Kor Spiritdancer


Format Legality
Noble Legal
1v1 Commander Legal
Vintage Legal
Modern Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

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Set Rarity
Planechase Anthology (PCA) None
Planechase 2012 Edition (PC2) Rare
Rise of the Eldrazi (ROE) Rare

Combos Browse all

Kor Spiritdancer

Creature — Kor Wizard

Kor Spiritdancer gets +2/+2 for each Aura attached to it.

Whenever you cast an Aura spell, you may draw a card.

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Kor Spiritdancer Discussion

Sargeras on It's s pronounced bOgle!

1 week ago

Having played with and against Bogles many times, I have some suggestions.

  1. Cut Snake Umbra in favor of Spider Umbra, the umbras are critical to the early game, especially if you plan on playing Kor Spiritdancer. (Also, 3 cmc should be winning you the game, not drawing you cards in this type of deck)

  2. Get a Dryad Arbor if you want to upgrade, as it serves as both an additional creature and land, and is tutorable if you decide to get fetches.

  3. The sideboard needs tuning, Leyline of Sanctity is amazing at defeating things like this decks worst enemy, Thoughtseize, it also works against Lilli, and and many other fringe cards like Blessed Alliance, that can destroy most of this deck's gameplan. If you decide that is too much $$, good budget options to look into are Torpor Orb and Suppression Field. Also, Seal of Primordium is the best artifct disruption you can have, since you can play it and destroy something like a Chalice of the Void on one.

  4. You need Stony Silence, decks like Tron are great at destroying this deck since cards like Oblivion Stone set you back to square one. Stony silence will also allow you to get past cards like Ratchet Bomb and Engineered Explosives and will slow down decks like Ad Nauseeum that you cant interact with.

  5. You might ant to look into getting Temple Garden over Brushland, because since Bant Eldrazi took all the painlands and jumped the price, the shocks can actually be cheaper to buy and will be more beneficial for you in the long run.

These are my suggestions, feel free to take them as you please.


SketchyScribbler on Sram Auras

2 weeks ago

The main goal is to make sure that I can consistently make sure that threats such as Graceblade Artisan or Kor Spiritdancer and card draw such as Mesa Enchantress and Sage's Reverie, can get the necessary support they need, which is very aura heavy. While I considered running equipment, most Sram, Senior Edificer decks are equipment focused which makes me want to put my own spin on the card. Another thing is that if I split my focus here, I feel the deck will suffer a little in terms of how strong it can be especially when auras are involved.

TheDuggernaught on Solar Flare

3 weeks ago
  1. Solar Flare is already the name of deck archetype That focuses on getting Sun Titan, and some Phantasmal Images into the graveyard, playing Unburial Rites to bring back Sun Titan, using his trigger to bring back a Phantasmal Image as a copy of Sun Titan, which then allows you continue to chain into bringing all your Phantasmal Images back as Sun Titans and just generate a massive board of 6/6's.

  2. There are a couple different routes that I can see you taking this deck. As the above user stated, making an enchantments matter styled deck would be great. There are lots of fun prison strategies to you run. You could even try you hand at a sort of "boggles" deck. Bogles is a deck that runs hexproof creatures that you then just stack auras onto and swing. Given the creatures are hexproof, it really limits the ways your opponent can interact with the creature, and it can lead to some pretty fast wins as your creature can get super big very fast. Kor Spiritdancer is often also used in these lists as another beater that benefits from enchantments. Mesa Enchantress is another card that can help fuel your draws and keep your hand full. The second theme you seem to be working with is life gain. Soul sisters and martyr proc lists would be great starting points. Soul sisters is a deck that gain incremental life though things like Soul's Attendant and then wins off the back of Serra Ascendant, and Ajani's Pridemate. Martyr proc is similar, but aims to be much more explosive in its life gain through the interactions between Martyr of Sands, and Squadron Hawk.

Funkydiscogod on Keyword Idea: Preparation

4 weeks ago

Allow me to explain: let's take a hypothetical card:

Delicious Bogle

Creature - Beast

Preparation 1 (When a permanent you control becomes attached to this creature, if it isnt prepared, put a +1/+1 counter on it and it becomes prepared.)

As long as Delicious Bogle is Prepared, it has hexproof.


Simple enough, but how would a creature like that play in a modern bogles deck?

Turn 1: Delicious Bogle.

Opponent's turn: Realize what's about to happen, and leave mana up for path/push/bolt.

Turn 2: Either do nothing, and let your own bogle give the opponent an extra turn, or risk trying to enchant it, and maybe lose everything in response.

It's true it would seem like a good fit into a bogles deck, but the opportunity cost of running a bogle like that is too high. Few people would give up Kor Spiritdancer or Gladecover Scouts to make room. That's why I argue it's unlikely to be playable.

slvstrChung on Solar Flare

4 weeks ago

I'm a little confused about why you aren't taking advantage of the "enchantments matter" theme. Kor Spiritdancer would be a heck of a bomb. Sigil of the Empty Throne too. Check out my W/G Bestowtempole and Avatar: The Last Enchantmentbender for other cards that might benefit you.

drohack on Voltron, False God

1 month ago

Here is my attempt to figure out my "7 by 9" classification of my deck (Referenced article about "7 by 9"). The deck doesn't really fit into the model well since many of the cards overlap by just being enchantments that there's a lot of categories/single cards that only care if other enchantments get played.

The deck itself cost a lot to get rolling and I like where the ramp sits right now even if it's a bit high on cards, but being a 5 color deck has its requriements. I'd like to increase the number of cost reduction cards. And slightly increase the number of draw, and combo cards. If I had to I would probably remove some of the buff/removal/graveyard cards. The issue I have though is that I want to keep the same number of creatures as early agression is this decks downfall. If I could I would also update the mana base and then be able to cut some of the ramp cards.

Number of enchantments: 36 (a * represents that this card cares about enchantments) (15 are auras)

Mana (14)


Mana fixing(2):

Cost reduction(2):

Tutor(9) *

Enchantment tutor(6):








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