After learning of the "blink" sub-theme, I immediately became intrigued. I researched for hours, one night, trying to decide upon the best legendary creature to use for such a deck. Unfortunately, I wasn't able to find a creature that enabled the theme, but I slowly started building a template of cards to use anyways, should an appropriate Commander be found. I floated between several different combinations of colours, but it wasn't until Geist was released that I made my final decision.
It's true that Geist of Saint Traft doesn't necessarily enable a blink theme, but he is a wonderful target for it. Swing in, get a token, blink him out before end of combat. Congratulations, you get to keep your token.
But honestly, it wasn't blink that inspired me to make this deck. In fact, including the blink sub-theme was just an afterthought. A synergistic, and control-oriented afterthought to balance the linear and aggressive tactic of which originally motivated me to build this deck. I'm talking, of course, about Voltron Geist.
The deck started with a Voltron theme. But I became lost. I've never really like aggro-style decks, especially in a multiplayer game. It just seems like you're forced to go after one person, and if you blow your load too quickly, you're left exhausted as your remaining opponents pick you apart. That's when I remembered my love for blinking. So I decided to combine the two.
The strategy of the deck is to control the game however possible, allowing your opponents to hurt each other (and hopefully avoid you). This is accomplished with Prison and Propaganda, as well as the blink suite. And a little removal on the side. Then, when everyone is low enough, or their resources are scarce, I can suit up and strike! Stonehewer and Stoneforge provide the equipment tutoring, while Enlightened Tutor and Drift of Phantasms can help get the enchantments. With a combination of either, I shouldn't have any trouble reaching a 2-turn clock.
This is just the first draft of the deck. I'm looking for some serious suggestions with this one. I already know I want to add in Maze of Ith, but I doubt I'll be able to find one. If only it's cousin, Mystifying Maze, just said "target creature", it would make an excellent addition. If there is anything else that could be tweaked, I'm open to suggestions. I'm not used to playing this style of deck, so I completely admit that it may be shaky.
Sundial of the infinite and vanish into memory have nice interactions with geist, while also favorably interacting with a lot of other UW cards.
Capsize is another good reusable 'blink' effect. Parallax wave /tide are two of the best permanents to blink. Tallowisp is cool if you want to add in an aura/spirit theme.
I had forgotten about Sundial, but I don't think I want to run it. It just seems like it would support keeping the tokens from Geist, and I'm not worried about that all. The Geist tokens are just a bonus for my deck. If I can keep them, great, but I don't want to designate a spot just to enable that. If there are other uses for Sundial that I'm not seeing, please feel free to elaborate.
Vanish seems like a nice choice, though I'm not sure if I like the discard clause. I've only tested my current list once, so I want to get a few more games in before I make any definite changes. I'll add this to the "testing" list.
I don't like Capsize, so I won't run it. It's just one of those cards that I don't like. I'm sure you know the feeling.
The Parallax's are interesting, but might be a little too degenerate for my group. We don't like land dep, so Tide is definitely out, but Wave might be a nice addition. It can certainly help clear the field when I decide to go for the kill!
I don't think I run enough Spirits to make use of Tallowisp though. I had thought of using Sovereigns of Lost Alara for the same reason, but I only run 4 beneficial Auras, so I figured it wouldn't help me enough.
This also interacts with Sundial in that Sundial turns it into a permanent exile of non-land permanents for an opponent.
Sundial can still be useful even if you weren't using Traft. It basically allows you to stop anything on your turn. Combat suddenly not in your favor? End the turn. Someone plays and instant you really don't want to have happen? End the turn.
It also stops all those "At the end of your turn I..." plays, as you can respond by ending your turn and costing them their spell/ability.
I thought about including Disappearance, but I would never use it on myself, and I haven't seen any need to use it on an opponent yet either. Usually by the time I go in for the kill, everyone's forces/resources have been depleted, so exiling all (if any) of them seems like overkill.
Having other interactions with Sundial makes it a bit more appetizing. I'll try it out next time I make changes.
