Kor Spiritdancer

Legality

Format Legality
Vintage Legal
Duel Commander Legal
Commander / EDH Legal
Legacy Legal
Modern Legal
Tiny Leaders Legal

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Set Rarity
Planechase Anthology None
Planechase 2012 Edition Rare
Rise of the Eldrazi Rare

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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

lagotripha on tokerino - a w/g token enchantment deck (budget!)

2 days ago

If you're looking for small changes, cut the Armada Wurm and doomed traveller for Nest Invader, then run Eidolon of Countless Battles in place of Acrobatic Maneuver and Favored Hoplite instead of become immense.

The issues you're facing are a little bigger than that kind of tweak I feel- the deck is working at odds with itself. You have some creatures that want creatures on the board to stall to midgame, spells dedicated to ending the game asap, voltron-type enchantments and flicker effects that destroy those enchantments. You'll probably need to drop some things to make room for the bits to join it all together, and that will take testing.

Flickering the enchantments is awesome, but felidar is pretty much the most efficient option without animating them. Most of these in blue but there are surprisingly few that just read permanent (because it gets sorta broken with Reality Acid) Venser, the Sojourner is memorable but its usually U/W/g for Momentary Blink Eerie Interlude and big, enter the battlefield creatures (stalling forThragtusk or Akroma, Angel of Fury).

The theros-theme enchantment matters cards provide some nice options for searching them and easing casting. Herald of the Pantheon in place of soul warden leaves casting them substantially easier and Starfield of Nyx provides some resilience in place of armada worm. Heliod's Pilgrim is a repeatable tutor able to be used alongside Tallowisp for a decent shot at enchant creature card advantage, with Auramancer but lacks a lot of the resilience of boggles (which you may want to look at for cards like Kor Spiritdancer, Spider Umbra etc). You won't be able to take advantage of that archetype due to being hit hard by targeted removal, but spells like Rancor with built-in protection should always be considered. Retether may be worth looking at if you see boardwipes.

Broadly speaking when making decisions about what to swap I'd look at three things- what do I want to do turns 1-2-3. Doomed traveller is difficult to utilise in the first few turns as you're not running Viscera Seer type stuff, and Soul Warden while providing nice resilience through lifegain doesn't have the turn two-three cards to back her up. Enchanting her with fists or cartouche is fantastic, but very vulnerable to disruption. I would not feel confident in a burn player not using lightning bolt given how long it takes to get everything else online, and countering your own aura with cloudshift the turn after feels so bad. However, if you have substantially more low cost cards it may be worth it- running a soul sisters package (Martyr of Sands/Soul's Attendant) will take most decks to midgame, Favored Hoplite/Herald of the Pantheon/Eidolon of Countless Battles/Gatherer of Graces/Evershrike/Hero of Iroas/Hopeful Eidolon/Sram, Senior Edificer/Sigarda's Aid Renowned Weaver/Strength from the Fallen/Wreath of Geists are all pretty effective if focussing on the go wide/cast auras plan, so long as you make sure they all work well together, and cards like Auramancer and Heliod's Pilgrim work to fix a couple of larger spells in the midgame Sage's Reverie/Spectra Ward perhaps. If you need to cement a board presence (t1 creature, enchant creating tokens) Umbra Mystic is worth a try.

Leonin Relic-Warder is an interesting sideboard option, especially alongside Oblivion Ring to loop herald, but if you find yourelf with decently sized tokens Sundering Growth is strictly better. Flickerform is only worth trying as a one-of.

sirtrinium on Uril's Revenge

3 days ago

All these suggestions should be self-explanatory as to why they benefit a Uril edh. Depending on your play group you might want to look into the white counter spells. Also if your going to be running so much acceleration, you could drop your land count down to 30. My Uril runs on 28 lands, but it took me a long time to get my deck right. Play test a ton and adapt as needed to your playgroup. Good luck and let me know if there is a specific question about the reasoning behind anything I've suggested.

Spirit en-Dal

Riding the Dilu Horse

Chandra's Ignition

Soul's Fire

Replenish

Retether

Winds of Rath

Academy Rector

Helm of the Gods

Kor Spiritdancer

Mesa Enchantress

Heliod's Pilgrim

Open the Armory

sonnet666 on I Need Help Making My ...

4 days ago

Wild Research has a color identity, and is not legal for your deck.

