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.
|Have (3)||metalmagic , ,|
Printings View all
|Planechase Anthology (PCA)||None|
|Planechase 2012 Edition (PC2)||Rare|
|Rise of the Eldrazi (ROE)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Latest Decks as Commander
Kor Spiritdancer Discussion
1 month ago
1 month ago
Things that synergize with white's effects like counters with Mindless Automaton, lifegain with Well of Lost Dreams, and tokens or small dudes with Skullclamp, that or Sword of Fire and Ice for equipment strategies, Smuggler's Copter and Bonders' Enclave for other strategies.
And in white, after looking it up for Omniscience_is_life, here is my new, semi-educated package:
Land Tax, Mangara, the Diplomat, Alms Collector, Weathered Wayfarer, Mesa Enchantress, Kor Spiritdancer, Sram, Senior Edificer, Stonehewer Giant, Dawn of Hope, Puresteel Paladin, Mentor of the Meek, Bygone Bishop, Luminarch Ascension, Emeria, The Sky Ruin, Sun Titan, Sevinne's Reclamation, Ranger of Eos, and Castle Ardenvale
Not to mention tutors being Weathered Wayfarer/Ranger of Eos being tutors, alongside Steelshaper's Gift, Open the Armory, Recruiter of the Guard, Ranger-Captain of Eos, Academy Rector, Arena Rector, Call the Gatewatch, Idyllic Tutor, Enlightened Tutor, Heliod's Pilgrim, Quest for the Holy Relic, Three Dreams, Boonweaver Giant, Auratouched Mage, Djeru, With Eyes Open, Taj-Nar Swordsmith, Thalia's Lancers, Totem-Guide Hartebeest, Relic Seeker, Priest of the Wakening Sun, Forerunner of the Legion, Ignite the Beacon, Plea for Guidance, Kithkin Harbinger, etc.
Oh, and there is more, just look!
1 month ago
mccabej140: White has pure card draw in the forms of Mentor of the Meek, Wall of Omens, Bygone Bishop, Alms Collector, Dawn of Hope, Mangara, the Diplomat, Thraben Inspector, Scout's Warning and To Arms! (from a quick gatherer search).
In addition, it has artifact and enchantment based draw/tutor in the form of Enlightened Tutor, Sram, Senior Edificer, Puresteel Paladin, Stoneforge Mystic, Stonehewer Giant, Open the Armory, Steelshaper's Gift, Kor Spiritdancer and Mesa Enchantress to name a few.
That seems like plenty of options for card draw/tutors in white. And while seom of these are limitied to artifacts/equipment, you can't just write these off becuase your specific deck isn't heavy in that area. It's like saying that green's tutoring is crap becuase you can't tutor instants despite thefact that green has some of the best creature tutors.
"Fun" is also not an argument here. Just becuase you haven't played with or against stax decks and just becuase you don't find them fun does not mean that that you can just write the entire acrhitype off. There are plenty of people who really enjoy playing those decks and now you're effectively telling those people how to play Magic.
Some players don't like counterspells - does that mean that we shouldn't play them? Now blue has a big void until late game. Blue needs more ramp! it has to rely on artifacts, that's not fair to blue!
But the above logic is flawed. Counterspells exist and giving blue ramp would make it more powerful. Just like giving white a crapload of unrestriced draw. Stax exists and you can't just pretend it doesn't becuase you don't like playing it/against it. White exists on a balance between having draw and having stax and that balance is important.
channelfireball12345: see above.
I would ask the question to everyone here - if white has such bad card draw, then what's stopping you from splashing a second colour to fix the deficit? Why is there such a push to build mono-white decks?
3 months ago
I would personally run Nethroi, Apex of Death. Nethroi has lifelink which can be fun to pump up with auras, but Nethroi's reanimate ability can be seriously powerful at enchantment reanimation if you build your deck right.
Auramancer, Griffin Dreamfinder, Monk Idealist, Restoration Specialist, Trusty Retriever, Acolyte of Affliction, Golgari Findbroker, Lurrus of the Dream-Den, Eternal Witness, Felidar Guardian. These make excellent targets to recur enchantments and auras with as you could recur 4 to 5 enchantments every time Nethroi mutates.
Do keep in mind a few card draw enchantment creatures also have 0 power making them free to reanimate too. Creatures like: Argothian Enchantress, Mesa Enchantress, Verduran Enchantress, Kor Spiritdancer.
Also if you run out of enchantments to recur I'd recommend running these enchantments as they're easy to both put into the graveyard and obtain value off of them which is what will make this strategy even stronger: Sinister Concoction, Seal of Primordium, Seal of Cleansing, Soul Snare, Weight of Conscience, Aura of Silence, Font of Fertility, Sterling Grove and Unbridled Growth. Sigil of the Nayan Gods and Cast Out also work if you only intend to cycle them.
4 months ago
enpc the fragility of auras absolutely proves hexproof is necessary. auras are only "fragile" if your commander is easily destroyed. so the artifacts (which in most cases will cost you about double the mana) will only be "better" if your opponent is actively removing your commander. and i already stated i NEVER said hexproof is the end all be all of protection. equips giving hexproof is nice, but you have to draw them. rafiq casting less than uril is irrelvant. rafiq actually costs MORE when you inevitably have to cast him a second time. and a third. uril most certainly does not have to "only" rely on trample. there are plenty of ways in naya colors to give uril other evasion or even unblockable (gasp!). having blue does NOT mean rafiq can keep tempo better than uril. not at all.
commander has more removal than modern. sure its a singleton format, but you also have multiple opponents. so if removal makes hexproof crucial in modern, it DEFINITELY makes hexproof crucial in commander. you say "bogles needs hexproof because they only run 12 creatures" when really its the exact opposite. they only run 12 creatures because those creatures have hexproof. although if we wanna be completely accurate, they actually run more than 12, with the extra creatures being Kor Spiritdancer. both decks have the exact same strategy of trying to stick a single creature to the board and then dumping as many buffs as possible. having multiple opponents doesn't change this plan. having constant access to a commander doesn't actually change the plan either, it simply ensures you don't have to rely on luck to get that hexproof creature.
also i never said uril was the best "just" because of hexproof. if hexproof were the only factor in my decision, 7 other creatures would tie with it. the 2 extra power per enchantment goes a long way toward racking up commander damage that rafiq simply cannot match. rafiq also does not "innately" have double strike. it can "gain" double strike IF it attacks alone, but that is not the same as having it innately.
oh and if you look up commander voltron on the mtg wiki, uril tops the list. rafiq is not on the list at all. neither is godo. the ability is nice and all, but doesn't make up for being locked into red.
4 months ago
Flickerform is a fun aura. It can be used to protect the enchanted creature from both boardwipes and targetted removal. It can also be used in conjuction with dudes like Heliod's Pilgrim, Totem-Guide Hartebeest, Auratouched Mage, or Boonweaver Giant to find more auras (these dudes even find flickerform int he first place, making it easy to set up an aura-tutor engine). You could even use Flickerform to set as a draw engine by flickering a creature that is enchanted with Unquestioned Authority or Sage's Reverie.
You might like these too: Flickering Ward, Kor Spiritdancer, Pariah, Darksteel Mutation, Murder Investigation, Hope Against Hope, Eidolon of Countless Battles, All That Glitters, Retether, Crystal Chimes
5 months ago
6 months ago
I feel like the cartouche and forced adaptation could both be cut to make room for card draw. In modern there's typically 2-3 Kor Spiritdancers in the main, with the rest of the playset in the sb for after the opponent takes out removal, just to provide a way to keep playing auras.