Blinking Geist doesn't work like you think it does; you still lose his angel at the end of combat if he's not on the field. When he swings, there are actually two abilities. The first is the triggered ability that creates the angel, and the second is a delayed trigger that gets rid of the angel. To keep the angel, you need something like the previously discussed Sundial.
The reason Vanish into Memory is good here is the angel. Because tokens are destroyed when they leave play, Vanish is just a 4 CMC draw 4 if you aim it at the angel.
Other miscellaneous suggestions: Reconnaissance protects Geist when you just want to hit with the angel, and gives all of your creatures pseudo-vigilance. Dolmen Gate is another way to swing freely with Geist, though it's worse than just giving him evasion or some other form of protection. Vanishing won't help you blink anything, but it's arguably the best defensive card for a single creature in the game. It can also help you get in free swings with Geist's angel without risking Geist.
Hmm... I've been going about that all wrong then. I thought that as long Geist wasn't on the battlefield by the end of combat, the effect wouldn't trigger.
I had ignored the advantage of using Vanish on a token. My mind was intent on blinking Geist, so I graded the card lower than it should be. It's still a card to be tested, but it, along with Sundial, are quickly gaining my attention.
Also something else to think about with Sudden Disappearance; if you use it on an opponent with auras, when their permanents all come back at the same time their auras won't be able to go on their own creatures. That means they'll have to attach them to other player's creatures.
are really bad...there is always LD in EDH so when they can get you trying to play lands with storage counters or bounce land they can usually get a 2 for 1 out of land destruction...
also running counter spells are great even just the two Hinder, Spell Crumple are some of the best for generals.
Some Equipment that i have found make Geist wonderful is Darksteel Plate for wrath effects No-Dachi for first strike Ring of Thune gives Geist 1/1 counters and gives him vigilance Sword of Vengeance what does this not do??
1. First Strike
2. Vigilance
3. Trample
4. Haste
are really bad...there is always LD in EDH so when they can get you trying to play lands with storage counters or bounce land they can usually get a 2 for 1 out of land destruction...
Even with hate, I'm a fan of the storage lands in more reactive decks that want to leave mana up for their opponents' turns. They're a good way to make use of all of your mana, and if someone wants to burn a Strip Mine on one it means that Academy Ruins/Emeria, the Sky Ruin/Kor Haven is that much safer. Your mileage may vary.
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It's true that Geist of Saint Traft doesn't necessarily enable a blink theme, but he is a wonderful target for it. Swing in, get a token, blink him out before end of combat. Congratulations, you get to keep your token.
But honestly, it wasn't blink that inspired me to make this deck. In fact, including the blink sub-theme was just an afterthought. A synergistic, and control-oriented afterthought to balance the linear and aggressive tactic of which originally motivated me to build this deck. I'm talking, of course, about Voltron Geist.
The deck started with a Voltron theme. But I became lost. I've never really like aggro-style decks, especially in a multiplayer game. It just seems like you're forced to go after one person, and if you blow your load too quickly, you're left exhausted as your remaining opponents pick you apart. That's when I remembered my love for blinking. So I decided to combine the two.
