Soul Sisters

by srhflsm on 26 April 2017

Main Deck (61 cards)

Sideboard (17 cards)

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Deck Description

Soul Sisters modified with a splash of green. This is the first and only deck I've put together as I continue to learn the game. So far, I've been able to gain a ton of life off of the deck concept, but I notice that it's very weak against decks with a lot of control cards and it's not as aggressive as I'd like. Also... card draw. Lord, card draw is not easy with this deck. So, I've added a few other things in to see how they will work with the core pieces.

This deck started the first day I picked up a magic card a few weeks ago. I was flipping through a book of individual cards and noticed Felidar Sovereign. I loved the idea and wanted to build around it, which is when my friends suggested researching soul sisters. Here we are.

Suggestions are welcome! Since I have a whopping 64 cards for the main deck, if you removed something, what would it be? Any other cards you think I'm missing/need to swap for something different?

EDIT: Changed this deck to focus more on Soul Sisters. Created a second deck for the Felidar style path to be slightly more aggressive (based on suggestions). I'm a total newb, so thanks for the advice!

Second deck is here: http://www.mtgvault.com/srhflsm/decks/felidars-path/

Deck Tags

  • Soul Sisters
  • Life Gain
  • Modern
  • White
  • Green
  • Soul Sisters
  • Life Gain
  • Modern
  • White
  • Green

Deck at a Glance

Social Stats

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This deck has been viewed 2,148 times.

Mana Curve

Mana Symbol Occurrence

420004

Deck Format


Modern

NOTE: Set by owner when deck was made.

Card Legality

  • Not Legal in Standard
  • Legal in Modern
  • Legal in Vintage
  • Legal in Legacy

Deck discussion for Soul Sisters

Hi! Welcome to the magic community!
This is a nice collection of spells you have posted here, do you actually own them yet?
As deckbuilding concerns, i would recommend not cutting any key cards that make your deck work.
Therefore i would play all 4 Ajani's Pridemage and 4 Souls Attendant.
Also lifegain alone can't win you games, make sure you have enough removal to make the way clear for your creatures.
You could play more Path to exile and/or Bannishing Light. Also Pacifism is a nice choice to start with.
Original soul sisters in modern is kind of a combo deck with Squadron Hawk and Martyr of Sands to get Serra Ascendent aktiv as fast as possible.
I actually play some sort of soul sisters deck myself. Take a look if you like to.
http://www.mtgvault.com/splinter/decks/soul-angels/

2
Posted 26 April 2017 at 08:04

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The problem is that there are 2 approaches for a lifegain deck: Quantity or quality. Quality decks can win via Felidar Sovereign while quantity decks rely more on a swarm tactic. Both strategy's will use different cards to stay alive and reach it's goal.
The quality approach, with Felidar Sovereign, uses effects that gain a lot of life at once and strong creatures with lifelink to help him stay alive until the win-condition is met. Cards like Ajani's Pridemate and Soul Warden loose some efficiency here as those fit better into a deck that play spells that generate many small creatures and thus gains lots and lots of life in small steps.
The quantity approach, with Soul Warden and Soul's Attendant, uses effects that produce a lot of small creatures, mostly tokens, and pump up those to finish it's opponent. Cards like Riot Control loose some efficiency here as it's not necessary to reach a certain life-limit to win the game, while things like Ajani's Pridemate benefit from a lot of small lifegain.
So the first step for you will be to determine which strategy you want to use. After that you can start to think about setting some cards aside and getting some other's for it or increase the number of cards already in the deck.
After that we can start optimising your deck for the chosen strategy.
As for the carddraw, there are some ways to achieve this but some (others would say many) decks simply don't have any carddraw because they don't have access to it or need it. Carddraw is important when want to play more than one spell per turn or decks that need specific cards in a specific time. Decks that work slower because they play bigger spells simply often don't need carddraw (or have the space for it). So don't worry if you can't squeeze some draw-spells into each and every deck you will be building in your future.

Greetings
Muktol

1
Posted 26 April 2017 at 08:57

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SpliNter, I own the majority of the cards already, minus the more expensive ones, like Leyline of Sanctity or Archangel of Thune. I like the Soul Angels deck you have a lot, the cards seem to flow well together.

I feel like I'm building 2 different decks in one. I guess my aim is more for quality. But I really want my deck to be aggressive while gaining the life off of the smaller creatures. I love my big creatures, but I love my 1 drops too. Such a contradiction! Haha. Anyway, people at the local shop say it's really difficult to do that effectively. In all the games I've played so far though, card draw hurts me the most I think. I gain a ton of life, but if you can't get to the rest of your deck, you can get screwed over quick. A friend of mine plays a ton of control type decks, and even while I put up a good fight, he still generally wins in the end. Spell after spell, all my creatures slowly wiped away.

