As soon as the new set came out I was ecstatic to try out wisp and radiants, they seem so much fun.
Soulbringer seems like such a power house (and he plays like it too). Here's the card breakdown:
Combo Units:
Pathlighther - This card is just pure amazing. Not only is it a great early game card with it's infiltrate effect (which due to a potential bug only activates when you have radiants in your hand from my extensive playing with it) but it is a great card at any stage of the game due to killer. Combine this with
Xenan Initiation and you have yourself a kill anything setup. Works great when paired with...
Soulbringer - This is the heart of the deck of course with it's wisp recursion. Often you might find yourself only getting to play him with his normal effect which is totally fine, but when you can get that extra wisp boy does it feel good. ESPECIALLY when you're rocking some Pathlighters with killer in the graveyard. Really any of your wisps in the graveyard are good with this card. My list of which cards to pull is usually situational, but generally here's my list of priorities: Pathlighter > Mitotic Wisp > Dark Wisp > Entrancer
Support Units:
Entrancer - This is an amazing early game card to silence your opponents early threats. This hits A LOT of really good cards and so this card is absolutely a great include. This card serves as a flying blocker (or a flying threat later when Obelisk is down) and also serves great to pop an opponent's aegis for cheap. This is a pretty good card to bring back with Soulbringer if your opponent is playing aggro.
Dark Wisp - This card really just helps smooth out the draw so you are getting the cards you need when you need them. He serves as a fairly good chump blocker and can take Xenan Initiation if you don't have any other good targets. The important thing here is he is again a wisp so wisp + killer = shenanigans.
Dreamsnatcher - This deck has some discard going on for general control so that is a huge plus. He helps against aggro by A) having a really good statline for the cost and B) by sometimes being a good soak for things like Torch or other removal. If you get him to late game boy oh boy is it fantastic. I believe he has been buffed changing his discard from 10 to 15 which makes him even stronger! All around a good card and sometimes you can get him down for free if you have Mitotic Wisps out. A good turn 3 play is Mitotic Wisp -> Dreamsnatcher, or even Mitotic Wisp on T2 and then another 2-drop on T3 and a Dreamsnatcher. Really it allows you to flood the board and really establish a good presence (more on this later).
Mitotic Wisp - This is a great chump blocker and allows you to pull your radiants (most importantly Soulbringer). This is a good card as it allows you to either play more radiants in a turn or allow you to play them earlier than you otherwise could (Soulbringer on T3, Shadowlands Tyrant on T4). You will be moving your units into the void enough that you should consistently get at least one activation of this card per game. In a bind you can use Mitotic Wisp as an air blocker since you may have noticed there is only two cards with flying here since Pathlighter is relied upon for killing flyers.
Kerendon Merchant - Self explanatory. Merchants are a new auto-include. I chose this one over
Auralian Merchant since he has deadly and the cards I want in my market are mostly shadow cards. He's unfortunately squishy at 1 health so be careful when you play this card. In a bind you can use Xenan Initiation on him to kill an opponents creature.
Shadowlands Tyrant - This is just a really good later game drop as he has a pretty good statline and his effect can really snowball if left unchecked. This will often soak up removal since there aren't too many "big threats" throughout the deck, so be wary when playing him. This card is one of the ones I'm still unsure about, and can be subbed for any good late game radiant. I like him for his lifesteal and because I loved this rotation of cards from the last set.
All Other Cards:
Dark Return - Usually you only want to pull Soulbringer or Pathlighter back, but pulling out Shadowlands Tyrant or Tormentor are completely okay options.
Devour - This cards is a powerhouse in this deck. It enables tribute, allows you to get draw, helps you stay alive, helps you avoid silence effects, and helps your units be better chump blockers when needed.
Vara's Choice - This is great for controlling your opponents hand and making them discard their all stars. This card also helps you deal with threats on the field, though if it is a high stat-ed creature you are SOL. I often toss this card with KM against certain decks.
Xenan Initiation - Another power house card here, this is your biggest offense against any major threats to your field. Almost always you want to play this on Pathlighter, with number 2 being Soulbringer, number 3 being KM, and then all other wisps. This is great on Shadowlands Tyrant if you already have him out as you can prevent him from getting blocked to death while still activating his effect.
Banish - Multi-purpose spell to get rid of attachments as most the ones we care about cost 4 or less. Yes there are situations where I wish this was disjunction, but I really like that this card is rarely dead in my hand as if I can't use it for relics I can use it for units and vice versa. This is also one of the cards I frequently pitch with KM.
In Cold Blood - I was going to include
Deathstrike but this card just synergizes with this deck better. It buffs Dreamsnatcher and gives you up to 4 activation's on Mitotic Wisp which is huge. A good just kill X card that gets better when you play against Justice. This is the final card that I frequently pitch for the market.
Xenan Obelisk - This card should make sense to you. The point of this deck is to overwhelm your opponent with units and a good way to do that is Obelisk. Your opponent may get at you with a
Harsh Rule but you can easily bounce back with Soulbringer, and when you do you want hard to deal with creatures. This cards works especially well once you use Whispers in the Void as you get a free 3/3 (or 5/5) every turn. Hard to be upset with that.
Whispers in the Void - I love this card and have always liked playing it. I was super bummed when Vara got nerfed and this card became less viable, but with this wisp radiant deck it can see some play. I generally use this as token generation so I can overwhelm my opponent or just have a lot of chump blockers. Another good use of the tokens is providing you a unit to Devour so you can activate Soulbringers tribute. I run this at 2 so I can see it more often. I also run
Grasping at Shadows in my market so that I can play the Tormentor for a last big push. This card could be dropped to 1 if you desire, but I found that if it was ever dead in my hand that I could just pitch it to the market and pull it later if I still wanted to play it.
On top of that, I would consider this mostly a wisp deck rather than a radiant deck and so you had (at the time) only Soulbringer and your other Preserver to activate the free wisp condition. I now have Shadowlands Tyrant which could activate it but he's who I swapped in for Preserver.