This is my current decklist, 01/30/2012:
1 Geist of Saint Traft
Lands - 37
1 Academy Ruins
1 Adarkar Wastes
1 Ancient Tomb
1 Azorius Chancery
1 Calciform Pools
1 Celestial Colonnade
1 Command Tower
1 Emeria, the Sky Ruin
1 Glacial Fortress
1 Hallowed Fountain
1 Homeward Path
1 Kor Haven
1 Lonely Sandbar
1 Mistveil Plains
1 Mystic Gate
1 Nimbus Maze
1 Reliquary Tower
1 Secluded Steppe
1 Terramorphic Expanse
8 Island
10 Plains
Creatures - 27
1 Akroma, Angel of Wrath
1 Archon of Justice
1 Augury Adept
1 Azorius Guildmade
1 Baneslayer Angel
1 Consecrated Sphinx
1 Drift of Phantasms
1 Drogskol Reaver
1 Flickerwisp
1 Frost Titan
1 Glimmerpoint Stag
1 Mikaeus, the Lunarch
1 Mistmeadow Witch
1 Mentor of the Meek
1 Mulldrifter
1 Phantasmal Image
1 Phyrexian Metamorph
1 Solemn Simulacrum
1 Snapcaster Mage
1 Sphinx of Uthuun
1 Stoneforge Mystic
1 Stonehewer Giant
1 Sun Titan
1 Sunblast Angel
1 Thada Adel, Acquisitor
1 Transcendent Master
1 Trinket Mage
1 Angelic Destiny
1 Azorius Signet
1 Batterskull
1 Day of Judgment
1 Eldrazi Conscription
1 Elspeth, Knight-Errant
1 Enlightened Tutor
1 Evacuation
1 Expedition Map
1 Fact or Fiction
1 Faith's Fetters
1 Flickerform
1 Ghostly Prison
1 Gilded Lotus
1 Jace, the Mind Sculptor
1 Lightning Greaves
1 Momentary Blink
1 Mystical Tutor
1 Oblivion Ring
1 Path to Exile
1 Propaganda
1 Return to Dust
1 Rite of Replication
1 Sensei's Divining Top
1 Skullclamp
1 Sol Ring
1 Steel of the Godhead
1 Swiftfoot Boots
1 Sword of Feast and Famine
1 Sword of Fire and Ice
1 Sword of Light and Shadow
1 Swords to Plowshares
1 Umezawa's Jitte
1 Venser, the Sojourner
1 Wrath of God
The strategy of the deck is to control the game however possible, allowing your opponents to hurt each other (and hopefully avoid you). This is accomplished with Prison and Propaganda, as well as the blink suite. And a little removal on the side. Then, when everyone is low enough, or their resources are scarce, I can suit up and strike! Stonehewer and Stoneforge provide the equipment tutoring, while Enlightened Tutor and Drift of Phantasms can help get the enchantments. With a combination of either, I shouldn't have any trouble reaching a 2-turn clock.
This is just the first draft of the deck. I'm looking for some serious suggestions with this one. I already know I want to add in Maze of Ith, but I doubt I'll be able to find one. If only it's cousin, Mystifying Maze, just said "target creature", it would make an excellent addition. If there is anything else that could be tweaked, I'm open to suggestions. I'm not used to playing this style of deck, so I completely admit that it may be shaky.
Cards that need to be tested:
Sundial of the Infinite
Vanish Into Memory
Sudden Disappearance
Watching the fallout fly back up.
EDH
(W/B) Ghost Council of Orzhova (W/B)
(W/R) Aurelia, the Warleader (W/R)
(W/U) Geist of Saint Traft (W/U)
(U/G) Edric, Spymaster of Trest (U/G)
UGB The Mimeoplasm UGB
RUB Crosis, the Purger RUB
WRB Kaalia of the Vast WRB
WGB Karador, Ghost Chieftan WGB
Capsize is another good reusable 'blink' effect. Parallax wave /tide are two of the best permanents to blink. Tallowisp is cool if you want to add in an aura/spirit theme.
BRWC Mardu Shops - Tymna and Akiri Artifacts BRWC
Vanish seems like a nice choice, though I'm not sure if I like the discard clause. I've only tested my current list once, so I want to get a few more games in before I make any definite changes. I'll add this to the "testing" list.
I don't like Capsize, so I won't run it. It's just one of those cards that I don't like. I'm sure you know the feeling.
The Parallax's are interesting, but might be a little too degenerate for my group. We don't like land dep, so Tide is definitely out, but Wave might be a nice addition. It can certainly help clear the field when I decide to go for the kill!
I don't think I run enough Spirits to make use of Tallowisp though. I had thought of using Sovereigns of Lost Alara for the same reason, but I only run 4 beneficial Auras, so I figured it wouldn't help me enough.
Thanks for the suggestions.
Watching the fallout fly back up.
