. It's not a +2/+2 cheap lifelink card, but it offers a lot of flexibility outside of that. My guess is it's too cute and in actual games it's too weak and slow to be useful in the long run.
Out of curiosity, how do you feel about Hopeful Eidolon in this deck? 1/1 lifelink white 1-drop that can both trigger and be searched with Tallowisp, and it can be a +1/+1 Lifelink enchantment when you need it in the long game. It's not a +2/+2 cheap lifelink card, but it offers a lot of flexibility outside of that. My guess is it's too cute and in actual games it's too weak and slow to be useful in the long run.
Well for one, you can't search it out. It's not even an aura. and 2ndly bestow is way too expensive. Rather just run Spirit Link.
Well for one, you can't search it out. It's not even an aura. and 2ndly bestow is way too expensive. Rather just run Spirit Link.
Yeah, I forgot that it's only an aura once it's put on the stack via Bestow. Almost had a squadron hawk effect.
Sadly it couldn't work... that said, this deck really smashes through a lot of things when you get that Turn 4 Geist and Godhead out and Unflinching Courage and is a workhorse when you can't get it out.
I took out a Path to Exile and added in Oppressive Rays. I have never seen so much salt playing a card that makes people pay mana to attack. It's not the greatest aura, but it helps against all these fast single creature pump up decks like Death Shadow Affinity and Infect. it's also pretty good tossing it on Noble Heirarchs.
As for FNM, I went 3-1 again losing to Blue Tron 2-1. Beat Infect, Burn, and some other random Boros Brew. And lost in the top 8 to Merfolk. I'm also getting a lot of 2-1 or 1-2 matches (Yesterday all 5 of my matches I got 2-1 or 1-2). I don't know if this deck is just 50% all over the place, or I have no idea what I'm doing.
This is my pet deck that I sometimes take to FNM for a challenging and fun night. It's an awesome little engine that could deck.
I like your approach to the deck but I am wondering if playing four of each shoal isn't a little much. I've only ever run like 5 total at the most.
I can see the argument to run 2 less Shining Shoals, but I love Disrupting Shoal. Especially during this Meta with Shadow decks running around everywhere. The best thing about this deck is that it can fight off low CMC decks. Sure Eldrazi is hard to fight, but it's possible with some tricks like Gift + Kami
Also azorious herald is a nice option. Adding a spirit link to the board also makes life real nice vs eidolon. Not sure you need it though.
Nope, tried it. It's actually better to just kill the Eidolon or set up a Shining Shoal shield.
As for last friday, While my Eldrazi Tron deck is being tinkered with, I went with this and I like it's matchup against Death Shadow decks. Sure you do a lot of 1 for 1, but Disrupting Shoal Counters really help. I put back in a Path of Exile, and took out a Shining Shoal. Like stated earlier, I may remove one more.
I hope the new set gives the deck some more legs to run.
I know this is terrible, but I removed all the Shoals from the deck, and put in 4 Drogskul Captains and 2 Selfless Spirits. And let Tallowisp do its work with spirits instead of arcane spells.
It's much more aggressive now allowing for both going wide and going tall strategies at once. It's actually a pretty strong deck that mixes Bant Spirits, and Bogles together. It's improved a lot of different matchups like Tron and Jund. I lose to things like Jeskai control, or some fringe decks, but powering up spirits instead of relying on CoCo to hopefully land 2 spirits is much better. In fact, I went 3-1 on Monday beating Jund, E. Tron, and UW Control. I lost to Death and Taxes after they locked me out doing what they do.
EDIT:
oh and if your going to use Mind Control it may be better to use Corrupted Conscience instead as its normally strictly better in a control shell (which this seems to be)
I encourage you to play it too! It'll be nice to get some extra help. And I didn't like the Conscription plan because you needed way too much to get it going. Sure it's a game ender when it does happen, but so is a Steel of the Godhead and Geist of Saint Traft. And in this meta, the control shell isn't too great, too much Eldrazi Tron and Death's Shadow running around. That said, Disrupting Shoal a Death's Shadow is gamebreaking to them.
I took out a Spectral Flight and added in Rancor. It's actually quite nice to have a Mausoleum Wanderer be 3 in the air, and a mana leak stick at any time. It actually be Chord deck for me with that interaction. He couldn't get past the ever growing mana leak stick, and killing it only gives rancor back to some other creature. The deck feels good right now, and avoids the problems Bant Spirits and U/W vial spirits has that GosT can actually get in for big damage.
