Rebuilding the Spirit Squadron Commander Deck
I have purchased every prebuilt Magic the Gathering
Commander product that has released in 2021. My Magic the Gathering addiction
is in high gear going into its twenty-seventh year. I started the game with
only one person to play with regularly and now I do not have a consistent in
person play partner. That has not stopped me loving the game. It has simply
changed the way I play it.
I will say that MtG is not a game that you only play in
turns. Play happens in deck design and construction. It happens in theory crafting
while researching cards and interactions. I could almost even say that I have
made a game out of opening packs and sorting a set into a binder. I play Magic
the Gathering often and not the least part of that has been a sort of high-level
mental play.
The reason I have seized on Commander as my format is
complicated. I love the rotating nature of the Standard metagame. One of the
first things I do each morning is jump on Magic the Gathering Arena and
complete my daily quests to earn my coins.
Those daily quests require me to do things like play a
certain number of a specific color spell, play out so many lands, or kill so
many of my opponent’s creatures. Because of this my deckbuilding each season
isn’t as simple as arriving at the one deck that I most enjoy playing. I want
to have something play worth across the spectrum of all 5 colors. I want to
have a deck that is efficient in creature removal with the caveat that exile
does not count as kill. Also, because I am me, I want these decks to have a
decent chance of performing well.
Notice I did not say winning. I enjoy winning a hand of MtG
more than most, but it a virtual gaming world even the casual play environment is
heavily shaped by proven winning decks. There is no shame in netdecking and I
have to admit in the heavily used world of Izzet and Dimir Epiphany decks it is
occasionally tempting to emulate what works.
The reason I do not do that, and I still haven’t built any
decks around Alrund’s Epiphany, is that it takes some of the mental play I was
talking about out of the game. I have a mono black Zombie deck that has taken
down Izzet Epiphany several times. I am tuning on a Selesnya Humans deck that
gives me hope that Epiphany cannot reign supreme with the release of Crimson
Vow…but I digress.
For me a good part of the fun of each new set launch is
seeing new mechanics and card interactions come to life. Playing lots of
standard with plenty of losses dished out to me daily allows me to see some amazing
card combinations. I can really respect a well piloted deck absolutely smashing
my face in. Sometimes I even must watch myself to not have my response timer
start sizzling across the screen while I am jotting down notes.
I take those fun learnings and dream up solutions, counters,
and occasionally improvements. I tweak my virtual standard decks occasionally
to increase my enjoyment. That sometimes even increases my win rate. More often
than not I chew on uses of cards that I would not have looked twice at on my
own.
Back here in the real world I have opted to focus on playing
Commander. I love tribal and combo decks and the 100 card singleton format enhances
the challenge of building something really great. Now that Wizards of the Coast
has embraced the community’s love of Commander (everywhere but in Arena) it is
much less difficult to get a good start in Commander. If you don’t have a
decent deck just wait a few months for the next set release and you will get
yourself at least a couple of new options. Me, I buy them all. There are always
at least a few cards per deck that I want to add to my collection even if I don’t
care for the theme or color combination of a particular deck.
For example, I was not drooling when I picked up Phantom
Premonition from the Khaldeim set release. Long before I saw Alrund’s
Epiphany in 3 out of 4 matches on arena I had my mind made up on the foretell
mechanic being thematically cool but mechanically daft. As usual, I called that
one totally wrong. If you really hate discard decks the way I do Foretell is a
wonderful mechanic that will frustrate a mid-game Duress play (which always
feels a little gratuitous to me anyway). Still, I happily stripped apart and
filed away Phantom Premonition thinking to myself that Spirits were just
not a tribe I was going to invest time, money, thought, or energy into. I
dropped Ranar the Ever-Watchful into his slot in my multicolored Legendary
binder and did not think much about him.
Two Innistrad set releases later and I am cracking open Spirit
Squadron with a glint in my eye and visions of Ranar and Brago interactions
dancing through my head. The mental play is in high gear. I did not even slow
down to curse myself for discounting spirit tribal. Could I really expect a
bunch of white blue weenie creatures to stand against the might of my Orzhov
Vampires, Myr, Rainbow Slivers, or even my new Blue Black Zombie build? Turns
out there is a very good chance that Spirits can outshine them all and take on either
of my Angel decks to boot. That is saying something. I have lots of thought,
time, and money in both my Mardu and Bant Angel Commander Decks.
