It would be an understatement to say that the reaction to the June Forbidden & Limited List update has been controversial. Some players wanted more hits to the top strategies, others wanted more cards released from the list entirely, and some are patiently waiting for events to start up again.

I believe that all of those opinions are completely valid. Still, it's the official F&L List, and until September our format's pretty much set in stone. There are tons of new releases coming: we're getting Toon Chaos, Legendary Duelists: Season 1Structure Deck: Sacred Beasts, Battles of Legend: Armageddon, and so much more in the coming months. I know a lot of players are sick of Crystron Halqifibrax combos but for now it's just the way it is.

That said, one of the three changes on the new list got me really excited! Altergeists are one of my favorite decks in Yu-Gi-Oh and I was ecstatic to see Altergeist Multifaker back at three copies per deck. Altergeist players currently have three altergeist multifakers and three Solemn Judgments at the same time, something we've never seen before the TCG. I'm not going to pretend that three altergeist multifakers suddenly makes the deck capable of destroying Adamancipators and Eldlich match after match, but it certainly does help the theme compete as a strong rogue deck.

A lot of duelists have predicted that this change foreshadows the introduction of Altergeist Pookuery, perhaps in that upcoming Battles of Legend release, but for today's article I want to focus on the here and now.

Three Multifaker Is Better Than One Multifaker

It's pretty obvious, but having three copies of one of the best cards in the deck is a big improvement over just a single copy. I'll admit that having only one altergeist multifaker absolutely forced me to play better in terms of resource management, but it's not a card that you'd ever consider playing fewer than three copies of now that it's Unlimited.

Here's the weird part: having extra copies of Altergeist Multifaker doesn't technically help with many of the combos. altergeist multifaker's a hard once-per-turn effect, so having more than one available won't drastically change any of your regular ending boards.

But it will make a big impact in several important areas. For starters, you no longer instantly lose to a random D.D. Crow, a Called by the Grave or Huaquero of the Golden Land. When you only had one altergeist multifaker there were some fringe scenarios where you could still win if your opponent used one of those cards on it, but generally speaking it was almost always a loss. With three copies that shouldn't be an issue anymore.

Furthermore, while you didn't need the extra copies for your combos to function, you'll definitely appreciate the extra safety net. Ideally you'll combo off when your opponent doesn't have many interruptions, often because you stopped their plays with hand traps, but occasionally a single well-timed Ash Blossom & Joyous Spring on your Altergeist Meluseek would mess everything up. Altergeist Multifaker's used in almost all of the Altergeist deck's bigger combos, which meant that it would end up in the graveyard.

The way you got around that was to get it back with Altergeist Primebanshee near the end of your combo, but sometimes your opponent would shut you down you before you even got to that point. In those cases you'd have to make a difficult decision between ending on Altergeist Hexstia and Altergeist Protocol, or altergeist hexstia and Altergeist Manifestation. That might not seem like a huge difference, but with a control deck such as Altergeists you want to establish as many interruptions as possible.

Overall though, consistency might be the biggest difference. If you've watched any of my Altergeist deck profiles you may remember that I frequently struggled to find the 39th and 40th cards for my Main Deck. There's all sorts of decent options, but none of them were as good as the lost altergeist multifakers. Sangan got the job done occasionally, but it set you up for more brick hands if you drew too many monsters. Playing more trap cards was decent too, but then you risked not drawing a single monster card. Realistically, finding two cards that did the same thing as altergeist multifaker was never possible. Now you don't have to worry about it.

So why bother playing Altergeists right now? There's a lot of reasons. As a rogue strategy, the main advantage is that you can catch your opponents off-guard. Hand traps are huge right now, and Altergeists don't really have to care about the most popular ones. Commonly played cards like Effect Veiler, Infinite Impermanence and Nibiru, the Primal Being are all pretty ineffective against Altergeists. Ash Blossom & Joyous Spring hurts, but your opponent might not know the best time to use it, and in a lot of cases you'll be able to stop it anyway.

As more players run more and more anti-combo cards in their Main and Side Deck, they might not have room for as much backrow removal. Altergeists—in my opinion, at least–have historically had a good matchup against decks that were monster-heavy, and the current most popular combos have some breakpoints that are extremely exploitable.

