I have been in a tribal mood, and wanted to play with the new Geist of Saint Traft as a voltron commander. What I ended up throwing together so far was this:
Teferi's Veil - I continue to grow in appreciation for this card, on the attack it allows my creatures to avoid all but instant speed removal. Divine Reckoning - I am interested in testing this card out, I think with the voltron theme of the deck it will work out.
On the Chopping Block
Mirror Entity - Without several token producers I am not sure if he fills a valid role. Spectral Guardian - Being a creature and so vunerable to removal himself, I am not sure what type of protection he will give.
I considered a build more focused on arcanes, but there just didn't seem enough support, same for the overcosted soulshift. Would love to get further ideas before I get my Innistrad stuff and start to build this.
Sundial has been awesome for me; you will always attack with saint of geist and making your 4/4 flying angels stay around is never a bad thing. Sundial also works well with blink effects like otherworldly journey, which can protect your general and allow you to keep the token. Blink effects which can target your opponents creatures and gilded drake can allow you to quickly take control of all creatures on the board.
Oblation is versatile as an draw 2 for 2W or as removal, similar to vanish into memory which can draw you four for four mana as well (if you manage to keep the token you can even draw at instant speed). Vanish into memory also works well with clique and snapcaster mage if you use it during your opponents end step.
I have also liked tallowisp so far, although it might be too cute. But being able to find angelic destiny, steel of the godhead, unquestioned authority, treachery and prison term has been pretty good for me. Adaptive automaton could be good in using the tribal synergies. Kira is very good but bad if you want to equip use an aura on your creatures as they will have to have been targeted before in the turn. I'm not sure how much of a drawback this is as protecting the rest of your team is quite good.
Sundial of the Infinite is great, it will work like a second Teferi's Veil for me. I also like the addition of the Adaptive Automaton. Looking over the list I want to try out Spectral Guardian due to all of the equiptment.
I had played around with a Tallowisp/Sovereigns of Lost Alara build with enchantments, but ultimately I liked the equiptment more. I already have a Uril, the Mistwalker deck built at the moment, and the enchant theme would just feel like a copy of that.
I am thinking that using Kira, Great Glass-Spinner in the equiptment based deck, while annoying, wont be too bad because I can just repay the equip cost.
I went with the two counterspell tucks (plus Hallowed Burial) rather than Oblation/Spin Into Myth mostly as a meta choice. My Uril deck gets passed around in alot of games we play out here.
On the subject of Teferi's Veil, if you're using it because you think you can keep the tokens, you're mistaken. From the CR:
702.24k Phased-out tokens cease to exist as a state-based action. See rule 704.5d
Sundial does work, however, if you end the turn in response to the End of Combat trigger firing. And the Veil does blank sorcery speed removal against your attackers, as mentioned.
That aside, I'm working on a GoST list as well, so thanks for posting, it's great to see someone else's take on this guy.
Whoops, yes, I did think the Veil would help keep the tokens. I still am going to go with the card as a solid removal protection when on the attack, but I am a little sad it doesnt help with the Angels.
I liked the idea of GoST as soon as I saw him, and my wife insisted I make a deck with Angel of Flight Alabaster in it (She will get hers in a Kaalia variant). I remebered a spot from CommanderCast on Celestial Kirin and wanted to see if a W/U spirit deck would work.
Now that I've gotten Innistrad and began playing the deck, I felt I needed more of a toolbox at the table. without changing the creature base too dramatically, I fit in some more removal. I also added a bit more tuck, not specifically for annoying generals, but for some added threat. I also Moved my Maze of Ith around to get a full run of 4 defensive lands.
Considering you are kind of going all voltron with equipment on Geist, why not add Kemba to the deck? She can get pretty out of hand with a few swords...
In fact I would probably rather have her than that unblockable 2/1 spirit.
