I honestly find your list to be rather gross looking. Gah, in so many ways. Yes, Shining Shoal shouldn't be a 4 of; it's too conditional for such. I've always played with 3, though I'm in a meta that has decks running Bolt everywhere.
Some tips:
Replace Drogskol with Geist, seriously. Move x Ghost-Lit Redeemer to side. They have too negative synergy with the Shoals and aren't effective in a number of matches. It's ridicolous that you're playing a playset, alongside a playset of Topplegeist. It's sloppy and weak deck building. Is ee that you're doing it for synergy with the inferior Drogskol. Don't run Dismember, you don't need it. Replace it with Temporal Isolation. If you ran Geist, your clock issuse wouldn't be as much of an issue, and you could then replace crappy cards like Mirror Mockery and Unstable Mutation with more control pieces like Crystallization, Temporal Isolation and Curioisity. You don't run enough support for Glacial Fortress. You run too much dual lands. The manabase needs to be replaced. If you're Drogskol, I believe you should probably run some utility lands like Moorland Haunt and Mutavault.
Honestly, no wonder why you're not having success; your list seems to suck. Also run Serum Visions.
I honestly find your list to be rather gross looking. Gah, in so many ways. Yes, Shining Shoal shouldn't be a 4 of; it's too conditional for such. I've always played with 3, though I'm in a meta that has decks running Bolt everywhere.
Some tips:
Replace Drogskol with Geist, seriously. Move x Ghost-Lit Redeemer to side. They have too negative synergy with the Shoals and aren't effective in a number of matches. It's ridicolous that you're playing a playset, alongside a playset of Topplegeist. It's sloppy and weak deck building. Is ee that you're doing it for synergy with the inferior Drogskol. Don't run Dismember, you don't need it. Replace it with Temporal Isolation. If you ran Geist, your clock issuse wouldn't be as much of an issue, and you could then replace crappy cards like Mirror Mockery and Unstable Mutation with more control pieces like Crystallization, Temporal Isolation and Curioisity. You don't run enough support for Glacial Fortress. You run too much dual lands. The manabase needs to be replaced. If you're Drogskol, I believe you should probably run some utility lands like Moorland Haunt and Mutavault.
Honestly, no wonder why you're not having success; your list seems to suck. Also run Serum Visions.
I have tried Geist. If I was playing my deck ago, I would gladly use Geist. The problem with Geist's build is that all you have is Geist. Spirits in general are pretty bad creatures. In this super low CMC build, it's better to NOT run geist. And yes, you're right, I should put in Mutavault. I was also the first to suggest Curiosity and Steel of the Godhead. The problem with Curiousity is that I tended to pitch it away to Disrupting Shoal instead of ever using the damn thing. And yes, Steel with Geist is very strong, and beats burn. I already know that. I already told everyone that it's either GoST or Drogskul, only one or the other in the other U/W spirit thread after testing with friends. They use Drogskul, this deck uses Geist.
The reason you don't run Temporal Isolation is that it's just not that good in game 1, believe me I tried it, there is rarely any place I would want to grab temporal, and still have the mana to flash it in. Curse of Chains is much better as well, since you can target mana dorks and other utility creatures instead of just big guys that swing. Spirit Mantle or Hyena Umbra is much better for the Main. Temporal and Crystalization are great in the side. And mirror mockery is good for 3 creatures. Selfless Spirit, Topplegeist, and Mausoleum Wanderer. If you don't run all three, then by all means, don't use it.
I didn't like Serum Visions. I would much rather run Gitaxian Probe instead if I wanted a cantrip. I've tried it, Vision tends to get in the way. I personally fell the need for dual lands when I went with GoST. That said, it's probably better to run more Seachrome.
If you want my classic list that I've first built weeks ago when Queller was spoiled, and it does work, I wasn't happy with it, but it does work.
If I were to build it again, I would change Vapor Snag to Dismember or Remand. Mana Leak is also a strong. The problem with this deck, is that if you don't get Geist out, you're going to be chump blocking every day.
honestly there are some suspect card choices in Underused cards list, but i personally have little interest the one trick pony feel of geist and steel of the godhead, so there are pieces of both lists that stick out as proper calls. Maybe I just see another avenue for methods of deckbuilding but Geist really only seems good to me if you play better with "build a threat" strategies...which I do not. So steel of the godhead doesnt do much elsewhere outside of making geist hard to deal with other than outfit spell queller with +2/+2 and lifelink. Honestly the only value target for enchantments outside of angelic destiny seems to be geist and that is a slight issue.
Value Ghost Town with tribal synergy feels like a better strategy for me honestly. It doesn't have the oomph that geist might have, but proper play and virtual card advantage can win you games with flying creatures. I think drogskol captain's inclusion forces an opponent to waste removal on the captain itself before they can 2-for-1 you with the enchantment plays aswell, so I see some angles, just unsure how they are to be fleshed out.
Decks I have in my bag of tricks- Needless to say, someone who wants to play will probably have a deck UB/x Faeries UR Storm XURWB Affinity G Elves UW control
I honestly find your list to be rather gross looking. Gah, in so many ways. Yes, Shining Shoal shouldn't be a 4 of; it's too conditional for such. I've always played with 3, though I'm in a meta that has decks running Bolt everywhere.