The format probably hasn't changed much with the new F&L List, but every week players are finding new tech options and new ways to refine their decks. You can modify this deck list in several ways for whatever your expected metagame is looking like, but I believe it's a great starting point for anyone looking to try out Altergeists with the newly Unlimited altergeist multifaker.

Yu-Gi-Oh! TCG Deck - Doug's Altergeists by Doug Zeeff

'Doug's Altergeists' - constructed deck list and prices for the Yu-Gi-Oh! Trading Card Game from TCGplayer Infinite!

Created By: Doug Zeeff

Event:

Rank:

Advanced

Market Price: $342.98

Cards

Pot of Duality

Market Price: $0.45

ImageURL: https://tcgplayer-cdn.tcgplayer.com/product/123517_200w.jpg

Excavate the top 3 cards of your Deck, add 1 of them to your hand, also, after that, shuffle the rest back into your Deck. You can only activate 1 "Pot of Duality" per turn. You cannot Special Summon during the turn you activate this card.

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Linkuriboh

Market Price: $2.78

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1 Level 1 monster

When an opponent's monster declares an attack: You can Tribute this card; change that opponent's monster's ATK to 0, until the end of this turn. If this card is in your GY (Quick Effect): You can Tribute 1 Level 1 monster; Special Summon this card. You can only use this effect of "Linkuriboh" once per turn.

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Effect Veiler

Market Price: $2.50

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During your opponent's Main Phase (Quick Effect): You can send this card from your hand to the GY, then target 1 Effect Monster your opponent controls; negate the effects of that face-up monster your opponent controls, until the end of this turn.

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Selene, Queen of the Master Magicians

Market Price: $17.94

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2+ monsters, including a Spellcaster monster

If this card is Link Summoned: Place Spell Counters on this card, equal to the number of Spells on the field and in the GYs. While an "Endymion" card(s) is on the field, your opponent's monsters cannot target this card for attacks. Once per turn, during the Main Phase (Quick Effect): You can remove 3 Spell Counters from your field; Special Summon 1 Spellcaster monster from your hand or GY in Defense Position, to your zone this card points to.

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Altergeist Silquitous

Market Price: $0.22

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(Quick Effect): You can return 1 other "Altergeist" card you control to the hand, then target 1 card your opponent controls; return it to the hand. If this card is sent from the field to the GY: You can target 1 "Altergeist" Trap in your GY; add that card to your hand. You can only use each effect of "Altergeist Silquitous" once per turn.

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Accesscode Talker

Market Price: $62.33

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2+ Effect Monsters

Your opponent cannot activate cards or effects in response to this card's effect activations. If this card is Link Summoned: You can target 1 Link Monster that was used as material for its Link Summon; this card gains ATK equal to that monster's Link Rating x 1000. You can banish 1 Link Monster from your field or GY; destroy 1 card your opponent controls, also for the rest of this turn, you cannot banish monsters with that same Attribute to activate this effect of "Accesscode Talker".

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Solemn Judgment

Market Price: $5.09

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Pay half of your Life Points. Negate the activation of a Spell Card / Trap Card / Normal Summon / Flip Summon / Special Summon and destroy the Spell Card, Trap Card, or Summoned monster.

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Nibiru, the Primal Being

Market Price: $11.97

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During the Main Phase, if your opponent Normal or Special Summoned 5 or more monsters this turn (Quick Effect): You can Tribute as many face-up monsters on the field as possible, and if you do, Special Summon this card from your hand, then Special Summon 1 "Primal Being Token" (Rock/LIGHT/Level 11/ATK ?/DEF ?) to your opponent's field. (This Token's ATK/DEF become the combined original ATK/DEF of the Tributed monsters.) You can only use this effect of "Nibiru, the Primal Being" once per turn.

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Infinite Impermanence

Market Price: $9.71

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Target 1 face-up monster your opponent controls; negate its effects (until the end of this turn), then, if this card was Set before activation and is on the field at resolution, for the rest of this turn all other Spell/Trap effects in this column are negated. If you control no cards, you can activate this card from your hand.

