Well, I'm pretty aware that this is necrophilia because more than 500 days have passed since last post, but let's recover it.
For a couple of tournaments I have fit Spirit of the Labyrinth in a Uwr bomberman shell. This was my last list:
http://tcdecks.net/deck.php?id=18284&iddeck=138216Bomberman is a fabulous deck that often gets punished by faster blue decks, able to play a swarm of tokens before I can go infinite, often overdrawing me. The idea is to abandon sorcery cantrips, brainstorm, thirst... and play a Spirit to punish the rest of blue decks, slow griselbrand a bit, annoy bazaar when looking for answers and being able to block golems, revokers and factories, as well as fish creatures. There is also a decent combination with Fayden, but nothing spectacular.
To be honest, Spirit is not being the awesome effect I was hoping it to be. Despite playing 3, it often comes after several cantrips, so it's not as effective as it could be. It eats creature removal or countermagic (it is ok for me, spirit is not the masterplan), but it usually dies too early.
What I like from spirit
-Early deployable.
-Easy colors to play.
-Nice attack being able to chumblock some menaces or attack undefended players/pws.
-Really slows blue decks, true tempo. Some decks get 8-10 dead cards, specially without DTT.
-I expect lots of decks playing thirst, and spirit preys on that.
-I can play my semi-cantrips (spellbombs, repeal, rebuild, sdt...) or my combo unnaffected
-Not dead in any match
-Does not interfere in any of my win conditions.
What I don't like
-Not a human, bad synergy with cavern
-very easy to kill or bounce
-It makes creature hate alive (i'm ok to see my opponents bolting a trinket, but bolting spirit hurts)
-opponents can store cantrips in hand until getting rid of it
-having CC2 is annoying when playing explosives.
-Avoiding cantrips often means suboptimal builds.
So my question to the TMD community is: how can I get the most of SotL in current metagame?
-My first approach is to play 3/4 copies, so I can play it as soon as possible. The biggest advantage from spirit compared with notion thief is the cost, and to a lesser extent, the color.
-I already play 3 caverns, and while most of the time they go for Human, I have choosen Spirit more than once. Once in play, some decks have problems getting rid of it. And when you face a deck with salvagers combo and key+vault, packing hate for spirit seems a bad idea.
-I'm replacing 1 mentor, 1 auriok, 1 dtt and 1 misdirection for 3 missteps (and 1 balance), in order to stop bolts and swords, and possibly claims. Decay is not common nowadays, but spirit still gets bounced more than once with jace. However, bouncing a creature makes jace vulnerable to Pyrite.
-Should I drop some Faydens? Without a spirit in battlefield fayden fetches it (or the combo). With a spirit in play, fayden is a -1 for the opponent (or just steal some artifact), despite I lose my own looting. I love fayden and besides it often attracts countermagic, which is ok for me.
-Any other advices? I have tested canonist on this place, and I also considered meddling mages (that would involve probes and maybe playing black over red for discard effects). Spirit seems the best placed in a world without DTT, thirsts and gushes.
Thanks!