Some tips:
Replace Drogskol with Geist, seriously. Move x Ghost-Lit Redeemer to side. They have too negative synergy with the Shoals and aren't effective in a number of matches. It's ridicolous that you're playing a playset, alongside a playset of Topplegeist. It's sloppy and weak deck building. Is ee that you're doing it for synergy with the inferior Drogskol. Don't run Dismember, you don't need it. Replace it with Temporal Isolation. If you ran Geist, your clock issuse wouldn't be as much of an issue, and you could then replace crappy cards like Mirror Mockery and Unstable Mutation with more control pieces like Crystallization, Temporal Isolation and Curioisity. You don't run enough support for Glacial Fortress. You run too much dual lands. The manabase needs to be replaced. If you're Drogskol, I believe you should probably run some utility lands like Moorland Haunt and Mutavault.
Honestly, no wonder why you're not having success; your list seems to suck. Also run Serum Visions.
Dude. Until your willing to post your list so we can have a civilized discussion about it's merits or lack thereof, you should probably dial it back a little bit. I promise you that nobody is scouring the deck-creation forum at MTGSalvation for your posts so they can steal your awesome new tech. And even if they were, they could probably piece most of it together based on the cards and cuts you're suggesting. As well as the fact that you've directed people to a site where there is a list using "mostly identical cards." As far as I can tell, between this thread and the UW spirits thread, you're not doing anything notably different than what's already been discussed.
You haven't tested with Mausoleum Wanderer. This is enough to make everything you're posting questionable. If some form of spirits becomes competitive, I suspect this card will be more responsible than any other. It's amazing in "testing" so far. Incidentally, it's also one of the reason that Underused Cards was leaning on Ghost-lit Redeemer and Topplegeist. Not saying it's the way to go, but he's experimenting with different combinations, which at this point is a good thing. With the cards not even for sale yet, I doubt you've created the optimal list already. Experimentation should be applauded, we're not at the point where the deck is on the cusp of greatness and we simply debate a couple flex-spots. The deck is nothing right now.
Also, you have over 600 posts here. Learn how to auto-card, man! I have no idea what Prison Term, or Containment Membrane do (though I will in a second, thanks to the magical power of the auto-card button).
@Underused Cards -
I don't think Mirror Mockery works with GoST to get two angel tokens. By the time it triggers, you've already declared attacks. The other GoST doesn't get to swing, and therefore you get no additional angel token.
I've tested a good 100 games with Temporal Isolation and found it powerful for the main; being able to tutor for that instant speed enchantment removal is useful.
eist and God of Steel are hardly one trick ponies. I feel that one would need to actually test such to observe how incredible they are. They pitched to the Shoals, which is also quite important.
What is "value ghost town"?
I honestly don't care what I should do. Someone said that they thought this deck wasn't tier-1 and was close to giving up; a feeling I'm sympathetic towards, so I spent some time of my busy day to blurp out my thoughts. I won't post here again if it's not wanted. I haven't tested with the new card, because I haven't tested since the new set, because I have other interests. I don' care to auto-card.
Remand is also quite effective for the deck, at least with a Geist version. Leaving open 2 for Remand or Rattlechains is useful, the draw factor of the card helps the consistency of the deck, and the tempo it buys is powerful when Geist has the capacity to win with two swings.
Been messing with this idea lately. The deck sure feels as if it's breaking game mechanics at times. It's really quite a tight list; every card that either doesn't protect Tallowisp/Geist, or can't be tutored for, needs to have a very good reason to be worthy of a spot. I've cut Path maindeck for this reason long ago, though I can see it be worthwhile as a 1-3 of in certain metas.
What's peoples thoughts on Spell Queller? This deck needs more good 3cmc UW spells, and they can facilitate some powerful plays, but often they simply die to removal too soon. I wonder what's stronger to play; D-Sphere, or Spell Queller; could be both are good, but I'm testing Spell Queller as a 2 of for now.
Nearly every list posted since the new set was spoiled includes between 2-4 Spell Quellers. It isn't just a great spirit, it's a great magic card in general. It, along with some of the other powerful new spirits like Mausoleum Wanderer and Selfless Spirit, is the whole reason the concept is being revisited since (for most of us) the deck was simply not good enough prior to Eldritch Moon. So I think I speak for most spirit pilots when I say our thoughts on Spell Queller are very positive.
Between the two spirits I listed above, Drogskol Captain, Rattlechains, and more Quellers, getting rid of spirits is a tall order for some decks. If he's constantly getting killed, I would say you might not be playing him optimally, or that your deck is not designed to take advantage of him.
Detention Sphere is a great magic card, but doesn't really fit this deck in my opinion. Detention sphere has no synergy with the deck other than being pitch-able to both shoals. Queller can also be pitched to both shoals, is easier to protect than D-Sphere (although as a creature it requires more protection as well), can be uncounterable with Cavern of Souls, triggers or is benefitted by other spirits (Tallowisp, Captain, Mausoleum Wanderer...) and most importantly it hits for two in the air. It can't deal with things once they're already out, but I still think Queller is better for this deck and it's not really close.
Bwaaaaaahahahahah. I'm a moron. This whole time, ever since it was first spoiled, I've thought Mausoleum Wanderer got +1/+1 COUNTERS!! I wondered why nobody else was crapping their pants over him like I was. *sigh* Still a good one drop in spirits, just not the hero I imagined. Oh well, the deck has been playing okay in the tournament practice room. I'm a little under 50/50 with it, but I'm still learning the ins and outs of the deck. I made a bonehead play vs. Living End which I'm pretty sure cost me the match.