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Personal Spoofing

Market Price: $2.19

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Once per turn: You can shuffle 1 other "Altergeist" card from your hand or face-up from your field into the Main Deck; add 1 "Altergeist" monster from your Deck to your hand.

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Altergeist Hexstia

Market Price: $0.39

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2 "Altergeist" monsters

Gains ATK equal to the original ATK of each "Altergeist" monsters it points to. When a Spell/Trap Card is activated (Quick Effect): You can Tribute 1 "Altergeist" monster this card points to; negate the activation, and if you do, destroy that card. If this card is sent from the field to the GY: You can add 1 "Altegeist" card from your Deck to your hand. You can only use this effect of "Altergeist Hexstia" once per turn.

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Altergeist Protocol

Market Price: $0.75

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The activation and effects of "Altergeist" cards activated on your field cannot be negated. When your opponent activates a monster effect: You can send 1 other face-up "Altergeist" card you control to the GY; Negate the activation, and if you do, destroy it. You can only use this effect of "Altergeist Protocol" once per turn.

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Ash Blossom & Joyous Spring

Market Price: $17.94

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When a card or effect is activated that includes any of these effects (Quick Effect): You can discard this card; negate that effect.

• Add a card from the Deck to the hand.
• Special Summon from the Deck.
• Send a card from the Deck to the GY.
You can only use this effect of "Ash Blossom & Joyous Spring" once per turn.

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Crystron Halqifibrax

Market Price: $37.61

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2 monsters, including a Tuner

If this card is Link Summoned: You can Special Summon 1 Level 3 or lower Tuner from your hand or Deck in Defense Position, but it cannot activate its effects this turn. During your opponent's Main Phase or Battle Phase (Quick Effect): You can banish this card you control; Special Summon 1 Tuner Synchro Monster from your Extra Deck. (This is treated as a Synchro Summon.) You can only use each effect of "Crystron Halqifibrax" once per turn.

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Relinquished Anima

Market Price: $1.80

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1 Level 1 monster, except a Token

You can target 1 face-up monster this card points to; equip that face-up monster to this card (max. 1). You can only use this effect of "Relinquished Anima" once per turn. This card gains ATK equal to that equipped monster's.

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Knightmare Phoenix

Market Price: $0.36

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2+ monsters with different names

If this card is Link Summoned: You can discard 1 card, then target 1 Spell/Trap your opponent controls; destroy it, then, if this card was co-linked when this effect was activated, you can draw 1 card. You can only use this effect of "Knightmare Phoenix" once per turn. Co-linked monsters you control cannot be destroyed by battle.

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Altergeist Primebanshee

Market Price: $0.50

ImageURL: https://tcgplayer-cdn.tcgplayer.com/product/164068_200w.jpg

2+ "Altergeist" monsters

During the Main Phase (Quick Effect): You can Tribute 1 other "Altergeist" monster; Special Summon 1 "Altergeist" monster from your Deck to your zone this card points to. If this card is sent from the field to the GY: You can target 1 "Altergeist" card in your GY; add it to your hand. You can only use each effect of "Altergeist Primebanshee" once per turn.

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Altergeist Kunquery

Market Price: $0.08

ImageURL: https://tcgplayer-cdn.tcgplayer.com/product/174973_200w.jpg

When an opponent's monster declares an attack, if you control an "Altergeist" card: You can Special Summon this card from your hand, and if you do, negate that attack. If this card is Special Summoned: You can target 1 face-up card your opponent controls; negate the effects of that card while it and this monster are face-up on the field.

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Salamangreat Almiraj

Market Price: $0.88

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1 Normal Summoned monster with 1000 or less ATK

(Quick Effect): You can Tribute this card, then target 1 monster you control; it cannot be destroyed by your opponent's card effects this turn. When a Normal Summoned monster you control is destroyed by battle, while this card is in your GY: You can Special Summon this card. You can only use this effect of "Salamangreat Almiraj" once per turn.

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Altergeist Manifestation

Market Price: $0.29

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Target 1 "Altergeist" monster in your GY; Special Summon it in Attack Position and equip it with this card. When this card leaves the field, destroy that monster. You can banish this card from your GY, then target 1 "Altergeist" Trap in your GY; add it to your hand. You can only use this effect of "Altergeist Manifestation" once per turn.

