4 Rattlechains
4 Spell Queller
4 Mausoleum Wanderer
4 Spirit of the Labyrinth
4 Drogskol Captain
2 Dungeon Geists
2 Kira, Great Glass-Spinner
4 AEther Vial
1 Detention Sphere
4 Path to Exile
2 Relic of Progenitus
2 Cryptic Command
4 Hallowed Fountain
4 Flooded Strand
2 Celestial Colonnade
4 Island
3 Plains
2 Glacial Fortress
4 Geier Reach Sanitarium
The deck plays like faries, with a focus on hexproof!
The combo:
Spirit of the labyrinth + Geier Reach Sanitarium are amazing on its own, both out comboing is just a bonus. Most of the time you just generate CA. However the Hard lock is threatening and might force your opponent to change his plans...
Cards tested and dissmissed:
Topplegeist - No delirium makes it meh
Anafenza - Strong card but not the gameplan this deck wants
Ojutai Command - Cryptic is just better
Lore Broker - Not a spirit so gtfo!
Remand -no body and a sometimes unwanted cantrip (labyrinth)! Damn why is spellstutter sprite no spirit...
Tallowisp and auras - Its just too bad to draw the auras naturally so nah.
There are some flex slots like relic and detention sphere but they have been proven solid! Anyway since im a bit rusty with modern help me with a Sideboard! Currently im playing sole warden in the board lel -.-
“Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn.
Geist of Saint Traft probably deserves an inclusion somewhere, even if he doesn't have flash. That card can end a game quickly.
Asylum EDH: Foil or go home.
Also missing is Cavern of Souls, which fits in every creature-heavy tribal list. I think you'll want Fetchlands and a reduced number of Basic lands, too.
Also, I was looking at Figure of Destiny as well. You can still hold up counterspell/flash creature mana and level him up EOT. I thought it was worth considering.
Asylum EDH: Foil or go home.
Here is what I have so far. Nebelgast Herald is also nothing to sneeze at. Repeatable tapping whenever a spirit hits the field can be crushing against aggro.
Creatures (26)
4 Drogskol Captain
4 Mausoleum Wanderer
4 Rattlechains
4 Spell Queller
4 Phantasmal Image
3 Selfless Spirit
2 Dungeon Geists
1 Kira, Great Glass-Spinner
Instants and Enchantments (8)
3 Path to Exile
3 Lingering Souls
2 Favorable Winds
Artifacts (4)
4 Aether Vial
22 Land
“Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn.
I'd go with this:
4x Æther Vial
4x Path to Exile
4x Mausoleum Wanderer
4x Selfless Spirit
4x Rattlechains
4x Phantasmal Image
2x Anafenza, Kin-Tree Spirit
4x Drogskol Captain
4x Spell Queller
2x Kira, Great Glass-Spinner
1x Sword of Fire and Ice
1x Ojutai's Command
4x Seachrome Coast
4x Cavern of Souls
2x Hallowed Fountain
2x Flooded Strand
1x Eiganjo Castle
3x Plains
2x Island
2x Moorland Haunt
2x Tectonic Edge
2x Grafdigger's Cage
2x Sunlance
2x Dispel
2x Negate
2x Rest in Peace
2x Disenchant
2x Mirran Crusader
1x Ojutai's Command
Given all of the ETB triggers in this deck, I wonder if it wants to find a place for Crystal Shard or something like that? Shard in play plus Spell Queller in your hand lets you counter spells (forever) for 2WU once each turn, lets you replay your Rattlechains to protect your team, and so on. It's got bad synergy with Kira, Glass Spinner, but perhaps it's worth it anyway?
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