Dungeon Geists


Format Legality
Pre-release Legal
Tiny Leaders Legal
Vintage Legal
Penny Dreadful Legal
Custom Legal
Commander / EDH Legal
Noble Legal
Magic Duels Legal
Brawl Legal
Standard Legal
Arena Legal
1v1 Commander Legal
Canadian Highlander Legal
Vanguard Legal
Leviathan Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Modern Legal
Legacy Legal
Archenemy Legal
Casual Legal
Oathbreaker Legal

Printings View all

Set Rarity
Core Set 2020 (M20) Rare
Commander Anthology (CM1) Rare
Commander 2013 (C13) Rare
Dark Ascension (DKA) Rare

Combos Browse all

Dungeon Geists

Creature — Spirit


When Dungeon Geists enters the battlefield, tap target creature an opponent controls. That creature doesn't untap during its controller's untap step for as long as you control Dungeon Geists.

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Dungeon Geists Discussion

RulerofNight44 on Empyrean Gale

1 month ago

My only suggestion prior to the Throne of Eldraine release would be to go up a bit on lands. Given that you are running Cavalier of Gales and Dungeon Geists , you want to make sure you can play those within a reasonable amount of time. As for sideboard, consider the M20 hate cards ( Devout Decree and Aether Gust ) as well as counterspells like Negate . As for the mainboard, just play whatever works. Test the deck against people in your LGS or where ever you play and see what happens.

nordakbalrem on Esper Spirits m20 standard

2 months ago

Try out Ethereal Absolution as a finisher and Ugin, the Ineffable also has a synergy. I also love Dungeon Geists as sudo removal.

Cloudius on Isperia's Flying Circus of Tools

7 months ago


Admonition Angel - Oblivion Ring on a stick. Combine it with Dissipation Field and Adarkar Wastes and you're guaranteed a "Landfall" trigger every turn (at a expense of 1 life).

Dungeon Geists - Permanently taps down a troublesome creature. Sower of Temptation is better but this is worth considering if you want redundancy. Gilded Drake would be the best but I noticed that you've labeled this deck as "Budget" so it could be out of the budget.

Karmic Guide - Tutorable graveyard recursion in white. Can be blinked for repeated use (blink it in response to the echo trigger will let it stick around for one more turn for more shenanigans). It combos well with Reveillark but since it doesn't quite fit the theme of the deck, I'll just leave the combo for your reading pleasure.

Shrieking Drake - This little fellow may seem underwhelming. You mentioned you tutor for Archon of Redemption 1st 90% of the time. If you've mana to spare, you can cast Drake and return itself to your hand, so every you spend gains you 1 life. With Ephara, God of the Polis in play, Drake effectively reads ": Draw a card at the beginning of your next upkeep" as it guarantees that a creature ETB under your control every turn. You can also return another creature and recast it for it's ETB effects.

multimedia on Spirits In The Material World

9 months ago

Hey, you're welcome.

If you have Brago already then consider making him your tribal Spirits Commander? If you're going for tribal Spirits then blue is where you want to be because Azorius has actual Spirit tribal cards. With Spirits you can't take the most advantage of Brago's blink, but there's still some good interactions:

Of course there's other powerful interactions with Brago's blink that are not Spirits, but are fine support cards for Spirits:

Spirit Bonds seems quite good with Brago. Each time you blink a nontoken creature you can pay to create a Spirit token. Since Brago can blink a lot of your creatures each turn Bonds can be a white mana sink to potentially make lots of Spirit tokens. With Bonds you can protect nonSpirit creatures from nonexile removal with Spirits.

5dollarMTG on $5 Azorius Imprisonment

11 months ago

captainamerica: Unlike most control decks, this one does not have a designated finisher. Rather, the idea is to get out a bunch of smaller bodies as you lock everything up, and then swing in with a bunch of 2 or 3 power creatures. Lyev Skyknight and Dungeon Geists often end up doing most of the damage, since they can detain or exile any other flying creatures and then get through for 3 points each turn.

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