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Imperial Order

Market Price: $3.80

ImageURL: https://tcgplayer-cdn.tcgplayer.com/product/181780_200w.jpg

Negate all Spell effects on the field. Once per turn, during the Standby Phase, you must pay 700 LP (this is not optional), or this card is destroyed.


Official Tournament Stores must review their Konami OTS agreement before selling this product.

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One for One

Market Price: $1.71

ImageURL: https://tcgplayer-cdn.tcgplayer.com/product/71252_200w.jpg

Send 1 monster from your hand to the Graveyard; Special Summon 1 Level 1 monster from your hand or Deck.

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Pot of Extravagance

Market Price: $15.86

ImageURL: https://tcgplayer-cdn.tcgplayer.com/product/253971_200w.jpg

At the start of your Main Phase 1: Banish 3 or 6 random face-down cards from your Extra Deck, face-down; draw 1 card for every 3 cards banished. For the rest of this turn after this card resolves, you cannot draw any cards by card effects.

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Solemn Strike

Market Price: $5.14

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When a monster(s) would be Special Summoned, OR a monster effect is activated: Pay 1500 LP; negate the Summon or activation, and if you do, destroy that card.

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Linkross

Market Price: $2.49

ImageURL: https://tcgplayer-cdn.tcgplayer.com/product/213368_200w.jpg

1 Link-2 or higher Link Monster

If this card is Link Summoned: You can activate this effect; Special Summon a number of "Link Tokens" (Cyberse/LIGHT/Level 1/ATK 0/DEF 0) up to the Link Rating of the monster used for this card's Link Summon, also you cannot use "Link Tokens" as Link Material for the rest of this turn. You can only use this effect of "Linkross" once per turn.

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Altergeist Meluseek

Market Price: $0.24

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This card can attack directly. When this card inflicts battle damage to your opponent: You can target 1 card your opponent controls; send it to the GY. If this card is sent from the field to the GY: You can add 1 "Altergeist" monster from your Deck to your hand, except "Altergeist Meluseek". You can only use this effect of "Altergeist Meluseek" once per turn.

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Altergeist Marionetter

Market Price: $0.22

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When this card is Normal Summoned: You can Set 1 "Altergeist" Trap directly from your Deck to your Spell & Trap Zone. You can target 1 "Altergeist" card you control and 1 "Altergeist" monster in your GY; send that card on the field to the GY, and if you do, Special Summon that other monster from your GY. You can only use this effect of "Altergeist Marionetter" once per turn.

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Altergeist Multifaker

Market Price: $0.23

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If you activate a Trap Card (except during the Damage Step): You can Special Summon this card from your hand. If this card is Special Summoned: You can Special Summon 1 "Altergeist" monster from your Deck in Defense Position, except "Altergeist Multifaker". You cannot Special Summon monsters the turn you activate this effect, except "Altergeist" monsters. You can only use each effect of "Altergeist Multifaker" once per turn.

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If it's been a while since you've played Altergeists you may notice a few new cards in the Extra Deck. Relinquished Anima can potentially equip an opponent's monster, and you can use it in a pinch if you banish all of your Linkuribohs.

Crystron Halqifibrax, Selene, Queen of the Master Magicians, and Accesscode Talker are all involved in some pretty powerful Link climbing combos during turns where you're not planning to use Altergeist Multifaker's effect. By playing all three you can instantly make Accesscode Talker if you have a monster on the field and draw any of your hand trap Tuners. All you need is thee three spells for Selene, Queen of the Master Magicians's effect.

Linkross is definitely the most impactful addition to the Extra Deck, and I'm tempted to play a full three copies. You're not using it for the crazy combos you'll see in other decks; here, it's just a way to take Altergeist Hexstia off the field to trigger its graveyard effect. Under ideal circumstances you won't have to do that, but sometimes your only play is making a lone Altergeist Hexstia. In the past the best case would be triggering it with Altergeist Protocol, but now Linkross saves the day.

