Overview
Call the Spirits is an enchantress deck with a commander that turns enchantments into big Spirits. Daxos the Returned gives you an experience counter whenever you cast an enchantment spell, and for {1}{W}{B} it creates a white and black Spirit enchantment creature token whose power and toughness are each equal to the number of experience counters you have. Every enchantment you cast makes every Spirit bigger.
The 99 cards are 25 creatures, 7 artifacts, 21 enchantments, 7 sorceries and 39 lands, with no instants. The creatures include enchantress payoffs such as Mesa Enchantress, Celestial Ancient, Ajani's Chosen, Doomwake Giant, Underworld Coinsmith and Dreadbringer Lampads, and the enchantments include Sigil of the Empty Throne, Dictate of Heliod, Marshal's Anthem, Banishing Light, Grasp of Fate and Phyrexian Arena. Recursion such as Monk Idealist, Silent Sentinel, Crystal Chimes, Dawn to Dusk and Open the Vaults brings enchantments back.
Key Cards
Playing the Deck
The early game is about mana and cheap enchantments. Sol Ring, Orzhov Signet, Orzhov Cluestone, Thought Vessel, Wayfarer's Bauble and Burnished Hart ramp you, Mesa Enchantress and Phyrexian Arena draw cards, and Seal of Doom, Seal of Cleansing, Grave Peril and Cage of Hands handle early threats. Daxos the Returned starts collecting experience counters.
The middle of the game is about stacking enchantments. Ajani's Chosen, Celestial Ancient and Sigil of the Empty Throne create value for each one, Doomwake Giant, Underworld Coinsmith and Fate Unraveler punish opponents, Dictate of Heliod and Marshal's Anthem pump the team, and Shielded by Faith protects a creature. Vow of Duty and Vow of Malice make attackers hard to stop.
The late game is about a huge army or a reset. Daxos's Torment becomes a 5/5 flying Demon on each enchantment, Open the Vaults returns every artifact and enchantment from all graveyards and Necromancer's Covenant turns a graveyard into Zombies, Teysa, Envoy of Ghosts and Treasury Thrull grind out games, and Death Grasp and Righteous Confluence finish. Deadly Tempest resets the board.
Strengths & Weaknesses
Strengths: The deck has a high density of enchantments and strong constellation payoffs, and it recovers well from removal. It also has plenty of interaction, including Banishing Light, Grasp of Fate, Gild, Kor Sanctifiers, Karmic Justice and Aura of Silence.
Weaknesses: The deck has no instants, so it can only react with enchantments and abilities, and it is weak to enchantment removal, which is common in some playgroups. Many of the creatures are small, and the strongest cards need other enchantments in play to shine.
Want to improve it? See the Call the Spirits upgrade guide: twelve swaps with the data behind each one.
Want to see what a fully optimised Daxos the Returned build looks like? Try the Oracle.
✦ Build with The OracleFrequently Asked Questions
What cards are in the Call the Spirits decklist?
The Call the Spirits precon is a 100-card Commander deck led by Daxos the Returned. The full Call the Spirits decklist, with every card, current prices and a button to copy the list into your deck builder, is on this page.
When was Call the Spirits released?
Call the Spirits was released on November 13, 2015 as part of Commander 2015.
Who is the commander of Call the Spirits?
Call the Spirits is led by Daxos the Returned, a Orzhov (W/B) legendary creature.
How many creatures are in Call the Spirits?
The 99 cards besides Daxos the Returned include 25 creatures.
How many lands does Call the Spirits have?
Call the Spirits has 39 lands in the 99 cards besides Daxos the Returned, including basic lands.
Full Decklist
All 100 cards from the out-of-the-box Call the Spirits precon, with current prices. Click any card to expand it.