Here
is a link to the original deck list for Spirit Squadron.
Let me run through what I absolutely love about this deck
first.
That obviously has to start with the commander Millicent,
Restless Revenant.
At a glance she is expensive at 5WU. That first line of text
fixes that complaint up. “This spell costs 1 less to cast for each Spirit you
control.” That doesn’t make her the end all be all with 4 power and 4 toughness.
The same thing that made me reticent to build a spirit tribal play in Millicent’s
favor. Spirits are typically fairly cheap creatures. In a well-tuned version of
the deck, I am probably going to tempo out a spirit on each of my first few
turns obviously depending on draw. Pulling out a 4/4 Commander for 2WU on turn
4 is not terrible.
Once she is in play Millicent is an army builder. She creates white weenie spirits that will pull quite a bit of synergy with the tweaked version of the deck. The only real question I am debating is does she remain my Commander or am I willing to play go fish for her.
Donal is an absolute beast. My reasons for cutting him from the deck are extremely superficial. It is also the reason I really love playing MtG Arena. I like to have a very clean and properly represented battlefield. Representing copies (potentially of 25 creatures) can be done, but can it be done easily to my satisfaction? Also, in my amateurish understanding of this card does my copy of Spell Queller become a 1/1 or is it a 2/3? I will eventually research the answer but for now Donal is going to hang out in my binder to see if he should rejoin the deck.I am really torn on the partner duo Timin, Youthful Geist
and Rhoda, Geist Avenger. Partner combinations have a history of being two
different creature types. I do not want every card in a Commander Tribal deck
to match because tribal kill spells are painful. My conflict for these two is not
that their abilities aren’t beautiful and appropriately complimentary. Timin’s
beginning of combat ability is going to buff Rhoda every time with the bonus of
incapacitating a defender. That is super synergy that I expect from great partner
cards.
I have Rhoda and Timin in my current iteration of the deck, but since I am going to lean hard into a flicker mechanic allowing me to exploit enter the battlefield effects repeatedly Rhoda may not have time to build to a beast before I bounce her into the blind eternities and back again. I will get more into my ideas later. At face value, I like Rhonda and Timin. In my minor overhaul of the deck I have added some fun surprises to buff Rhoda up and keep her in play.
Drogskol Reinforcements is a fine card for spirit tribal , but suffers from the same concern since I do not want to bank on having him sitting on the field. Though, again, if you want to build monster spirits Drogskol Reinforcements help. Melee just isn't going to add that much to my spirits so Drogskol Reinforcements, although neat, ends up on the chopping block.
I do not care for Priest of the Blessed Graf. The card is amazingly named, and if I played lots of multiplayer Commander it would be decent as a game leveling card. It doesn’t have an Enter the Battlefield Effect which is going to become important to my strategy.
Hello, Card Draw Engine! Sure, I could say to this fella,"No. I don't want to play you. By yourself you enter the battlefield once, and the way I play I am likely only ever dueling one person at a time." I could say that and cut Ethereal Investigator and I would be missing using a great card (like I probably am Donal, Herald of Wings.) Ethereal Investigator is going to be interacting heavily with Skybind and Teleportation Circle. Grabbing even a clue a turn that I can burn for card draw is no bad thing.
In the words of Billie Mayes," but wait, there's more!" Whenever I draw my second card each turn *bam* 1/1 white weenie spirits. I have plans on building an army. I even have plans where headcount on the field is going to matter. After working through my initial redesign I am excited for this one.
In Commander one of the chief factors for card viability is value added. Spectral Arcanist is a Instant/ Sorcery recycling machine. Combine that with a flicker effect and a handful of splice into Arcane cards and things get pretty gross pretty fast. This is so good it wants me to invest in tech to bring things back from exile within the color scheme. Oh the shenanigans I plan to pull with this little fella... even if he does remind me of a Skyrim Dragon Priest.
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