The only way I can think of to attach lots of auras to Uril at the same time is to play Retether, Open the Vaults, or Replenish while you have Uril out and a lot of auras in the graveyard already. Either that or play Primal Surge and hope you don't hit a non-permanent. Up to you whether you think either of those are a good idea.

The ONLY ways for you to deal infect damage with Uril in Naya colors are Grafted Exoskeleton and Triumph of the Hordes. There are no other cards that grant infect to a creature outside of blue and black.

Symmetrical card draw is very bad in EDH, since it just gives people more gas to answer you or win the game ahead of you. Font of Mythos, Horn of Greed, Howling Mine, Omen Machine, Temple Bell, and Rites of Flourishing should all be cut. Wheel of Fortune and Reforge the Soul are usually better because you can wait to cast them until you have no hand and your opponents have lots of cards, but you actually have better options in green, so I'd recommend cutting at least Reforge.

Replace with the following: Sram, Senior Edificer, Kor Spiritdancer, Rishkar's Expertise, Sage's Reverie, Soul's Majesty, Abzan Beastmaster, Mesa Enchantress, Verduran Enchantress, and Eidolon of Blossoms (maybe).

You also NEED better ramp. Tithe, Cultivate, Journey of Discovery, Elfhame Sanctuary, and Kodama's Reach are all sub-par and should be cut. 41 lands is also WAY too high. You'll be able to ramp much more consistantly if you cut that down. You can go down to 35 lands without a problem, and then after that you can cut one land for every 0 CMC mana rock you add to the deck. (Don't worry about Exploration, Burgeoning, and Oracle of Mul Daya being less effective. The extra draw factor will offset that. I would probably cut Azuza though, since she doesn't give you much if you aren't flooded with land.) Out of your lands, Jungle Shrine, Maze of Ith, Mikokoro, Center of the Sea, and Temple of the False God are all kind of bad and could be cut. Some better utility lands would be Kessig Wolf Run and Hall of the Bandit Lord.

All of the following are better ramp than you have: Mana Crypt, Mox Diamond, Chrome Mox, Lotus Petal, Lotus Bloom, Ancient Tomb, Nature's Lore, Three Visits, Coalition Relic, Boros Signet, Selesnya Signet, Gruul Signet, Llanowar Elves, Fyndhorn Elves, Elvish Mystic, Avacyn's Pilgrim, Dryad Arbor (tutored off of Green Sun's Zenith, Harrow, Crop Rotation (into Ancient Tomb), Gemstone Caverns, Chromatic Lantern (maybe), Joraga Treespeaker (maybe), Skyshroud Claim (maybe), Trace of Abundance (maybe), Fertile Ground (maybe), Utopia Sprawl (maybe), and Wild Growth (maybe). You may also want to consider Herald of the Pantheon or Hero of Iroas to reduce the cost of your spells.

Now, on to the auras. You have a ton of auras that don't really do... anything? I get that you want to buff Uril as much as possible, but EDH is format of card advantage, and you really shouldn't be playing cards that just read, "your commander gets +2/+2."

I would cut all of the following Abzan Runemark, Angelic Destiny (this really doesn't give you much for 4 mana), Asha's Favor, Burrowing, Call To Serve, Cave Sense, Crown of Awe, Dust Corona, Eternal Warrior, Griffin Guide, Gryff's Boon, Inviolability (He already going to be the biggest thing around, why do you need this?), Murder Investigation (You have no support for these tokens.), Nimbus Wings, Serra's Embrace, Triclopean Sight, Vigilance, and Vow of Duty.

And here's what I recommend in their place:

Double strike: Battle Mastery, Runes of the Deus, and Duelist's Heritage. Literally the best effect you can Uril, since it will double all the other buffs you're giving him.

Massive Gains: Ethereal Armor, Eidolon of Countless Battles, and Helm of the Gods (not an aura but w/e). If you're going to have cards that just buff your commander, it might as well be for a LOT.

Extra Card Advantage: Sixth Sense, Keen Sense, and Snake Umbra. These guys are cheap extra draw factor.

Trample: Rancor (best), Armadillo Cloak, Unflinching Courage, and Eldrazi Conscription (maybe). After Protection, Trample is the most reliable way to get damage through in your colors.

Haste: Instill Energy, Messenger's Speed, Cartouche of Zeal, Fervor, and Fires of Yavimaya. Hasting a Voltron commander is the best way to get your beats in asap.