And Oppressive Rays is oddly good in the beginning and being a general annoyance.
I brought my Ghostdad deck to FNM yesterday and went 4-0 without even dropping a single game! I think I'm getting the hang of the deck, and learning to play against other decks much better leading to some good wins. Here's my most updated decklist.
Match 1 - Devoted Druid/Vizer Chord - Turn 1 I went Mausoleum Wanderer, and turn 2 went Breeding Pool equipping the Wanderer. Then was able to Spell Queller is Path to Exile and that was game. I sideboarded in a bunch of removal and took out my Geists. Game 2 was even better, I got a turn 2 tallowisp, turn 3 Reach through mist fetching a Oppressive Rays and tossed it on his Devoted Druid, the amount of salt that created just lead him to scoop. My opponent just kept going "Really? Really!?" over and over.
Match 2 - Bant Spirits - I didn't have a good feeling about this deck and it's going down to a race, but then I learned that Tallowisp is a huge difference maker against the mirror/non-mirror/branches of the same tree. After some stalemate where nobody can attack, I got up Geist with a Steel of the Godhead, and although he did take out my Angelic Destiny first, he couldn't deal with the 2nd Aura and this just let Geist through, the lifelink helped a lot. In game 2 i was able to get double Drogskul captain before he was able to, and just took him out.
Match 3 - Abzan Midrange - I was on the draw, and he thoughtsiezed my Mausoleum, then killed my Rattlechains with a path. because of that I went Mistveil plains, and tried to go for the Weight of Conscience repeater. I was nearly dead at 9 life or so, but eventually got enough lands and some lucky draws to get out creature and Reach Through Mist to actually did the Weight of Conscience lock. It actually allowed me to stall a few good turns. Game 2 I got a turn 4 Geist of Saint Traft with not only Steel of the God Head attacking, but slapped on Angelic Destiny on turn 5 leading to some huge monster they couldn't deal with nor were they able to find their enchantment hate.
Match 4 - Affinity - Game one he barfed out his hand, but it was only 1 Arcbound Ravager. Which was great for me because I had an Oppressive Ray in hand and slapped it on it. He wasn't able to do much after that. Game 2 I sideboarded in my Kami of False Hope and Gift of Immortality lock and got him on turn 3. He couldn't answer it, and even though he had guys, he let me build my board and eventually I had him.
What I will say about the deck that every spirit really pulled its own weight. From Tallowisp to Selfless Spirit, the deck really operates nicely switching from control to aggro to tempo as you play along. I need to really grind and see if this is a result from inexperience vs the deck or I'm getting better, or just plain luck. I should buy this deck on MTGO.
Hah! I'm necroing this thread (sorta, i'm still playing it every once in a long long while casually) but someone else (MagicAIDs) looks to have success with it!
GHOST DAD
Overview of the Deck
Ghostdad is a 10 year old deck that built during the Kamigawa block to beat down Burn. Eventually it grew into a nice little monster that took down a PPTQ long long ago. It has made some appearances here and there in the old Extended, but completely disappeared in Modern. A nice little history of the deck can be found here. Since then, I've played and tested the deck these past few weeks. A change I did was remove Black and replace it with Blue, the deck abuses the tutoring function of Tallowisp with both Arcane and Tribal Spirit cards. Even grabbing underwhelming cards such as Unstable Mutation can be gamebreaking at the right time.
Why Over Vial Spirits or CoCo?
The one thing that has always been true in all formats in Magic the Gathering is this one statement...
FREE CARDS AND SPELLS ARE ALWAYS STRONG.
There's an argument to be made for the CoCo version. it took down a pro tour, and has been gaining some notoriety online. It's a fairly strong deck with powerful creatures to back it up. Ghost Dad however, is for players that enjoy playing with free spells. The advantage of the Tallowisp version is simply card advantage and tempo. While the other decks play through attrition, the Tallowisp version plays through disruption. If you enjoy throwing out counter spells and winning with 1 creature on the field, this deck is for you.