One neat interaction was saccing a mausoleum wanderer to a random spell (think it was a sleight of hand) with a Gift of Immortality on it. With Tallowisp on the field, the wanderer triggered the tutor effect on it's return so that I could fetch a Crystallization in order to pitch it to a Disrupting Shoal later in the turn.
This interaction makes me want to play black for targeted discard so I know in advance what to tutor for, but spots are too tight in the Tallowisp version.
Also, some decks just can't deal with a resolved Geist of Saint Traft, which is a nice feeling.
I don't believe black is worth the lose in consistency with the Shoals. I believe such reveals that Gift of Immortality doesn't cut it for the deck. It's way too tight to play such. Simply triggering Tallowisp with Rattlechains, in response to a spell to tutor for whatever enchantment to exile with Disrupting Shoal is enough. Also, you can Remand a spell, to then tutor for whatever enchantment you need the turn after.
Mausoleum Wanderer is still good. It serves our gameplan particularly well.
I'm running a 2/2 split right now. I think Disrupting is more powerful, but it's also harder to use. Shining is frequently a 2 for 1 though, which negates the card disadvantage from using a shoal in the first place.
One neat interaction was saccing a mausoleum wanderer to a random spell (think it was a sleight of hand) with a Gift of Immortality on it. With Tallowisp on the field, the wanderer triggered the tutor effect on it's return so that I could fetch a Crystallization in order to pitch it to a Disrupting Shoal later in the turn.
This interaction makes me want to play black for targeted discard so I know in advance what to tutor for, but spots are too tight in the Tallowisp version.
You're misreading Tallowisp. The tutor trigger happens on a spirit spell being cast, not on a spirit entering the battlefield, so gift of immortality wouldn't let you search for another aura.
But I didn't just chime in to make that point. I've had some success with a tallowisp deck recently. Just like to throw in how much I like Pariah. I feel like it's the best option for a "removal" enchantment, especially in a deck like this that has so many fliers and cares more about tempo than keeping the board clear of blockers.
One neat interaction was saccing a mausoleum wanderer to a random spell (think it was a sleight of hand) with a Gift of Immortality on it. With Tallowisp on the field, the wanderer triggered the tutor effect on it's return so that I could fetch a Crystallization in order to pitch it to a Disrupting Shoal later in the turn.
This interaction makes me want to play black for targeted discard so I know in advance what to tutor for, but spots are too tight in the Tallowisp version.
You're misreading Tallowisp. The tutor trigger happens on a spirit spell being cast, not on a spirit entering the battlefield, so gift of immortality wouldn't let you search for another aura.
But I didn't just chime in to make that point. I've had some success with a tallowisp deck recently. Just like to throw in how much I like Pariah. I feel like it's the best option for a "removal" enchantment, especially in a deck like this that has so many fliers and cares more about tempo than keeping the board clear of blockers.
Hmmmmm, seems I was cheating a bit.
As for Pariah, it does seem interesting. 3 mana is a lot, but if we focused more on Shining Shoal than Disrupting Shoal, then it starts to look pretty sweet. Even without the focus on being hyper aggressive, this deck has impressed me with it's ability to consistently put pressure on the opponent. Shining Shoal is easier to use than Disrupting, and contributes a bit more directly to that pressure.
I feel Shining Shoal is also more conditonal. Disrupting Shoal requires a high amount of U cards; if running the playset (which I believe is optimal), we can't afford to run many white cards.
I believe this deck is strongest in a meta that has lots of bolts, to redirect with Shining Shoal. It's actually the reason why I started brewing this, as my local meta has bolts everywhere; there's lots of red aggro, and red control. Shining Shoal does much for the deck; redirects bolt to an opposing creature, redirects goblin guide damage to goblin guide, redirects bolt from tallowisp to whatever, redirects anger of the gods damage against geist to whatever, redirects blocking damage against geist towards whatever. Shining Shoal demands a signifianct amount of 3cmc + W cards. I believe Angelic Destiny and 2-3 God of the Steelhand is optimal, and I believe one can fit in something like Pariah or Prison Term main, but squeezing in both probably won't work. I'm actually running 12 Plains, as I don't have a lot of W cards I need to play; 4 Tallowisp, 1 Crystallization and 1 Temporal of Isolation on T2. 12 W is not actually enough to consinstently support WW on T4, meaning running Angelic Destiny and Prison Term creates mana inconsistencies at 12 W. Maybe Pariah is the card for that slot? Sure is interesting.
I was actually looking into running green for Rancor and Unflinching Courage I feel like green enchantments are really where its at truthfully. As well as wanting to test a 1-of Tamiyo, Field Researcher for situations where a Curiosity effect needs to do other things
Decks I have in my bag of tricks- Needless to say, someone who wants to play will probably have a deck UB/x Faeries UR Storm XURWB Affinity G Elves UW control
I've came back to this deck after a busy schedule and finally able to test a bit more. I cut down the CMC because I think it makes it better to not completely tap out all the time.
It's working pretty well and beats burn pretty consistently. I'm still debating if Geist or Drogskul is better. They both are huge bombs that win games when properly equipped, but Geist does better in that regard, but Drogskul seems to be more synergistic
I haven't been testing/playing much at all, but I figure I'll share what I've got. I feel as if building it this way is most effective, though I built it with my local metagame in mind; that is, lots of aggro, lots of bolts.
