I'm trying to focus my
Geist of Saint Traft for more 1v1 but my group doesn't follow the French format. This is where my deck is so far.
Cards I'll be adding soonPact of NegationForce of WillCurrent Decklist
Helm of the Gods-Raw boost to P/T
Sensei's Divining Top-Card selection and card draw
Sol Ring-Helps power Geist on T2. Also helps cast bigger X spells
Preordain-Card draw/selection
Serum Visions-Card draw/selection
Aqueous Form-Pseudo Evasion plus scry is a good way to smooth out draws early or late game.
Hyena Umbra-mostly there for Totem Armor but a cheap aura helps.
Ethereal Armor-raw stat boost plus an "enchantment matters" card.
Swords to Plowshares-best spot removal
Enlightened Tutor-find whichever artifact/enchantment I need
Land tax-Helps me hit my land drops and combos well with Scroll Rack
Fellwar stone-mana fixing
Scroll Rack-goes well with Land tax. Also a good way to turn off some bad cards for something better on top of your deck
Lightning Greaves-Not sure why this is here to be honest. Mostly as protection for other creatures in the deck I suppose.
Daybreak Coronet-excellent stat boost for just WW, despite the downfall (must enchant creature with an Aura on it)
Spirit Mantle-Protection from creatures is huge and makes any creature unblockable
Eland Umbra-Mostly here since it's inexpensive and easy to cast. Totem helps too.
Gift of Estates-good way to pull 3 Plains from your deck.
Remand-counterspell + card draw
Arcane Denial-counterspell + card draw for you and your opponent
Counterspell-hard counterspell
Sword of Feast and Famine-being able to untap your lands to leave up countermagic is sweet. Allows for some other shenanigans with double strike and X Spells
Sword of Fire and Ice-one of the best of the Swords
Steel of the Godhead-stat boost plus lifelink and unblockable is sweet. can work as a finisher too.
Detention Sphere-anti-token tech mostly but also to deal with anything problematic
Ghostly Prison-great early game. late game it helps with the enchantment count
vow of Duty-efficient stat boost for me but can also work as an
Arrest on an opponents commander
Battle Mastery-double strike means shorter games
Oblivion Ring-like Detention sphere, pinpoint removal
Mesa Enchantress-card draw from your enchantments. gets much better when you can enchantments/auras together
Dissipate-counterspell + exile
Rhystic study-is either free card draw or a single colorless tax on all your opponents spells.
Traveler's Cloak-cantrip + landwalk of your choice
Vow of Flight-similar to vow of duty but this one gives flight.
Propaganda-same as Ghostly Prison
Supreme Verdict-uncounterable board wipe (in case the board gets out of control)
Jace, the Mind Sculptor-no explanation needed
Auramancer's Guise-another "enchantment matters" card plus vigilance. By the time this hits the board, Geist is usually a 10/10
Cryptic Command-a recent addition to the deck. The versatility is HUGE and can't be overlooked.
Linvala, Keeper of Silence-tech VS creatures with nasty activated abilities.
Retether-good way to recoup auras in your graveyard right after a board wipe.
Replenish-same as Retether except this gets ALL your enchantments, not just Auras
Windborn Muse-Attacking tax. Same as Ghostly Prison and Propaganda. Being a flier also helps. I once cast a
Rite of Replication kicked and targeted windborn muse. Good times
Indestructibility-A recent addition.
Darksteel Plate might be better here but this being an aura helps out.
Angelic Destiny-stat boost + evasion + it comes back to your hand when it's put into a graveyard from play
Lightmine Field-a good way to deal with weenie swarms. Bye bye plant tokens.
Cataclysm-a good way to even the field out when it gets out of hand. It lets you keep Geist plus a really good enchantment/aura.
Righteous Authority-
Empyrial Armor +
Howling Mine. It's a recent addition so I don't have a solid opinion about it yet. It's not so good late game however, if you don't have any cards in hand. Plus you have to wait a whole turn to take advantage of the extra card.
Drake Umbra-Flying + Totem Armor + raw stats
Sigil of the Empty Throne-Turns our enchantments into 4/4 angels each time we cast one.
Sphere of Safety-another "enchantments matter" card. Also helps protect the planeswalker we have here. Not as good as it was when I had multiple planeswalkers. Still a good attack deterrent I suppose.
Angelic Chorus-gain 4 life each time we attack is pretty good. This gets better the more creatures in the deck.
Sovereigns of Lost Alara-a good way to get an enchantment you need to cheat out something expensive like
Eldrazi Conscription.
Isperia, Supreme Judge-card draw when you're attacked.
Celestial mantle-an expensive enchantment (3WWW) for a small stat boost but being able to double my life total is huge against decks like
Purphoros, God of the Forge or other decks that don't rely on commander damage.
Open the vaults-everyone get all their artifacts and enchantments back to the battlefield. It's a symmetrical effect but hopefully one you can win off of.
Akroma's Vengeance-broad board wipe in case things get out of hand.
Consecrated Sphinx-If they draw, you get double draw. Better with more opponents.
Drogskol Reaver-flying, double strike, lifelink, plus being able to draw cards when you gain life is good but the base stats (3/5 for 7 mana) might not be worth it.
Eldrazi Conscription-when people see you coming with this, they usually scoop.
Sphinx's Revelation-Card draw + life gain
Blue Sun's Zenith-raw card draw + shuffling it back into your deck.
38 X LandTemple of the False GodOpal PalaceAzorius ChanceryCommand TowerGlacial FortressHallowed FountainSeachrome CoastTemple of EnlightenmentAdarkar WastesCavern of Souls (usually set to Spirit)
12x
Island16x
Plains