28536 cards found
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 Season

Spirit of the Season {1}{G}{G}

Creature - Treefolk Spirit
When Spirit of the Season enters the battlefield, it gains haste if it's summer. Put a +1/+1 counter on it if it's autumn. You gain 5 life if it's winter. If it's spring, search your library for a basic land card, reveal it, put it into your hand, then shuffle.
Summoned for all the wrong seasons.
3/3
  • Unsanctioned
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
Spiritual Visit

Spiritual Visit {W}

Instant - Arcane
Create a 1/1 colorless Spirit creature token.
Splice onto Arcane {W}
  • Saviors of Kamigawa
Spiritualize

Spiritualize {2}{W}

Instant
Until end of turn, whenever target creature deals damage, you gain that much life.
Draw a card.
"There is purity in all things. Even hatred."
—Lieutenant Kirtar
  • Odyssey
Spit Flame

Spit Flame {2}{R}

Instant
Spit Flame deals 4 damage to target creature.
Whenever a Dragon enters the battlefield under your control, you may pay {R}. If you do, return Spit Flame from your graveyard to your hand.
Spite

Spite {3}{U}

Instant
Counter target noncreature spell.
Card has other part: Malice
Spite of Mogis

Spite of Mogis {R}

Sorcery
Spite of Mogis deals damage to target creature equal to the number of instant and sorcery cards in your graveyard. Scry 1.
  • Journey into Nyx
Spitebellows

Spitebellows {5}{R}

Creature - Elemental
When Spitebellows leaves the battlefield, it deals 6 damage to target creature.
Evoke {1}{R}{R}
Disaster stalks with gaping jaws across unready lands.
6/1