Decklist
4 Mausoleum Wanderer
4 Rattlechains
4 Tallowisp
4 Geist of Saint Traft
4 Spell Queller
2 Drogskul Captain
2 Selfless Spirit
Spells (14)
4 Path to Exile
4 Reach Through Mists
Enchantments (6)
1 Oppressive Rays
1 Unstable Mutation
1 Rancor
1 Weight of Conscience
1 Steel of the Godhead
1 Unflinching Courage
1 Breeding Pool
4 Flooded Strand
1 Gavony Township
2 Glacial Fortress
2 Hallowed Fountain
2 Island
1 Mistveil Plains
2 Moorland Haunt
2 Plains
2 Seachrome Coast
1 Temple Garden
2 Windswept Heath
3 Kami of False Hope
1 Blessed Alliance
1 Celestial Purge
2 Disenchant
1 Kataki, War's Wage
2 Negate
2 Rest in Peace
2 Spirit of the Labyrinth
1 Gift of Immortality
Card Choices
Tallowisp - The signature of the deck. It's the little engine that could. Sure it's not that strong and doesn't have a great clock on it, but if it's left unchecked, the deck can cause all sorts of havoc on the battlefield.
Geist of Saint Traft Geist on it's own isn't that great anymore, but when as we learned with Stoneforge Mystic, getting equipped makes him nigh-unstoppable. It's also great how it enables tallowisp to get Steel of the Godhead
Rattlechains Rattlechains allows for numerous of plays normally not seen. It enables Tallowisp, protects tallowisp, and it offers a nice little clock on its own if needed.
Mausoleum Wanderer The single drop is another core of the deck. It enables Tallowisp, protects it from CMC 2 removal on turn 2, and forces a lot of players to play around the card to try and kill Tallowisp.
Spell Queller Spell Queller isn't too bad to be honest. It allows for the continued Tempo plays and helps stop those pesky 4 drops that you can't Disrupting Shoal.
Disrupting Shoal and Shining Shoal - The other cards that enable Tallowisp, protect all your spirits, do fancy combat tricks, and generally make life a pain in the butt for many decks. Run 4 each.
Reach Through Mists - The more I play with the cantrip, the more I love it. When will you ever get to play a card that allows to smooth out draws, TUTOR, and REPLACE ITSELF all at once? AT INSTANT SPEED TOO. It also makes for great Disrupting Shoal food. Reach is okay on its own, but with Wisp? It's insane.
Path to Exile With Fatal Push the removal isn't the best in the land, but it's still plenty strong. It takes out anything you can't counter, and if you're desperate enough, you can always pitch it away.
Moorland Haunt This land is a beast. It recycles all your dead spirits for that extra reach you may need to finish them off.
Mistveil Plains Plains isn't good at all. But it does allow for the interaction of Tallowisp, and Weight of Conscience to be reused over and over again. On the plus side, it's fetchable.
Auras
Depending on your meta, the Auras can and should be constantly changing. There should also be some auras in the sideboard depending on the situation. Even something as crazy as Spirit Away can be used if you're anticipating Karn (can't stop Ugin though) getting ready to slam the table. As for the choices below go ahead and read it.
Spectral Flight - The primary function of Spectral Flight is the 2 drop counter. However it does come in handy once in awhile tossing it on a Rattlechains, Tallowisp, Spell Queller or Geist to deal some damage.
Steel of the Godhead - On it's own, it's not that great, but equipped on a Geist or Spell Queller? It's lights out for decks like Burn. It's good to tinker if you want to run 1 or 2. I think 2 is the correct choice, but sometimes it's 1. This really depends on your meta.
Angelic Destiny - The other power bomb aura. If you're desperate, you're going to want to have it on a 5/5 Mausoleum wanderer with First strike. Not amazing, but not too shabby either.
Weight of Conscience - The fetchable Goyf stopper. This aura stops a majority of creatures in their tracks and allows to permanently remove some problem creatures. It's also the first choice to bring back with Mistveil Plains.
Mind Control - The 5 CMC of choice. It also helps take on the biggest dirtiest fatties of all time. Put 1 in the sideboard.
Gift of Immortality - It's actually a pretty good aura. It's best use is with Kami of False Hope. Together it causes the opponent to miss their attack phase, and forced to have 2 removals to break up the interaction. If you keep stacking up more and more removal and counters it can take awhile for the opponent to do anything. In the meantime, you get to build your board and/or peck them away with your ghosts.
Unstable Mutation - This old aura packs quite a wallop when equipped. Dealing 5! damage from
Rattlechains or Spell Queller turns our guys into a clock that needs to be answered. It also powers up Geist to 17 damage over 2 turns! It's also pretty great late game when you need that extra umph to finish the job when they're at around 7 life.