4 Mausoleum Wanderer
4 Serum Visions
1 Curiosity
3 Rattlechains
3 Remand
4 Disrupting Shoal
3 Shining Shoal
4 Tallowisp
1 Crystallization
1 Temporal Isolation
4 Geist of Saint Traft
2 Spell Queller
3 Steel of the Godhead
1 Containment Membrane
1 Prison Term
4 Mausoleum because it triggers Tallowisp, and protects him, buys time, beats down and is good for tempo; does everything this deck wants. 4 Serum Visions, because this deck has an issue with consistency, and has lots of poor draws; Serum Visions helps with this. 1 Curiosity, for a 1Ucmc to tutor for to exile with Disrupting Shoal, it's also an effective value tutor target. It can do things like prevent an opposing tarmogofy for beating down, due to enabling Tallowisp to draw a card, and just generally drawing cards is very effective for this deck, like it is for most.
3 Rattlechains, because it's not something I want to draw in multiples necessary, it's more of a support card, getting a hand full of Rattlechains is one way to draw a weak, inconsistent hand. 3 Remand, because Remand is a great way use mana/a card when one's hand is missing a piece, the drawing card part of it is critical, and buying time with it is often important at every stage of the game. I want 4, but can't easily fit it. Different metagames would call for the playset, it's a very important card for the deck, way more than the weak Mana Leak.
4 Disrupting Shoal, because it's what makes the deck broken. 3 Shining Shoal for the same reason. If I was in a meta with less bolts flinging around everywhere, I'd consider cutting down the Shining Shoal count, moving some to the side. This card makes burn particularly amusing. It can do a lot of amazing things, and has great synergy with Tallowisp and Geist and Spell Queller. Alongside Disrupting Shoal, it allows me to make powerful plays by dropping Tallowisp on T2, and being able to respond to anything my opponent does. Redirecting bolt from Tallowisp to Goblin Guide T2 is very strong. It can also do things like redirect anger of the gods away from geist, tap it for six against collonade to redirect damage to wherever, swing with geist, redirect blocking damage against geist to wherever. Very powerful, glue of the deck.
1 Crystallization. 2cmc U card, effective pasficism. Sometimes in sticky situations, I'll cast another enchantment on target creature to exile it. Temporal Isolation, because flash on this is great. Allows me to flash in Rattlechains or whatever, to tutor for it and use it on my opponent's turn.
4 Geist, crucial piece to the deck. Sticking him with a Steel of the Godhead is often gg. Very powerful card, often times the game is over 2 turns after he lands. Spell Queller is effective with the general gameplan, and has good sysnergy with Steel of the Godhead, Disrupting Shoal, Shining Shoal, Rattlechains, Remand. Wouldn't want more than 2, it's not something I want in multiples often and want to draw asap, it's a support piece. It's very useful in being 3cmc white (redirect bolts with shining shoal) and blue for disrupting shoal, helps the shoal's consistency.
3 Steel of the Godhead. Can't go lower than 3, as the card is a crucial piece to the gameplan. Lower than 3 will get into awkward situations where one can't exile them as liberally, with fear of using all the Steels in the deck. 1 Containment Membrane, the card is surprisngly powerful, helps a lot with tempo. 1 prison Term, quite a strong effective card, my local meta has an emrakruel thing going on, which this is quite strong against. Shinining Shoal for 3, also deals with creature's activated abilities, effective card.
1 Angelic Destiny. Shining shoal for 4, also powerful to throw on any creature to turn into a strong beater.
Manabase, 14 U, 13 W. I believe 20 land is optimal, which leaves 3 colourless sources. I believe 1 Tectonic Edge is required, and 1 Mutavault; Mutavault is surprinsgly good here, we're often beating down for little bits of damage here and there, and it adds up and helps. Not sure what the 3rd colourless land should be. Eiganjo Castle is strong with Geist. Don't want more than 2 Halloweds as don't want to lose time in paying life for them, especially when Seachrome Coast works great as a dual. 2 plains to protect against my plains getting ghost quartered, 2 shocks to tutor, fetches because they're very powerful, standard stuff.
I haven't tested this for months and the sideboard I'm most unsure about. It's a tight list, which means more specific hate cards are better than more flexible sideboard cards. I also note that a transformation sideboard is very feasible, could side in Drogskol Captain and friends to turn into a midrange beats deck. This deck is fragile against certain things, it's particularly weak against hand hate and edicts, but also some other cards like Voice, which could benefit from transforming, just an idea at this point.
I'm not running Path main. I believe in certain meta games, it'd be best to run some number of them, but not with mine. It's too tight of a list and it doesn't have good synergy with the Shoals, 1cmc exclusively white cards don't go well.
Cards that I believe should go in the side:
Rest in Peace
Path to Exile (if not mainboarding)
Domestication (just couldn't fit it main, very useful 4cmc target for disrupting shoal, bring it in against decks that rely on the 4cmc slot, great against scapeshift. Also surprinsgly powerful card to use to simply steal creatures. Don't think it's quite strong enough for my main/meta, would squeeze it in if I was facing more decks with higher curve)
Oppressive Rays
Kataki, War Mage
I tried it over and over and over, but either I have the game won, or it gets boinked right after. I think Queller works better with Vial lists, so you can leave mana open so you can counter, then protect it with RattleChains or Selfless. Tallowisp versions seem to want to just stay alive until you get Geist out.
Tallowisp is one of my favorite archetypes, but I almost never get a chance to play/test Modern so take whatever I say with a heavy grain of salt.