Extra protection for your commander: Shielded by Faith, Spider Umbra, Hyena Umbra, Felidar Umbra, Bear Umbra, and Flickerform. (Speaking of protection, Tajuru Preserver, Grand Abolisher, Vexing Shusher, Gaea's Herald, and Sigarda, Host of Herons are all good ways to make sure Uril can't be messed with.)

Also put in Spirit Loop. It's cheap and comes back if Uril leaves play somehow.

Other miscellaneous stuff:

Heliod's Pilgrim, Open the Armory, and Plea for Guidance are other tutors you could include. Open the Armory also grabs Grafted Exoskeleton and Helm of the Gods if you put them in, so I'd recommend it.

Nomad Mythmaker might make a useful recovery tool.

Mayael's Aria buffs Uril, gains you life, and can straight up win the game for you, nuff said.

If you can find the space, you could really use better board control to deal with problem permanents. Here are some good removal spells in your colors: Swords to Plowshares, Beast Within, Chaos Warp, Oblation, Krosan Grip, Oblivion Ring, Qasali Pridemage, Return to Dust, Hull Breach, Winds of Rath, Chandra's Ignition, Austere Command, and Wrath of God.

And that's all I can think of at the moment. Good luck.

cklise on Uril's Revenge

4 days ago

I recommend Kor Spiritdancer, Verduran Enchantress, Eidolon of Blossoms, and Mesa Enchantress to improve your card draw. Mana Bloom, while not ideal, is a minor source of ramp and/or color-fixing, and also returns to hand for additional use (especially with the creatures above). Lastly, Flickering Ward could be good here (especially against U/B).

SpookyToe on Growth and Protection for All

1 week ago

You're going to need an engine. Enchantment decks can be brutal if you have this package...Kor Spiritdancer

Enchantress's Presence

Argothian Enchantress

Mesa Enchantress

Eidolon of Blossoms

If you get even just one of these cards on the field, you just start racking up card advantage and it is absolutely DISGUSTING. I would try it out.

WrathofCod on Ascend the Starfield

2 weeks ago

Congratulations on building your first commander deck! While I know it isn't a very exciting suggestion, I would recommend adding in a lot more ramp. Even though it might not seem like it, 3.55 is a relatively high average cmc and since you are in green, you should take advantage of all the amazing ramp that it has! In particular, I would recommend adding Farseek, Kodama's Reach, Skyshroud Claim, Deathcap Cultivator, Font of Fertility and a Sol Ring to get started. This will help your deck be faster and more consistent! Another area where your deck seems to be lacking is in the area of card draw. While you aren't in blue, black and green have a lot of card advantage that synergize with your enchantment theme! I would start by including Phyrexian Arena, Enchantress's Presence, Necropotence, Abzan Charm and go from there! There are also a few cards in your deck that should be taken out, simply because they are either bad or just underwhelming. While these cards might be fine in standard or modern, they are just not up to par for commander. This includes cards like Mark of the Vampire, Sunbound, Verdant Haven, Thoughtseize and Goldenhide Ox. I would also add in some more board wipes and removal since you are in black and white. This might include cards like Wrath of God, Merciless Eviction, Utter End, Path to Exile, Hero's Downfall and Martial Coup. Lastly, I would add in a few more cards that reward you for having enchantments and creatures with high toughness. Stuff like Daxos the Returned, Ikra Shidiqi, the Usurper, Kor Spiritdancer and Sapling of Colfenor all seem like they would be a perfect fit for your deck! Good luck!

Hexcimal on Let me guess - Another Enchantment

2 weeks ago

Thank you for the upvote!

What is your definition of a "budget" build? When I began building decks I tried to keep them within a $20 range, but now that my income is more generous "budget" for me is ~$100. I understand that "budget" is different for everyone, so that would be a good starting point. That being said, here are a few suggestions.

Long Post Show

I hope you were able to find some of this useful!

Rzepkanut on Bant Auras!

2 weeks ago

Nice deck, it's remarkably like one of mine :) so i have some ideas to throw at you from mine.... Grasp of Fate, Quarantine Field, Infiltrator's Magemark, Aura Gnarlid, Enchantress's Presence, Finest Hour, Kor Spiritdancer, Sram, Senior Edificer, Invisible Stalker, Treachery, Corrupted Conscience, Eidolon of Countless Battles. Here's a link to mine too, I'd love to hear your feedback as well. Happy gathering!


Rafiq of the Hexproof Enchantress

Commander / EDH Rzepkanut

SCORE: 6 | 6 COMMENTS | 1110 VIEWS | IN 3 FOLDERS


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