27178 cards found
Spirit Link

Spirit Link {W}

Enchantment - Aura
Enchant creature
Whenever enchanted creature deals damage, you gain that much life.
Related card: Vampiric Link
Spirit Loop

Spirit Loop {1}{W}

Enchantment - Aura
Enchant creature you control
Whenever enchanted creature deals damage, you gain that much life.
When Spirit Loop is put into a graveyard from the battlefield, return Spirit Loop to its owner's hand.
  • Time Spiral
Spirit Mantle

Spirit Mantle {1}{W}

Enchantment - Aura
Enchant creature
Enchanted creature gets +1/+1 and has protection from creatures.
The shield of unimpeachable purity is as strong as any wrought on the anvil.
Spirit Mirror

Spirit Mirror {2}{W}{W}

Enchantment
At the beginning of your upkeep, if there are no Reflection tokens on the battlefield, create a 2/2 white Reflection creature token.
{0}: Destroy target Reflection.
Spirit Shackle

Spirit Shackle {B}{B}

Enchantment - Aura
Enchant creature
Whenever enchanted creature becomes tapped, put a -0/-2 counter on it.
Spirit Shield

Spirit Shield {3}

Artifact
You may choose not to untap Spirit Shield during your untap step.
{2}, {T}: Target creature gets +0/+2 for as long as Spirit Shield remains tapped.
At times, survival must outweigh all other considerations.
  • Fallen Empires
Spirit Summoning

Spirit Summoning {1}{R/W}{R/W}

Sorcery - Lesson
Create a 3/2 red and white Spirit creature token.
"Books are fantastic, but if you're really curious about the distant past, why not ask someone who was there?"
—Augusta, Lorehold dean
  • Strixhaven: School of Mages
Spirit Weaver

Spirit Weaver {1}{W}

Creature - Human Wizard
{2}: Target green or blue creature gets +0/+1 until end of turn.
"Let my hope be your shield."
2/1
Spirit en-Dal

Spirit en-Dal {2}{W}

Creature - Spirit
Shadow
Forecast — {1}{W}, Reveal Spirit en-Dal from your hand: Target creature gains shadow until end of turn.
2/1
  • Future Sight
Spirit en-Kor

Spirit en-Kor {3}{W}

Creature - Kor Spirit
Flying
{0}: The next 1 damage that would be dealt to Spirit en-Kor this turn is dealt to target creature you control instead.
Death free throat from thirst, mouth from speech, feet from earth.
—Kor requiem
2/2
Spirit of Malevolence

Spirit of Malevolence {1}{B}

Creature - Spirit
When Spirit of Malevolence dies, each opponent loses 1 life and you gain 1 life.
Great evil weighs on the soul.
2/1
  • Core Set 2021
Spirit of Resistance

Spirit of Resistance {2}{W}

Enchantment
As long as you control a permanent of each color, prevent all damage that would be dealt to you.
"Our victory must come from all of Dominaria, or it will not come."
—Urza
  • Invasion
Spirit of the Aldergard

Spirit of the Aldergard {3}{G}

Snow Creature - Bear Spirit
When Spirit of the Aldergard enters the battlefield, search your library for a snow land card, reveal it, put it into your hand, then shuffle.
Spirit of the Aldergard gets +1/+0 for each other snow permanent you control.
0/4
  • Kaldheim
Spirit of the Hearth

Spirit of the Hearth {4}{W}{W}

Creature - Cat Spirit
Flying
You have hexproof.
Thieves know that a snarl in the night means, "Rob another house."
4/5
Spirit of the Hunt

Spirit of the Hunt {1}{G}{G}

Creature - Wolf Spirit
Flash
When Spirit of the Hunt enters the battlefield, each other creature you control that's a Wolf or a Werewolf gets +0/+3 until end of turn.
The bonds of the pack transcend time and death.
3/3
Spirit of the Labyrinth

Spirit of the Labyrinth {1}{W}

Enchantment Creature - Spirit
Each player can't draw more than one card each turn.
Students at the Dekatia Academy learn that being sent to study with her is a lesson in itself.
3/1
Spirit of the Night

Spirit of the Night {6}{B}{B}{B}

Legendary Creature - Demon Spirit
Flying, trample, haste, protection from black
Spirit of the Night has first strike as long as it's attacking.
6/5
Related card: Urborg Panther
Spirit of the Spires

Spirit of the Spires {3}{W}

Creature - Spirit
Flying
Other creatures you control with flying get +0/+1.
She breathes fair winds to tired griffins and lifts songbirds beyond the reach of stalking cats.
2/4
  • Ravnica Allegiance
Spirit-Sister's Call

Spirit-Sister's Call {3}{W}{B}

Enchantment
At the beginning of your end step, choose target permanent card in your graveyard. You may sacrifice a permanent that shares a card type with the chosen card. If you do, return the chosen card from your graveyard to the battlefield and it gains "If this permanent would leave the battlefield, exile it instead of putting it anywhere else."
Spirited Companion

Spirited Companion {1}{W}

Enchantment Creature - Dog
When Spirited Companion enters the battlefield, draw a card.
She formed a friendship with several playful spirits, and soon "the pack" was known as the source of much mischief in Eiganjo.
1/1
Spiritmonger

Spiritmonger {3}{B}{G}

Creature - Beast
Whenever Spiritmonger deals damage to a creature, put a +1/+1 counter on Spiritmonger.
{B}: Regenerate Spiritmonger.
{G}: Spiritmonger becomes the color of your choice until end of turn.
6/6
Spiritual Asylum

Spiritual Asylum {2}{W}{W}

Enchantment
Creatures and lands you control have shroud.
When a creature you control attacks, sacrifice Spiritual Asylum.
Trapped in safety is still trapped.
  • Nemesis
Spiritual Focus

Spiritual Focus {1}{W}

Enchantment
Whenever a spell or ability an opponent controls causes you to discard a card, you gain 2 life and you may draw a card.
  • Mercadian Masques
Spiritual Guardian

Spiritual Guardian {3}{W}{W}

Creature - Spirit
When Spiritual Guardian enters the battlefield, you gain 4 life.
Hope is born within.
3/4
Spiritual Sanctuary

Spiritual Sanctuary {2}{W}{W}

Enchantment
At the beginning of each player's upkeep, if that player controls a Plains, they gain 1 life.
  • Legends