Curiosity - Curiosity is the 1 CMC blue spell to counter the likes of Fatal Push, Lightning Bolt, and Path to Exile. With Disrupting Shoal, it can also help stop a lot of turn 1 plays that the opponent needs to set up.
Guide to Playing the Deck
The gameplan of this deck is fairly straight forward. Ideally, the curve of Mausoleum Wanderer, Tallowisp, and Geist of Saint Traft fetching out Steel of the Godhead is the correct curve and dealing with an equipped Geist is gameover. Since that's not always possible, the deck uses both Shining Shoal and Disrupting Shoal to protect your spirits, and disrupt your opponents tempo. As the game goes on and on, both Shoals can be hard casted to stop top deck answers of your opponents.
Tips and Tricks
DISRUPTING SHOAL DO NOT HAVE TO MATCH THE CMC
SHINING SHOAL DOES NOT HAVE TO TARGET ANYTHING AT ALL
These two statements are very important. It allows you to do some end of turn fetching, or if you have two Disrupting Shoal but the incorrect CMC you can fetch out the correct CMC aura to counter a spell. For example, if an opponent casts Dismemeber on your Tallowisp, you can pitch out a Curiosity triggering the tutor effect, then properly counter Dismember with a Steel of the Godhead
Matchups
Depending on your opponent, each matchup plays very differently.
BURN - As its origin, Ghost Dad continues to prey on burn. With numerous of ways to stop their cheap spells, Burn isn't a deck to be feared too much. Sure it can get there like all other decks, but with some well placed counters, and even shining shoal reflecting back to them or their guys, it's not that big of a deal. Just remember, a Shining Shoal to Angelic Destiny reflecting Boros Charm is the best feeling in the world.
INFECT - Infect is beatable a majority of time, especially after sideboarding. Oddly enough, the most difficult creature to beat here is Spellskite. I generally keep counters on hand, especially any 1 CMC to stop Vines of Vastwood and you can generally beat them after they try and powerbomb you the first 5 turns. Also remember that Shining Shoal can reflect infect damage back onto their infect dudes and kill them after the clean up step. Sure you may be hanging around 6-7 poison counters, but their guy is dead allowing you to get back into the game.
TRON - You'll lose 99% of the time. You can beat it with enough speed from Geist and proper countering of some of their cards such as Ancient Stirrings and Oblivion Stone can get you the win, but generally speaking, this is a very very hard matchup. Sideboard in Selfless Spirit, and flash in at the end of their turn to hopefully beat down their game enders. That said, a Turn 3 Karn beats a lot of decks.
JUND - Jund's matchup is about 50/50 from what I've tested. A few good counters and removal usually end up in someone's favor. They do have a better top deck, so this matchup can be negative. Moorland Haunt is also your best friend coming into this matchup.
Sideboarding and Alternate Card Choices
Drogskol Captain Honestly, you can play this or Queller, it offers more protection to all your creatures, and is a very strong lord. However, I always find Spell Queller to be a bit better due to the prevalence of sweepers. It's still great and can easily give you the edge to race, but in this tempo deck, Queller's disruption fits better. However, don't discount the Captain, it has a place in the deck and like most decks, depends on the meta. With Tron running around, it can be beneficial to put in the Captain.
Selfless Spirit A great sideboard choice against decks with tons of sweepers. The problem with Spirit is that it's way too defensive. It's a poor top deck, and needs other guys to put in the full value.
Kami of False Hope Kami is a very interesting choice as it fills out the 1W CMC of the deck. It's best use is with Gift of Immortality, which effectively stops the attack phase of decks like Infect and Zoo. That little interaction really puts a damper into their plans as they need to now answer Kami not once, but TWICE in one turn.
There are other auras and spirits you can try out, but I've been finding I've been generally cycling between those 3. Kataki's War Wage has a spot in the sideboard to combat affinity, but sometimes you need to ask if it's better than Stony Silence.
Modern Tallowisp Spirits - A Modern Tallowisp Deck UW
Eldrazi Ninjas - Summoning Octopus Jutsu YYYYAAAHHHH!