I feel like the colors you play depend heavily on how aggressive/controlling you want to be with your playstyle. If you're a more aggressive player, splash green for Rancor, Unflinching Courage, and maybe even Strangleroot Geist.
Red can be equally aggressive with things like Madcap Skils, but there are no spirits really worth running. Red is definitely the least likely splash color, but not entirely out of the question.
For control players, black can give you Dead Weight, Pillory of the Sleepless, Horobi's Whisper and similar effects, not to mention the more obvious hand-control aspect that black can bring to the table. Thief of Hope can also serve as a closer in the slower Esper lists that run heavy on Spirits and Arcane spells.
Straight UW has to be the most balanced, with the option for aggro in the form of Ethereal Armor or Unstable Mutation, or control in any number or Pacifism or Mind Control effects, depending only on which cards you choose to play. At this point there are enough options to go either way. {Last time I played this deck in a competitive environment, I actually ran a 1-of Mind Control,
TL;DR: If you want to be ready for a wide-open metagame, I would say stick with a "safe" straight-up UW list with a straightforward strategy and sideboard. If you're looking to play towards your own local metagame, or perhaps just bend the list to match a style that you just like to play more, then you can splash either green to go more aggressive or black to go more control.
I believe if one is taking a more aggro or control route that nonetheless, the deck should have some flexibility to change roles, and not be exclusively one or the other.
I believe the thing that abuses Tallowisp to the highest degree is the Shoals. The best modern shoals is disrupting shoal, and shining shoal; the black one is more limited and simply less powerful, which makes mediocre cards like Thief of Hope, none worthwhile.
I originally started brewing Tallowisp as a control deck, and messed with black. Ended up finding it none worthwhile, it offers a few cards that are questionable, even without factoring in having to splash for them. Pillory of the Sleepless is simply weaker than Prison Term, something that is rather borderline to include to begin with, and doesn't need a splash!
Thoughts on Familiar's Ruse? Too situational? I mean, if we don't have at least one spirit out, we're probably close to losing any way...seems like it plays nicely with a few of our spirits. Not sure what I'd cut to make room for it, but it seems intriguing.
Familiar's Ruse doesn't seem to fit here, as we have a lack of etb triggers. Getting extra triggers off Tallowisp wouldn't make it worthwhile. There's no real space for it in the main, and Negate is better for the side. It just doesn't work in this deck, we don't need hard-counters as much due to how aggressive we can be.
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Some tips:
Replace Drogskol with Geist, seriously. Move x Ghost-Lit Redeemer to side. They have too negative synergy with the Shoals and aren't effective in a number of matches. It's ridicolous that you're playing a playset, alongside a playset of Topplegeist. It's sloppy and weak deck building. Is ee that you're doing it for synergy with the inferior Drogskol. Don't run Dismember, you don't need it. Replace it with Temporal Isolation. If you ran Geist, your clock issuse wouldn't be as much of an issue, and you could then replace crappy cards like Mirror Mockery and Unstable Mutation with more control pieces like Crystallization, Temporal Isolation and Curioisity. You don't run enough support for Glacial Fortress. You run too much dual lands. The manabase needs to be replaced. If you're Drogskol, I believe you should probably run some utility lands like Moorland Haunt and Mutavault.
Honestly, no wonder why you're not having success; your list seems to suck. Also run Serum Visions.
I have tried Geist. If I was playing my deck ago, I would gladly use Geist. The problem with Geist's build is that all you have is Geist. Spirits in general are pretty bad creatures. In this super low CMC build, it's better to NOT run geist. And yes, you're right, I should put in Mutavault. I was also the first to suggest Curiosity and Steel of the Godhead. The problem with Curiousity is that I tended to pitch it away to Disrupting Shoal instead of ever using the damn thing. And yes, Steel with Geist is very strong, and beats burn. I already know that. I already told everyone that it's either GoST or Drogskul, only one or the other in the other U/W spirit thread after testing with friends. They use Drogskul, this deck uses Geist.
The reason you don't run Temporal Isolation is that it's just not that good in game 1, believe me I tried it, there is rarely any place I would want to grab temporal, and still have the mana to flash it in. Curse of Chains is much better as well, since you can target mana dorks and other utility creatures instead of just big guys that swing. Spirit Mantle or Hyena Umbra is much better for the Main. Temporal and Crystalization are great in the side. And mirror mockery is good for 3 creatures. Selfless Spirit, Topplegeist, and Mausoleum Wanderer. If you don't run all three, then by all means, don't use it.
I didn't like Serum Visions. I would much rather run Gitaxian Probe instead if I wanted a cantrip. I've tried it, Vision tends to get in the way. I personally fell the need for dual lands when I went with GoST. That said, it's probably better to run more Seachrome.
If you want my classic list that I've first built weeks ago when Queller was spoiled, and it does work, I wasn't happy with it, but it does work.
4 Flooded Strand
1 Arid Mesa
1 Misty Rainforest
2 Island
2 Plains
2 Seachrome Coast
2 Glacial Fortress
2 Ghost Quarter
4 Tallowisp
4 Mausoleum Wanderer
4 Rattlechains
4 Geist of Saint Traft
2 Spell Queller
2 Topplegeist
2 Vapor Snag
2 Spell Snare
1 Spell Pierce
4 Disrupting Shoal
2 Shining Shoal
2 Steel of the Godhead
1 Angelic Destiny
1 Oppressive Rays
1 Spirit Mantle
2 Kataki War's Wage
2 Stony Silence
2 Rest in Peace
1 Dispel
1 Celestial Purge
2 Pithing Needle
2 Detention Sphere
1 Spell Pierce
2 Azorius Herald
If I were to build it again, I would change Vapor Snag to Dismember or Remand. Mana Leak is also a strong. The problem with this deck, is that if you don't get Geist out, you're going to be chump blocking every day.