Current Version
1 Geist of Saint Traft
Creatures 25
1 Mindshrieker
1 Stoneforge Mystic
1 Azorius Herald
1 Sky Spirit
1 Mirror Entity
1 Hunted Phantasm
1 Drift of Phantasms
1 Nikko-Onna
1 Phyrexian Metamorph
1 Clone
1 Tradewind Rider
1 Celestial Kirin
1 Spectral Guardian
1 Angel of Flight Alabaster
1 Stonehewer Giant
1 Karmic Guide
1 Body Double
1 Godhead of Awe
1 Hikari, Twilight Guardian
1 Sun Titan
1 Spirit of the Hearth
1 Yosei, the Morning Star
1 Keiga, the Tide Star
1 Eternal Dragon
1 Myojin of Cleansing Fire
Planeswalkers 1
1 Tezzeret the Seeker
Enchantments 2
1 Teferi's Veil
1 Angelic Destiny
1 Umezawa's Jitte
1 Nim Deathmantle
1 Loxodon Warhammer
1 Sword of Feast and Famine
1 Sword of Fire and Ice
1 Sword of Light and Shadow
1 Sword of Vengeance
1 Batterskull
Artifacts 7
1 Tormod's Crypt
1 Sol Ring
1 Sensei's Divining Top
1 Sundial of the Infinite
1 Armillary Sphere
1 Oblivion Stone
1 Crucible of Worlds
Spells 19
1 Condemn
1 Mystical Tutor
1 Enlightened Tutor
1 Honor the Fallen
1 Terashi's Grasp
1 Hinder
1 Spell Crumple
1 Crib Swap
1 Capsize
1 Oblation
1 Divine Reckoning
1 Wrath of God
1 Fact or Fiction
1 Cryptic Command
1 Hallowed Burial
1 Spin into Myth
1 Rout
1 Force of Will
1 Austere Command
1 Maze of Ith
1 Flood Plain
1 Flooded Strand
1 Strip Mine
1 Wasteland
1 Emeria, the Sky Ruin
1 Mistveil Plains
1 Tolaria West
1 Minamo, School at Water's Edge
1 Mystic Gate
1 Hallowed Fountain
1 Celestial Colonnade
1 Tundra
1 Skycloud Expanse
1 Kor Haven
1 Prahv, Spires of Order
1 Academy Ruins
1 Mystifying Maze
1 Winding Canyon
1 Buried Ruin
1 Command Tower
7 Island
9 Plains
Original Deck
1 Geist of Saint Traft
Creatures
1 Mindshrieker
1 Kami of Ancient Law
1 Stoneforge Mystic
1 Azorius Herald
1 Sky Spirit
1 Twilight Drover
1 Kira, Great Glass-Spinner
1 Hunted Phantasm
1 Trinket Mage
1 Drift of Phantasms
1 Nikko-Onna
1 Mirror Entity
1 Tradewind Rider
1 Celestial Kirin
1 Angel of Flight Alabaster
1 Stonehewer Giant
1 Karmic Guide
1 Godhead of Awe
1 Hikari, Twilight Guardian
1 Sun Titan
1 Yosei, the Morning Star
1 Keiga, the Tide Star
1 Eternal Dragon
1 Myojin of Cleansing Fire
Planeswalkers
1 Venser, the Sojourner
1 Tezzeret the Seeker
Enchantments
1 Teferi's Veil
1 Land Tax
1 Skullclamp
1 Basilisk Collar
1 Umezawa's Jitte
1 Nim Deathmantle
1 Swiftfoot Boots
1 Champion's Helm
1 Loxodon Warhammer
1 Sword of Feast and Famine
1 Sword of Fire and Ice
1 Sword of Light and Shadow
Artifacts
1 Tormod's Crypt
1 Sol Ring
1 Sensei's Divining Top
1 Oblivion Stone
1 Mimic Vat
1 Crucible of Worlds
Arcane Spells
1 Peer Through Depths
1 Otherworldly Journey
1 Terashi's Grasp
1 Reweave
1 Shining Shoal
1 Disrupting Shoal
Spells
1 Austere Command
1 Hallowed Burial
1 Enlightened Tutor
1 Divine Reckoning
1 Crib Swap
1 Rout
1 Fact or Fiction
1 Rite of Replication
1 Force of Will
1 Hinder
1 Spell Crumple
1 Cryptic Command
1 Emeria, the Sky Ruin
1 Mistveil Plains
1 Tolaria West
1 Minamo, School at Water's Edge
1 Mystic Gate
1 Hallowed Fountain
1 Celestial Colonnade
1 Flooded Strand
1 Tundra
1 Flood Plain
1 Skycloud Expanse
1 Calciform Pools
1 Springjack Pasture
1 Strip Mine
1 Kor Haven
1 Prahv, Spires of Order
1 Academy Ruins
1 Wasteland
1 Vesuva
8 Island
10 Plains
Combos
Angel of Flight Alabaster+any of the spirit cards (including Crib Swap) provides a decent recursion engine.