0
Posted 27 April 2017 at 03:07

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Haha an control deck winning in the end is nothing unusual! You think he only has one life left, easy to deal that one damage, but you dont realise that you already have lost 2 turn ago xD
Your only chance is being faster!
The problem you have described could either be missing card draw, or ,what my guess would be, indicates that your deck is not built properly yet.
Keep on tweaking, give it time and test a lot, find your key cards and get rid of redundant cards.
Good luck, have fun and draw well!

1
Posted 27 April 2017 at 05:26

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There are two ways to counter the problem you have with draw: First is your way with more carddraw. The second way is less diversity. The less different cards you have the higher the chances are that you draw one of the cards you need.
Basically you use a card 4 times when you want to draw and play it as often as possible. When you have a card in your deck that you want to draw and play once a game you use 3 of it. All less is pure luck, extreme carddraw or some tutoring.

OK, so lets go for the quality way then. There are some good cards to be found that can be swapped in without loosing some momentum.
Basically I would remove the following cards:
4 Soul Warden
2 Soul's Attendant
3 Ajani's Pridemate
2 Filigree Familiar
1 Nyx-Fleece Ram
1 Ranger of Eos
1 Renegade Rallier
1 Fumigate
1 Return to the Ranks
2 Aetherflux Reservoir
1 Secure the Wastes

Sideboard:
1 Kami of False Hope
1 Dusk // Dawn
2 Elixir of Immortality
1 Leyline of Sanctity
1 Riot Control

That would be a minus of 25 cards

So what to add for this? I'm not considering any budget for this nor looking at the overall number. That's a choice you will have to make for yourself.
1-2 Brave the Elements ...as long as you opponent plays a mono-coloured deck you can play Brave the Elements and attack him without him being able to block. It also can help you against your opponents removal spells. When you need a single-target cariant of this I would recommend Center Soul as this can be used to protect a creature and next turn make another creature unblockable against his defence.
2-3 Authority of the Consuls ...slows your opponent while gaining you some life. Good against creature-heavy decks, less effective against creature-less decks. I would use a total of 3-4.
1-2 Archangel of Thune ...strong creature that makes your creatures stronger over time. As it's a rather expensive card to play I would use 2-3 in the deck.
1-3 Felidar Sovereign ... you main win condition. As you want to draw him each game if possible I would use 2-4 in the deck.
1(-2) Serra Ascendant ...good creature, so why only 3 and not 4 cards? When you have this one on your starting hand you basically have a dead handcard. A 1/1 (OK, with lifelink) for 1 mana. he needs a little time to get started but after that he rocks.
1-2 Wall of Reverence ...depending on the rest of your creatures this can gain you a lot of life while it's also a solid defender.
4 Angelic Accord ...tough the tokens you will get have no lifelink they can end a game rather quick. Luminarch Ascension would be a slower approach to this but it's ability can be activated more often per turn.
3-4 Rhox Faithmender ...doubles your lifegain and is a solid defender.
1-2 Celestial Mantle ...tough you will need some protection for the attacking creature this, in combination with Felidar Sovereign can win you a game rather quick.
2-3 Well of Lost Dreams ...you need carddraw? This is your weapon of choice.
2-3 Chalice of Life ...the chalice gives you lifegain per turn and enables you to finish your opponent without having to attack.
4 Lone Rider ...tough he is a 1/1 for 2 mana you get a creature with first strike and lifelink. And after you gained 3 life he will transform into a whooping 4/4 with trample, lifelink and first strike.

Further suggestions:
Cradle of Vitality ...strengthens your creatures later on. Problem is that you have to pay 2 mana each time and tough the effect is strong, the card is rather slow and does nothing on it's own.
Noble Purpose ... This one basically doubles the life you gain from lifelink creatures.
Chaplain's Blessing ...cheap spell that let's you gain 5 life

If you're not too hot about that green splash you could think about removing green and adding black instead. It would give you access to some leech spells (Opponent looses life, you gain that much life). It also would give you access to some of the best removal-spells magic has to offer.

AS for the control-deck problem, it depends a little bit what kind of control your opponent is playing. Many counterspells? Black with a huge load of removals? Red Burn that simply ignores you and go's for your lifepoints?
There are ways to encounter all of those but this has to be done with the sideboard. When you built a deck specifically to beat one other deck then it will be great against it...but have no stand against other's. If your deck works good against most other decks and not against this one altering/ using your sideboard is the right choice.

1
Posted 27 April 2017 at 06:59

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Your replies are super helpful! I'll take a look, move some things around. We have a local tournament tomorrow night, so I'll get some good practice in and see what else I like/dislike about the build.

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Posted 28 April 2017 at 02:31

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