STANDARD
Naban Wizards
G1 - 8 Rack
I lost game 1 with a combination of small pox, racks, and Shrieking Affliction. Game 2, I boarded in a bunch of counter spells and got there after a well placed Disrupting Shoal throwing away a Spell Queller countering his Ensnaring Bridge. Eventually jammed Geist with Saint Traft to smash away. G3, I ended the game by turn 6 or so with Geist equipped with Unstable Mutation + [c]Spectral Flight[c] dealing 11 damage after numerous of peckings by rattlechains
G2 - Eldrazi and Taxes
I beat him G1 and G2 after equipping Geist with Spectral Flight. He couldn't do much afterwards.
G3 - Martyr Proc
He beat me game one after gaining 40 something life and just bashed my face in with Serra Accendant. Game 2 I beat him after him gaining 30 life, but this time I path/countered his Serra Accendents and Geist got there with 14 damage a turn. He gained some more life, but my board presence was too much. Game 3, Turn 2 countered his Martyr Proc, and he was suddenly sad and stuck. He couldn't draw another Martyr Proc and I whittled him away with Rattlechains and a Spell Queller that took his Wrath of God.
G4 - Burn
I died, quick on both games. 2 goblin guides, an eidolon and some burn spells was all she wrote. I did manage to get a tie on game 1 with a shining shoal reflection, but died to Eidoleon
3-1 Top 8
Infect - Beat me game one after comboing out by turn 5 or so. In the second game I boarded in my counter spells and we had a fun little counter war/pump spells eventually me winning out after I got rid of his Blighted Agent. Game 3 I had the Kami of False hope soft lock on him and he couldn't find any answers. Eventually he just scooped after numerous of peckings by Spell Queller and Mausoleum Wanderer.
I just split the top 4 and went home. I'm having a blast with this deck. Since I want to monopolize this archetype with this primer, I'm going to rebuttal a statement.
Reach Through Mist is a tutor and a cantrip in one with Tallowisp out, it also serves as Shoal fodder for 1. There's no reason to dig for things when you can tutor them out. Also having Reach be an Instant is way more beneficial than Serum Vision's sorcery scry. End of Turn searching for an aura is amazingly powerful, and lets you equip on turn 3.
5 Enchantments is more than enough. I never found need to play more than 3 Enchantments to win the game. The only time I ran out of enchantments was against Martyr Proc, but it was still too late and still too strong to stop an enchanted geist. It's incredibly hard to stop a turn 4 geist swinging 8+ in the air. Backed by counter magic and Spell Queller, it makes things even more difficult to stop.
Modern Tallowisp Spirits - A Modern Tallowisp Deck UW
Eldrazi Ninjas - Summoning Octopus Jutsu YYYYAAAHHHH!
STANDARD
Naban Wizards
To be honest, I think you actually have a point. Spectral Flight's 2 CMC makes it actually really relevant vs Godhead's 3. Sometimes I rather take Flight over godhead. And if I can fetch something else out, a Flight and Mutation is so much better than 1 Godhead. I've also switched 4 Quellers and 3 GoST, and see how that works. Not as good with Flight though.
Modern Tallowisp Spirits - A Modern Tallowisp Deck UW
Eldrazi Ninjas - Summoning Octopus Jutsu YYYYAAAHHHH!
STANDARD
Naban Wizards
Modern Tallowisp Spirits - A Modern Tallowisp Deck UW
Eldrazi Ninjas - Summoning Octopus Jutsu YYYYAAAHHHH!
STANDARD
Naban Wizards
I never try Reach Through Mists. Maybe is good with Blessed Breath (nice as surprise card in WB color).
I think in UW crystallization is a better Weight of Conscience, works good with all two Shoal.
2 maybe aurea are Ethereal armor and Hyena Umbra.
Eiganjo Castle works really good with GoST, (shizo, death's storehouse in esper color is amazing).
Cavern of souls 1x is nice versus control.
Elsphet, Knight-Errant is a nice card with GoST.
Selfless spirit is strong versus wrath (the worst enemy of GoST).
Sorry for my bad english.
Sadly Imprisoned in the Moon can't be fetched out.
I personally didn't like the arcane interaction. It's too reliant and becomes clunky. Just use Reach through Mist as a tutor/cantrip. Don't bother trying to jam or use the Arcane parts. I'm sure it can be done, but I never liked it.
Crystalization is actually NOT a better card. The problem is that the removal isn't reusable. After you toss a crystalization on something, it's done. And because of that you tend to need to jam in 2-3 of the card and that takes up slots. Weight of Conscience is reuseable when you get 2 spirits out and Mistveil Plains You don't need to care about the blocking portion of the card because 90% of spirits are flyers and have natural evasion.
