I was playing U/W resto angel control and was beating everything except for Lingering souls jund. This caused me to think about playing spirits in Modern. Here is the list I have so far. Any ideas/comments would be helpful. I want to play this at GP toronto unless anything better comes along or this turns out to be trash.
Notes on the deck.
1) A turn 2 Tallowisp can fetch an angelic destiny off a turn 3 drogskol or geist of st traft which presents a decent clock that is hard to disrupt. (A turn 5 kill off of geist.)
2) Being able to tutor up Threads and disfigures vs goyfs and confidants
or detainment spell versus splinter twin are strong plays.
3) Lingering souls wins attrition wars and Drogskol plus image allows you to win lingering souls wars.
4) 2 snaps should be enough to let you replay your removal or hand disruption enough to disrupt what ever deck your against game one.
I want to fit in moorland haunt in the main deck but I'm afraid to have too many colourless lands and I want to keep the ghost quarters.
Does anyone think this could be a viable deck? Is it too slow? What crushes a deck like this?
Thoughts please
Thanks
P.S. The sideboard would look similair to a U/W angel control Sideboard. Stoney Silence Relic of Progenitus etc.
3 Cavern of Souls
2 Glacial Fortress
3 Hallowed Fountain
1 Island
4 Marsh Flats
2 Plains
2 Ghost Quarter
3 Seachrome Coast
1 Swamp
2 Watery Grave
4 Tallowisp
4 Geist of St traft
4 Drogskol Captain
3 Phantasmal Image
2 Snapcaster Mage
1 Sun titan
18 Creatures
4 Lingering Souls
4 Path to Exile
3 Thoughtseize
1 Dismember
1 Angelic Destiny
1 Detainment Spell
1 Disfigure
2 Threads of Disloyalty
Notes on the deck.
1) A turn 2 Tallowisp can fetch an angelic destiny off a turn 3 drogskol or geist of st traft which presents a decent clock that is hard to disrupt. (A turn 5 kill off of geist.)
2) Being able to tutor up Threads and disfigures vs goyfs and confidants
or detainment spell versus splinter twin are strong plays.
3) Lingering souls wins attrition wars and Drogskol plus image allows you to win lingering souls wars.
4) 2 snaps should be enough to let you replay your removal or hand disruption enough to disrupt what ever deck your against game one.
I want to fit in moorland haunt in the main deck but I'm afraid to have too many colourless lands and I want to keep the ghost quarters.
Does anyone think this could be a viable deck? Is it too slow? What crushes a deck like this?
Thoughts please
Thanks
P.S. The sideboard would look similair to a U/W angel control Sideboard. Stoney Silence Relic of Progenitus etc.