Modern Tallowisp Spirits - A Modern Tallowisp Deck UW
Eldrazi Ninjas - Summoning Octopus Jutsu YYYYAAAHHHH!
STANDARD
Naban Wizards
Value Ghost Town with tribal synergy feels like a better strategy for me honestly. It doesn't have the oomph that geist might have, but proper play and virtual card advantage can win you games with flying creatures. I think drogskol captain's inclusion forces an opponent to waste removal on the captain itself before they can 2-for-1 you with the enchantment plays aswell, so I see some angles, just unsure how they are to be fleshed out.
UB/x Faeries
UR Storm
XURWB Affinity
G Elves
UW control
Dude. Until your willing to post your list so we can have a civilized discussion about it's merits or lack thereof, you should probably dial it back a little bit. I promise you that nobody is scouring the deck-creation forum at MTGSalvation for your posts so they can steal your awesome new tech. And even if they were, they could probably piece most of it together based on the cards and cuts you're suggesting. As well as the fact that you've directed people to a site where there is a list using "mostly identical cards." As far as I can tell, between this thread and the UW spirits thread, you're not doing anything notably different than what's already been discussed.
You haven't tested with Mausoleum Wanderer. This is enough to make everything you're posting questionable. If some form of spirits becomes competitive, I suspect this card will be more responsible than any other. It's amazing in "testing" so far. Incidentally, it's also one of the reason that Underused Cards was leaning on Ghost-lit Redeemer and Topplegeist. Not saying it's the way to go, but he's experimenting with different combinations, which at this point is a good thing. With the cards not even for sale yet, I doubt you've created the optimal list already. Experimentation should be applauded, we're not at the point where the deck is on the cusp of greatness and we simply debate a couple flex-spots. The deck is nothing right now.
Also, you have over 600 posts here. Learn how to auto-card, man! I have no idea what Prison Term, or Containment Membrane do (though I will in a second, thanks to the magical power of the auto-card button).
@Underused Cards -
I don't think Mirror Mockery works with GoST to get two angel tokens. By the time it triggers, you've already declared attacks. The other GoST doesn't get to swing, and therefore you get no additional angel token.
eist and God of Steel are hardly one trick ponies. I feel that one would need to actually test such to observe how incredible they are. They pitched to the Shoals, which is also quite important.
What is "value ghost town"?
I honestly don't care what I should do. Someone said that they thought this deck wasn't tier-1 and was close to giving up; a feeling I'm sympathetic towards, so I spent some time of my busy day to blurp out my thoughts. I won't post here again if it's not wanted. I haven't tested with the new card, because I haven't tested since the new set, because I have other interests. I don' care to auto-card.
Remand is also quite effective for the deck, at least with a Geist version. Leaving open 2 for Remand or Rattlechains is useful, the draw factor of the card helps the consistency of the deck, and the tempo it buys is powerful when Geist has the capacity to win with two swings.
What's peoples thoughts on Spell Queller? This deck needs more good 3cmc UW spells, and they can facilitate some powerful plays, but often they simply die to removal too soon. I wonder what's stronger to play; D-Sphere, or Spell Queller; could be both are good, but I'm testing Spell Queller as a 2 of for now.
Between the two spirits I listed above, Drogskol Captain, Rattlechains, and more Quellers, getting rid of spirits is a tall order for some decks. If he's constantly getting killed, I would say you might not be playing him optimally, or that your deck is not designed to take advantage of him.
Detention Sphere is a great magic card, but doesn't really fit this deck in my opinion. Detention sphere has no synergy with the deck other than being pitch-able to both shoals. Queller can also be pitched to both shoals, is easier to protect than D-Sphere (although as a creature it requires more protection as well), can be uncounterable with Cavern of Souls, triggers or is benefitted by other spirits (Tallowisp, Captain, Mausoleum Wanderer...) and most importantly it hits for two in the air. It can't deal with things once they're already out, but I still think Queller is better for this deck and it's not really close.
One neat interaction was saccing a mausoleum wanderer to a random spell (think it was a sleight of hand) with a Gift of Immortality on it. With Tallowisp on the field, the wanderer triggered the tutor effect on it's return so that I could fetch a Crystallization in order to pitch it to a Disrupting Shoal later in the turn.
This interaction makes me want to play black for targeted discard so I know in advance what to tutor for, but spots are too tight in the Tallowisp version.
Also, some decks just can't deal with a resolved Geist of Saint Traft, which is a nice feeling.
Mausoleum Wanderer is still good. It serves our gameplan particularly well.
If you're running Selfless Spirit, does that mean you're not running both Shoals?
You're misreading Tallowisp. The tutor trigger happens on a spirit spell being cast, not on a spirit entering the battlefield, so gift of immortality wouldn't let you search for another aura.
But I didn't just chime in to make that point. I've had some success with a tallowisp deck recently. Just like to throw in how much I like Pariah. I feel like it's the best option for a "removal" enchantment, especially in a deck like this that has so many fliers and cares more about tempo than keeping the board clear of blockers.
Hmmmmm, seems I was cheating a bit.