Several of the Kamigawa spirits (Celestial Kirin,Nikko-Onna, etc.) have interation with the various spirit/arcane spells in the deck.
Single Card Decisions
Divine Reckoning - I am interested in testing this card out, I think with the voltron theme of the deck it will work out.
On the Chopping Block
Spectral Guardian - Being a creature and so vunerable to removal himself, I am not sure what type of protection he will give.
Oblation is versatile as an draw 2 for 2W or as removal, similar to vanish into memory which can draw you four for four mana as well (if you manage to keep the token you can even draw at instant speed). Vanish into memory also works well with clique and snapcaster mage if you use it during your opponents end step.
I have also liked tallowisp so far, although it might be too cute. But being able to find angelic destiny, steel of the godhead, unquestioned authority, treachery and prison term has been pretty good for me. Adaptive automaton could be good in using the tribal synergies. Kira is very good but bad if you want to equip use an aura on your creatures as they will have to have been targeted before in the turn. I'm not sure how much of a drawback this is as protecting the rest of your team is quite good.
BRWC Mardu Shops - Tymna and Akiri Artifacts BRWC
I had played around with a Tallowisp/Sovereigns of Lost Alara build with enchantments, but ultimately I liked the equiptment more. I already have a Uril, the Mistwalker deck built at the moment, and the enchant theme would just feel like a copy of that.
I am thinking that using Kira, Great Glass-Spinner in the equiptment based deck, while annoying, wont be too bad because I can just repay the equip cost.
I went with the two counterspell tucks (plus Hallowed Burial) rather than Oblation/Spin Into Myth mostly as a meta choice. My Uril deck gets passed around in alot of games we play out here.
Sundial does work, however, if you end the turn in response to the End of Combat trigger firing. And the Veil does blank sorcery speed removal against your attackers, as mentioned.
That aside, I'm working on a GoST list as well, so thanks for posting, it's great to see someone else's take on this guy.
I liked the idea of GoST as soon as I saw him, and my wife insisted I make a deck with Angel of Flight Alabaster in it (She will get hers in a Kaalia variant). I remebered a spot from CommanderCast on Celestial Kirin and wanted to see if a W/U spirit deck would work.
Highligh Changes
Writ of Passage? Probably too gimmicky, and anti-synergy with the equipment.
Vanishing is another way to phase out Traft to protect him.
Also, no Steel of the Godhead? I thought that was, like, mandatory when running Traft.
R Citizen Cane (Feldon of the Third Path)
In fact I would probably rather have her than that unblockable 2/1 spirit.
BBB Drana, Kalastria Bloodchief BBB
GBW Ghave, Guru of Spores WBG
BUG Damia, Sage of Stone GUB
WBR Kaalia of the Vast RBW
UBU Sexy Wrexy BUB
RUG Riku of Two Reflections GUR
GGG Sasaya, Orochi Ascendant GGG