I did like Hyena Umbra and Ethereal Armor but ultimately didn't make the cut. It was too limited and didn't do much to really push the envelope. I personally think something that gave +2/+2 and lifelink would be great. Too bad I'll have to splash green, which is something I'm not willing to bother trying out. I guess I can add in 1 Breeding Pool and try it out.
I do like the Castle and Caverns and I do think it has a place in the deck. I just feel I dont' run enough creatures of the specific type to make it worth while.
The problem with Elspeth is that it comes down way too late. At 4 Mana, you can slap on Angelic Destiny and go to town with GoST. And being untutorable made me favor Destiny.
As for Selfless, you don't really need it. I found out Shining Shoal and Disrupting Shoal is more than enough to protect your guys. Looks to me to be more of a sideboard card. if you try it and find lots of success, I'll put it in there as well, but I currently haven't.
1 Glacial Fortress
4 Flooded Strand
2 Windswept Heath
2 Moorland Haunt
2 Plains
2 Island
2 Adarkar Wastes
1 Mistveil Plains
4 Tallowisp
4 Mausoleum Wanderer
3 Geist of Saint Traft
4 Rattlechains
4 Spell Queller
4 Shining Shoal
4 Reach Through Mists
4 Path to Exile
1 Unstable Mutation
1 Spectral Flight
1 Steel of the Godhead
1 Angelic Destiny
1 Weight of Conscience
3 Kami of False Hope
1 Gift of Immortality
2 Negate
1 Spell Pierce
2 Stony Silence
2 Blessed Alliance
2 Detention Sphere
2 Spirit of the Labyrinth
Modern Tallowisp Spirits - A Modern Tallowisp Deck UW
Eldrazi Ninjas - Summoning Octopus Jutsu YYYYAAAHHHH!
STANDARD
Naban Wizards
I switched things up a bit. Took out the Adarkar Wastes, and added in another Glacial Fortress and a Breeding Pool. This lets me splash for Unfliching Courage. And that was a great change. Now other creatures can get life link, which is essential against burn. It also let me beat 8-Rack again. This time went 2-2 over all. Beating Affinity and 8 Rack, losing to U/B Mill and U/W Control. That said, I felt I could have beat both those decks with no problems. 2-1 to both loses U/B Mill had 3.. THREE Archive Traps in their hand and got me when I fetched a land. And U/W control I just lost game three to a mana screw.
2 Glacial Fortress
4 Flooded Strand
2 Windswept Heath
2 Moorland Haunt
2 Plains
2 Island
1 Breeding Pool
1 Mistveil Plains
4 Tallowisp
4 Mausoleum Wanderer
3 Geist of Saint Traft
4 Rattlechains
4 Spell Queller
4 Shining Shoal
4 Reach Through Mists
4 Path to Exile
1 Unstable Mutation
1 Spectral Flight
1 Steel of the Godhead
1 Unflinching Courage
1 Weight of Conscience
3 Kami of False Hope
1 Gift of Immortality
2 Negate
1 Spell Pierce
2 Stony Silence
2 Blessed Alliance
2 Detention Sphere
2 Spirit of the Labyrinth
[/quote]
Modern Tallowisp Spirits - A Modern Tallowisp Deck UW
Eldrazi Ninjas - Summoning Octopus Jutsu YYYYAAAHHHH!
STANDARD
Naban Wizards
Care to explain why Imprison cannot be fetched by Tallowisp? It's an aura card with Enchant Creature
Draft My Cube!
Because it adds the section ",land or planeswalker". Tallowisp can only search up literally "Enchant Creature". Same reason as why Tallowisp cannot search up Threads of Disloyalty and Daybreak Coronet
Modern Tallowisp Spirits - A Modern Tallowisp Deck UW
Eldrazi Ninjas - Summoning Octopus Jutsu YYYYAAAHHHH!
STANDARD
Naban Wizards
Draft My Cube!
Unfortunately, due to a rule change and errata, it has to exactly say "Enchant Creature". You can read about it here. And I bet Wizard is careful to print a strong removal with just "Enchant Creature" because of the Wisp.
http://www.mtgsalvation.com/forums/magic-fundamentals/magic-rulings/magic-rulings-archives/254211-tallowisp-threads-of-disloyalty
Modern Tallowisp Spirits - A Modern Tallowisp Deck UW
Eldrazi Ninjas - Summoning Octopus Jutsu YYYYAAAHHHH!