EDH
(W/B) Ghost Council of Orzhova (W/B)
(W/R) Aurelia, the Warleader (W/R)
(W/U) Geist of Saint Traft (W/U)
(U/G) Edric, Spymaster of Trest (U/G)
UGB The Mimeoplasm UGB
RUB Crosis, the Purger RUB
WRB Kaalia of the Vast WRB
WGB Karador, Ghost Chieftan WGB
This also interacts with Sundial in that Sundial turns it into a permanent exile of non-land permanents for an opponent.
Sundial can still be useful even if you weren't using Traft. It basically allows you to stop anything on your turn. Combat suddenly not in your favor? End the turn. Someone plays and instant you really don't want to have happen? End the turn.
It also stops all those "At the end of your turn I..." plays, as you can respond by ending your turn and costing them their spell/ability.
EDH Decks
BGGlissa, the TraitorGB
URTibor and LumiaRU
WUBOloro, Ageless AsceticBUW
UBSygg, River CutthroatBU
RGXenagos, God of RevelsGR
UGVorel of the Hull CladeGU
GBSavra, Queen of the GolgariBG
URGMaelstrom WandererGRU
Having other interactions with Sundial makes it a bit more appetizing. I'll try it out next time I make changes.
Watching the fallout fly back up.
EDH
(W/B) Ghost Council of Orzhova (W/B)
(W/R) Aurelia, the Warleader (W/R)
(W/U) Geist of Saint Traft (W/U)
(U/G) Edric, Spymaster of Trest (U/G)
UGB The Mimeoplasm UGB
RUB Crosis, the Purger RUB
WRB Kaalia of the Vast WRB
WGB Karador, Ghost Chieftan WGB
The reason Vanish into Memory is good here is the angel. Because tokens are destroyed when they leave play, Vanish is just a 4 CMC draw 4 if you aim it at the angel.
Other miscellaneous suggestions:
Reconnaissance protects Geist when you just want to hit with the angel, and gives all of your creatures pseudo-vigilance.
Dolmen Gate is another way to swing freely with Geist, though it's worse than just giving him evasion or some other form of protection.
Vanishing won't help you blink anything, but it's arguably the best defensive card for a single creature in the game. It can also help you get in free swings with Geist's angel without risking Geist.
That makes Flickerform less impressive.
I had ignored the advantage of using Vanish on a token. My mind was intent on blinking Geist, so I graded the card lower than it should be. It's still a card to be tested, but it, along with Sundial, are quickly gaining my attention.
Watching the fallout fly back up.
EDH
(W/B) Ghost Council of Orzhova (W/B)
(W/R) Aurelia, the Warleader (W/R)
(W/U) Geist of Saint Traft (W/U)
(U/G) Edric, Spymaster of Trest (U/G)
UGB The Mimeoplasm UGB
RUB Crosis, the Purger RUB
WRB Kaalia of the Vast WRB
WGB Karador, Ghost Chieftan WGB
EDH Decks
BGGlissa, the TraitorGB
URTibor and LumiaRU
WUBOloro, Ageless AsceticBUW
UBSygg, River CutthroatBU
RGXenagos, God of RevelsGR
UGVorel of the Hull CladeGU
GBSavra, Queen of the GolgariBG
URGMaelstrom WandererGRU
Azorius Chancery
Calciform Pools
are really bad...there is always LD in EDH so when they can get you trying to play lands with storage counters or bounce land they can usually get a 2 for 1 out of land destruction...
also running counter spells are great even just the two Hinder, Spell Crumple are some of the best for generals.
Condem is a very good card for aggro generals
Some Equipment that i have found make Geist wonderful is
Darksteel Plate for wrath effects
No-Dachi for first strike
Ring of Thune gives Geist 1/1 counters and gives him vigilance
Sword of Vengeance what does this not do??
1. First Strike
2. Vigilance
3. Trample
4. Haste
also with ETB, LTB effects Deadeye Navigator is the king of that.
Even with hate, I'm a fan of the storage lands in more reactive decks that want to leave mana up for their opponents' turns. They're a good way to make use of all of your mana, and if someone wants to burn a Strip Mine on one it means that Academy Ruins/Emeria, the Sky Ruin/Kor Haven is that much safer. Your mileage may vary.