DESCRIPTION
i made this deck a few weeks ago and made adjustments to it. it started out as a blue white deck, however as i played i took out more blues for more suitable whites. i will explain as to why i have certain cards and why i have opted out on others.
strategy: there are multiple ways you can win, the main ones are
a: swarm the field with as many tokens as possible
b: get out enchants that buff your creatures making a few very powerful flying creatures
c: swarm the field along with your geist and pump them up as much as possible and use essence harvest.
cards:
lets go down the list:
doomed traveler- your basic hope to get out turn one card, let him die and you get yourself a free flying spirit token
spectral rider- also a cheap card to spit out turn 2 if you have two plains. they have intimidate so against most decks they are good. spectral riders and doomed travelers are the only none flying in the main deck.
drogskol captain- love this card, makes all my other spirits +1 +1 and hexproof. do realize thats all my other spirits as in, it wont give hexproof to himself, however if you have two out then they both hexproof each other and give +1 +1 to each other.
phyrexian metamorph - this card mimics another creature card or artifact, allowing for tons of strategy, for example, if you only have one drogskol captain, phyrexian metamorph it and you now have two that have hexproof (read above in the drogskol captain) another great thing, is lets say there is a legendary creature kicking your butt and you cant kill it, phyrexian metamorph it and they both cancel each other out (cant have two legendaries of same name out in field)
elesh norn, grand cenobite - she is mainly there in case its a stand off where neither players can attack in fear of losing, once you got the mana and cast it, you should be good, specially with all your tokens in play.
sorcery:
lingering souls - spirit generator basically, and if you happen to have 5 land where one is swamp and one is plains, you can spit out 4 at one time. good stuff!
ponder - great to prepare yourself, saves me so much to get the right land combo (more explanation on that later)
instant
doom blade - against most decks its amazing, against black, you need to shuffle out for celestial purge
midnight haunting - honestly, i never use it on my opponents turn, i will simply cast it on mine, so think of it as a lingering souls without the flashback.
enchantments:
honor of the pure- all your creatures int he deck get +1 +1, whats not to like about it?
oblivion ring - great for kicking there plainswalker, nasty enchantments, or even there oblivion rings
intangible virtue - need to get out asap, gives +1 +1 and vigilance to all your flying spirit tokens. swing away each turn without fear of retaliation!
land:
swamp - need for lingering souls, doom blade, vault of the archangel, and if you sideboard, essence harvest
island - only have 3 because you only have 7 cards that need it, and its only 1 island a piece, your glacial fortress makes up for a few more island
plains - main mana for the deck
glacial fortress- i prefer this over seachrome coast, seachrome coast requires it be turn 1 or 2 so it comes in untapped, while on turns after it comes in tapped, not helping you. 95% of the time, if you play glacial fortress, you will already have a plains or island out.
evolving wilds- nice if you know how to use it and depends on your hand, if you got lingering souls, get a swamp, if you got a few spectral riders but you need one more plain, get another plain if you dont have one, got a captain you cant play due to your lack of island? sacrifice evolving wilds and get one.
vault of the archangel - great fear inducer late game. when the enemy sees it they normally wont attack if you have the mana to cast its ability, thus allowing you more time to create a strategy against him. its lifelink and deathtouch all wrapped up in one!