STANDARD
Naban Wizards
Well for one, you can't search it out. It's not even an aura. and 2ndly bestow is way too expensive. Rather just run Spirit Link.
Modern Tallowisp Spirits - A Modern Tallowisp Deck UW
Eldrazi Ninjas - Summoning Octopus Jutsu YYYYAAAHHHH!
STANDARD
Naban Wizards
Yeah, I forgot that it's only an aura once it's put on the stack via Bestow. Almost had a squadron hawk effect.
Sadly it couldn't work... that said, this deck really smashes through a lot of things when you get that Turn 4 Geist and Godhead out and Unflinching Courage and is a workhorse when you can't get it out.
Modern Tallowisp Spirits - A Modern Tallowisp Deck UW
Eldrazi Ninjas - Summoning Octopus Jutsu YYYYAAAHHHH!
STANDARD
Naban Wizards
As for FNM, I went 3-1 again losing to Blue Tron 2-1. Beat Infect, Burn, and some other random Boros Brew. And lost in the top 8 to Merfolk. I'm also getting a lot of 2-1 or 1-2 matches (Yesterday all 5 of my matches I got 2-1 or 1-2). I don't know if this deck is just 50% all over the place, or I have no idea what I'm doing.
Modern Tallowisp Spirits - A Modern Tallowisp Deck UW
Eldrazi Ninjas - Summoning Octopus Jutsu YYYYAAAHHHH!
STANDARD
Naban Wizards
I can see the argument to run 2 less Shining Shoals, but I love Disrupting Shoal. Especially during this Meta with Shadow decks running around everywhere. The best thing about this deck is that it can fight off low CMC decks. Sure Eldrazi is hard to fight, but it's possible with some tricks like Gift + Kami
Nope, tried it. It's actually better to just kill the Eidolon or set up a Shining Shoal shield.
As for last friday, While my Eldrazi Tron deck is being tinkered with, I went with this and I like it's matchup against Death Shadow decks. Sure you do a lot of 1 for 1, but Disrupting Shoal Counters really help. I put back in a Path of Exile, and took out a Shining Shoal. Like stated earlier, I may remove one more.
I hope the new set gives the deck some more legs to run.
Modern Tallowisp Spirits - A Modern Tallowisp Deck UW
Eldrazi Ninjas - Summoning Octopus Jutsu YYYYAAAHHHH!
STANDARD
Naban Wizards
It's much more aggressive now allowing for both going wide and going tall strategies at once. It's actually a pretty strong deck that mixes Bant Spirits, and Bogles together. It's improved a lot of different matchups like Tron and Jund. I lose to things like Jeskai control, or some fringe decks, but powering up spirits instead of relying on CoCo to hopefully land 2 spirits is much better. In fact, I went 3-1 on Monday beating Jund, E. Tron, and UW Control. I lost to Death and Taxes after they locked me out doing what they do.
Here's my current list now.
4 Mausoleum Wanderer
4 Rattlechains
4 Tallowisp
3 Geist of Saint Traft
3 Spell Queller
4 Drogskul Captain
2 Selfless Spirit
Spells (14)
4 Path to Exile
4 Reach Through Mists
1 Oppressive Rays
1 Angelic Destiny
1 Spectral Flight
1 Weight of Conscience
1 Steel of the Godhead
1 Unflinching Courage
Lands (22)
1 Breeding Pool
4 Flooded Strand
1 Gavony Township
2 Glacial Fortress
2 Hallowed Fountain
2 Island
1 Mistveil Plains
2 Moorland Haunt
2 Plains
2 Seachrome Coast
1 Temple Garden
2 Windswept Heath
Modern Tallowisp Spirits - A Modern Tallowisp Deck UW
Eldrazi Ninjas - Summoning Octopus Jutsu YYYYAAAHHHH!
STANDARD
Naban Wizards
Hey Hey! The deck is getting some traction!
Modern Tallowisp Spirits - A Modern Tallowisp Deck UW
Eldrazi Ninjas - Summoning Octopus Jutsu YYYYAAAHHHH!
STANDARD
Naban Wizards
I encourage you to play it too! It'll be nice to get some extra help. And I didn't like the Conscription plan because you needed way too much to get it going. Sure it's a game ender when it does happen, but so is a Steel of the Godhead and Geist of Saint Traft. And in this meta, the control shell isn't too great, too much Eldrazi Tron and Death's Shadow running around. That said, Disrupting Shoal a Death's Shadow is gamebreaking to them.