If you've been following Altergeists for any amount of time you're likely familiar with the basic interactions and combos, but I'll mention my favorite combo in the whole deck. When I play Altergeists my entire goal is to stun my opponent for one turn with the traps, and then perform this combo. In that way, it reminds me of how Shaddolls use El Shaddoll Winda to stop their opponent, and then combo off with Borrelsword Dragon to OTK.

Because Altergeists are more of a reactive deck you'll have to find different ways to start this combo, but I'll show you the one that happens the most often. The idea here is that you want to start your turn with altergeist multifaker and altergeist meluseek on the field already, which you can do by finding opportunities where you don't need to summon the altergeist silquitous for an interruption.

Sometimes you'll be able to flip up an Altergeist Protocol in your opponent's End Phase to trigger your altergeist multifaker, other times you'll have to take a risk and summon altergeist meluseek after making a judgment call on whether or not your opponent has an extender. Like I said, there are plenty of other ways to start this combo, but this is the one that happens at least once a match in most situations:

With this combo, you turned your two cards into two spell/trap negations, a bounce with altergeist silquitous, and a monster effect negation with ALTERGEIST PROTOCOL. Remember that if you did this combo it means your traps stopped your opponent's initial plays, which means they might not even have enough cards to bait all of the negations, let alone play through them.

What's even better is that you can change specific parts to deal with different situations. At the altergeist primebanshee step, for example, you could tribute the Altergeist you summoned from the deck with altergeist multifaker to summon a altergeist meluseek, which could then send one of your opponent's cards to the graveyard. Alternatively you can skip the altergeist primebanshee entirely if you already have access to ALTERGEIST PROTOCOL, altergeist manifestation, or altergeist multifaker. The only reason altergeist primebanshee matters is because it lets your altergeist hexstia search something besides altergeist multifaker, but if already have an extra altergeist multifaker in hand, or a Personal Spoofing, then the altergeist primebanshee isn't necessary.

My goal when playing Altergeists is to rush my opponent down to a simplified game state, and then unleash that combo or a variation of it to secure the win. I'm well aware that Altergeists have a reputation as a slow control deck, but at least when I play it I'm trying to find the fastest way to a big combo like that one.

Things To Consider

Like I mentioned, you can change this deck list in many ways to adapt to your expected matchups. You can also build it more for going first if you think you're really good at rock paper scissors. Personally I prepare for the worst, so you'll find ten hand traps in this version, but you can cut them back if you want to play other options.

One engine that's gained a lot of popularity recently is Neos Fusion to make Rainbow Neos. It sounds crazy, but Rainbow Neos is insanely powerful when you can make it for free. The engine's advantages are pretty straightforward: Rainbow Neos gives you a ton of removal going second. The downside is that you have to play two Garnets. Still, I think this small five-card engine of three Neos Fusion, one Elemental HERO Neos and one Rainbow Dragon could be a great choice for many players.

Altergeist Haunted Rock could be included as a one-of if you want to start your games with some extremely strong opening boards. If you happen to draw altergeist marionetter and any other Altergeist monster (even another altergeist marionetter), then the altergeist haunted rock can get you to Altergeist Hexstia. You can then use the altergeist hexstia for Linkross to search altergeist multifaker on Turn 1. If you happened to draw altergeist marionetter and altergeist multifaker the opening gets even better because now you don't even have to make the Linkross, you can just do your regular combo. Just like in the case of Neos Fusion, the downside here is that you're forced to play a nearly useless Garnet, which lowers your consistency.

If you're feeling lucky you could drop a few of the hand traps for conventional traps. Lost Wind, Compulsory Evacuation Device, and Solemn Warning are all fantastic cards for going first. This part's completely up to you, because everyone has a different way of approaching risk management. I've played Altergeists in a lot of formats and I find myself wanting to build the most well-rounded deck lists, but small changes can easily make the deck better in certain situations.

At this point, Altergeists are a bit outdated. Many of the cards have been around for years, and it's going to be an uphill battle against the top strategies. That being said though, two more altergeist multifakers are a huge help, and a potential Altergeist Pookuery release in the future could really shake things up. Altergeists might not be new, but sometimes it's nice to wreck some Eldlich and Adamancipator players with ol' reliable.