As for Pariah, it does seem interesting. 3 mana is a lot, but if we focused more on Shining Shoal than Disrupting Shoal, then it starts to look pretty sweet. Even without the focus on being hyper aggressive, this deck has impressed me with it's ability to consistently put pressure on the opponent. Shining Shoal is easier to use than Disrupting, and contributes a bit more directly to that pressure.
I believe this deck is strongest in a meta that has lots of bolts, to redirect with Shining Shoal. It's actually the reason why I started brewing this, as my local meta has bolts everywhere; there's lots of red aggro, and red control. Shining Shoal does much for the deck; redirects bolt to an opposing creature, redirects goblin guide damage to goblin guide, redirects bolt from tallowisp to whatever, redirects anger of the gods damage against geist to whatever, redirects blocking damage against geist towards whatever. Shining Shoal demands a signifianct amount of 3cmc + W cards. I believe Angelic Destiny and 2-3 God of the Steelhand is optimal, and I believe one can fit in something like Pariah or Prison Term main, but squeezing in both probably won't work. I'm actually running 12 Plains, as I don't have a lot of W cards I need to play; 4 Tallowisp, 1 Crystallization and 1 Temporal of Isolation on T2. 12 W is not actually enough to consinstently support WW on T4, meaning running Angelic Destiny and Prison Term creates mana inconsistencies at 12 W. Maybe Pariah is the card for that slot? Sure is interesting.
4 Geist of Saint Traft
4 Mausoleum Wanderer
4 Tallowisp
4 Rattlechains
1 Tamiyo, Field Researcher
1 Steel of the Godhead
1 Unflinching Courage
1 Spirit Mantle
1 Temporal Isolation
1 Rancor
1 Hyena Umbra
1 Ojutai's Command
1 Dismember
2 Mana Leak
4 Path to Exile
2 Dromoka's Command
4 Flooded Strand
2 Hallowed Fountain
1 Temple Garden
1 Breeding Pool
2 Stirring Wildwood
2 Seachrome Coast
2 Razorverge Thicket
1 Mistveil Plains
1 Moorland Haunt
1 Glacial Fortress
1 Sunpetal Grove
3 Island
2 Plains
UB/x Faeries
UR Storm
XURWB Affinity
G Elves
UW control
4 Kami of False Hope
4 Tallowisp
4 Rattlechains
3 Geist of Saint Traft
2 Selfless Spirit
4 Path to Exile
1 Vapor Snag
1 Weight of Conscience
1 Steel of the Godhead
1 Angelic Destiny
1 Gift of Immortality
4 Shining Shoal
2 Disrupting Shoal
4 Hallowed Fountain
2 Plains
2 Island
4 Seachrome coast
1 Moorland Haunt
2 Mistviel Plains
3 Ghost Quarter
2 Kataki, War's Wage
1 Stony Silence
2 Mana Leak
2 Spell Pierce
1 Rest in Peace
3 Supreme Verdict
2 Detention Sphere
2 Disrupting Shoal
It's working pretty well and beats burn pretty consistently. I'm still debating if Geist or Drogskul is better. They both are huge bombs that win games when properly equipped, but Geist does better in that regard, but Drogskul seems to be more synergistic
Modern Tallowisp Spirits - A Modern Tallowisp Deck UW
Eldrazi Ninjas - Summoning Octopus Jutsu YYYYAAAHHHH!
STANDARD
Naban Wizards
4 Mausoleum Wanderer
4 Serum Visions
1 Curiosity
3 Rattlechains
3 Remand
4 Disrupting Shoal
3 Shining Shoal
4 Tallowisp
1 Crystallization
1 Temporal Isolation
4 Geist of Saint Traft
2 Spell Queller
3 Steel of the Godhead
1 Containment Membrane
1 Prison Term
1 Angelic Destiny
4 Flooded Strand
2 Plains
4 Island
2 Hallowed Fountain
1 Eiganjo Castle
4 Seachrome Coast
2 Tectonic Edge
1 Mutavault
4 Mausoleum because it triggers Tallowisp, and protects him, buys time, beats down and is good for tempo; does everything this deck wants. 4 Serum Visions, because this deck has an issue with consistency, and has lots of poor draws; Serum Visions helps with this. 1 Curiosity, for a 1Ucmc to tutor for to exile with Disrupting Shoal, it's also an effective value tutor target. It can do things like prevent an opposing tarmogofy for beating down, due to enabling Tallowisp to draw a card, and just generally drawing cards is very effective for this deck, like it is for most.
3 Rattlechains, because it's not something I want to draw in multiples necessary, it's more of a support card, getting a hand full of Rattlechains is one way to draw a weak, inconsistent hand. 3 Remand, because Remand is a great way use mana/a card when one's hand is missing a piece, the drawing card part of it is critical, and buying time with it is often important at every stage of the game. I want 4, but can't easily fit it. Different metagames would call for the playset, it's a very important card for the deck, way more than the weak Mana Leak.
4 Disrupting Shoal, because it's what makes the deck broken. 3 Shining Shoal for the same reason. If I was in a meta with less bolts flinging around everywhere, I'd consider cutting down the Shining Shoal count, moving some to the side. This card makes burn particularly amusing. It can do a lot of amazing things, and has great synergy with Tallowisp and Geist and Spell Queller. Alongside Disrupting Shoal, it allows me to make powerful plays by dropping Tallowisp on T2, and being able to respond to anything my opponent does. Redirecting bolt from Tallowisp to Goblin Guide T2 is very strong. It can also do things like redirect anger of the gods away from geist, tap it for six against collonade to redirect damage to wherever, swing with geist, redirect blocking damage against geist to wherever. Very powerful, glue of the deck.