Modern Tallowisp Spirits - A Modern Tallowisp Deck UW
Eldrazi Ninjas - Summoning Octopus Jutsu YYYYAAAHHHH!
STANDARD
Naban Wizards
And Oppressive Rays is oddly good in the beginning and being a general annoyance.
Modern Tallowisp Spirits - A Modern Tallowisp Deck UW
Eldrazi Ninjas - Summoning Octopus Jutsu YYYYAAAHHHH!
STANDARD
Naban Wizards
4 Mausoleum Wanderer
4 Rattlechains
4 Tallowisp
4 Geist of Saint Traft
4 Spell Queller
2 Drogskul Captain
2 Selfless Spirit
Spells (14)
4 Path to Exile
4 Reach Through Mists
Enchantments (6)
1 Oppressive Rays
1 Angelic Destiny
1 Rancor
1 Weight of Conscience
1 Steel of the Godhead
1 Unflinching Courage
1 Breeding Pool
4 Flooded Strand
1 Gavony Township
2 Glacial Fortress
2 Hallowed Fountain
2 Island
1 Mistveil Plains
2 Moorland Haunt
2 Plains
2 Seachrome Coast
1 Temple Garden
2 Windswept Heath
3 Kami of False Hope
1 Blessed Alliance
1 Celestial Purge
2 Disenchant
1 Kataki, War's Wage
2 Negate
2 Rest in Peace
2 Spirit of the Labyrinth
1 Gift of Immortality
Match 1 - Devoted Druid/Vizer Chord - Turn 1 I went Mausoleum Wanderer, and turn 2 went Breeding Pool equipping the Wanderer. Then was able to Spell Queller is Path to Exile and that was game. I sideboarded in a bunch of removal and took out my Geists. Game 2 was even better, I got a turn 2 tallowisp, turn 3 Reach through mist fetching a Oppressive Rays and tossed it on his Devoted Druid, the amount of salt that created just lead him to scoop. My opponent just kept going "Really? Really!?" over and over.
Match 2 - Bant Spirits - I didn't have a good feeling about this deck and it's going down to a race, but then I learned that Tallowisp is a huge difference maker against the mirror/non-mirror/branches of the same tree. After some stalemate where nobody can attack, I got up Geist with a Steel of the Godhead, and although he did take out my Angelic Destiny first, he couldn't deal with the 2nd Aura and this just let Geist through, the lifelink helped a lot. In game 2 i was able to get double Drogskul captain before he was able to, and just took him out.
Match 3 - Abzan Midrange - I was on the draw, and he thoughtsiezed my Mausoleum, then killed my Rattlechains with a path. because of that I went Mistveil plains, and tried to go for the Weight of Conscience repeater. I was nearly dead at 9 life or so, but eventually got enough lands and some lucky draws to get out creature and Reach Through Mist to actually did the Weight of Conscience lock. It actually allowed me to stall a few good turns. Game 2 I got a turn 4 Geist of Saint Traft with not only Steel of the God Head attacking, but slapped on Angelic Destiny on turn 5 leading to some huge monster they couldn't deal with nor were they able to find their enchantment hate.
Match 4 - Affinity - Game one he barfed out his hand, but it was only 1 Arcbound Ravager. Which was great for me because I had an Oppressive Ray in hand and slapped it on it. He wasn't able to do much after that. Game 2 I sideboarded in my Kami of False Hope and Gift of Immortality lock and got him on turn 3. He couldn't answer it, and even though he had guys, he let me build my board and eventually I had him.
What I will say about the deck that every spirit really pulled its own weight. From Tallowisp to Selfless Spirit, the deck really operates nicely switching from control to aggro to tempo as you play along. I need to really grind and see if this is a result from inexperience vs the deck or I'm getting better, or just plain luck. I should buy this deck on MTGO.
Modern Tallowisp Spirits - A Modern Tallowisp Deck UW
Eldrazi Ninjas - Summoning Octopus Jutsu YYYYAAAHHHH!
STANDARD
Naban Wizards
https://www.youtube.com/watch?v=8Rbh44NiRa0
Modern Tallowisp Spirits - A Modern Tallowisp Deck UW
Eldrazi Ninjas - Summoning Octopus Jutsu YYYYAAAHHHH!
STANDARD
Naban Wizards