1 Crystallization. 2cmc U card, effective pasficism. Sometimes in sticky situations, I'll cast another enchantment on target creature to exile it. Temporal Isolation, because flash on this is great. Allows me to flash in Rattlechains or whatever, to tutor for it and use it on my opponent's turn.
4 Geist, crucial piece to the deck. Sticking him with a Steel of the Godhead is often gg. Very powerful card, often times the game is over 2 turns after he lands. Spell Queller is effective with the general gameplan, and has good sysnergy with Steel of the Godhead, Disrupting Shoal, Shining Shoal, Rattlechains, Remand. Wouldn't want more than 2, it's not something I want in multiples often and want to draw asap, it's a support piece. It's very useful in being 3cmc white (redirect bolts with shining shoal) and blue for disrupting shoal, helps the shoal's consistency.
3 Steel of the Godhead. Can't go lower than 3, as the card is a crucial piece to the gameplan. Lower than 3 will get into awkward situations where one can't exile them as liberally, with fear of using all the Steels in the deck. 1 Containment Membrane, the card is surprisngly powerful, helps a lot with tempo. 1 prison Term, quite a strong effective card, my local meta has an emrakruel thing going on, which this is quite strong against. Shinining Shoal for 3, also deals with creature's activated abilities, effective card.
1 Angelic Destiny. Shining shoal for 4, also powerful to throw on any creature to turn into a strong beater.
Manabase, 14 U, 13 W. I believe 20 land is optimal, which leaves 3 colourless sources. I believe 1 Tectonic Edge is required, and 1 Mutavault; Mutavault is surprinsgly good here, we're often beating down for little bits of damage here and there, and it adds up and helps. Not sure what the 3rd colourless land should be. Eiganjo Castle is strong with Geist. Don't want more than 2 Halloweds as don't want to lose time in paying life for them, especially when Seachrome Coast works great as a dual. 2 plains to protect against my plains getting ghost quartered, 2 shocks to tutor, fetches because they're very powerful, standard stuff.
I haven't tested this for months and the sideboard I'm most unsure about. It's a tight list, which means more specific hate cards are better than more flexible sideboard cards. I also note that a transformation sideboard is very feasible, could side in Drogskol Captain and friends to turn into a midrange beats deck. This deck is fragile against certain things, it's particularly weak against hand hate and edicts, but also some other cards like Voice, which could benefit from transforming, just an idea at this point.
I'm not running Path main. I believe in certain meta games, it'd be best to run some number of them, but not with mine. It's too tight of a list and it doesn't have good synergy with the Shoals, 1cmc exclusively white cards don't go well.
Cards that I believe should go in the side:
Rest in Peace
Path to Exile (if not mainboarding)
Domestication (just couldn't fit it main, very useful 4cmc target for disrupting shoal, bring it in against decks that rely on the 4cmc slot, great against scapeshift. Also surprinsgly powerful card to use to simply steal creatures. Don't think it's quite strong enough for my main/meta, would squeeze it in if I was facing more decks with higher curve)
Oppressive Rays
Kataki, War Mage
I tried it over and over and over, but either I have the game won, or it gets boinked right after. I think Queller works better with Vial lists, so you can leave mana open so you can counter, then protect it with RattleChains or Selfless. Tallowisp versions seem to want to just stay alive until you get Geist out.
Modern Tallowisp Spirits - A Modern Tallowisp Deck UW
Eldrazi Ninjas - Summoning Octopus Jutsu YYYYAAAHHHH!
STANDARD
Naban Wizards
I feel like the colors you play depend heavily on how aggressive/controlling you want to be with your playstyle. If you're a more aggressive player, splash green for Rancor, Unflinching Courage, and maybe even Strangleroot Geist.
Red can be equally aggressive with things like Madcap Skils, but there are no spirits really worth running. Red is definitely the least likely splash color, but not entirely out of the question.
For control players, black can give you Dead Weight, Pillory of the Sleepless, Horobi's Whisper and similar effects, not to mention the more obvious hand-control aspect that black can bring to the table. Thief of Hope can also serve as a closer in the slower Esper lists that run heavy on Spirits and Arcane spells.
Straight UW has to be the most balanced, with the option for aggro in the form of Ethereal Armor or Unstable Mutation, or control in any number or Pacifism or Mind Control effects, depending only on which cards you choose to play. At this point there are enough options to go either way. {Last time I played this deck in a competitive environment, I actually ran a 1-of Mind Control,
TL;DR: If you want to be ready for a wide-open metagame, I would say stick with a "safe" straight-up UW list with a straightforward strategy and sideboard. If you're looking to play towards your own local metagame, or perhaps just bend the list to match a style that you just like to play more, then you can splash either green to go more aggressive or black to go more control.
I believe the thing that abuses Tallowisp to the highest degree is the Shoals. The best modern shoals is disrupting shoal, and shining shoal; the black one is more limited and simply less powerful, which makes mediocre cards like Thief of Hope, none worthwhile.
I originally started brewing Tallowisp as a control deck, and messed with black. Ended up finding it none worthwhile, it offers a few cards that are questionable, even without factoring in having to splash for them. Pillory of the Sleepless is simply weaker than Prison Term, something that is rather borderline to include to begin with, and doesn't need a splash!