Kor Spiritdancer


Format Legality
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Battlebond (BBD) Rare
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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Recent Decks

Kor Spiritdancer Discussion

sylvannos on Battlebond Spoilers Threaad

3 days ago

Some more reprints: http://mythicspoiler.com/bbd/cards/spellsnare.jpg !http://mythicspoiler.com/bbd/cards/beastwithin.jpg http://mythicspoiler.com/bbd/cards/magusofthecandelabra.jpg http://mythicspoiler.com/bbd/cards/angelicchorus.jpg http://mythicspoiler.com/bbd/cards/skyshroudclaim.jpg

New Storm card, although I'm not sure how playable it is. If Storm can untap with it, it will absolutely kill someone.


This guy ate his partner!


"Be a real shame if someone bounced your Kor Spiritdancer..."


These guys are really neat:

http://mythicspoiler.com/bbd/cards/okauneyeofchaos.jpg http://mythicspoiler.com/bbd/cards/zndrsplteyeofwisdom.jpg

I especially like that they don't have to attack first before they get their coin flips.

I wish this had haste so I could jam it into my Goblin deck:


Still an interesting card.

FancyTuesday on Not quite there.

1 week ago

Well for starters, 3 of the 6 enchantress effects are "may" triggers; Verduran Enchantress, Mesa Enchantress, and Kor Spiritdancer (which you aren't running, probably for the best with relatively few auras). For seconds, are you seriously milling out against other players? I've fishbowled the deck near a dozen times and, assuming no removal disrupts it, it seems to "go off" around turn 7 and is still a solid 5 turns away from actually decking itself. That's pretty normal for a not-super-competitive deck. Even a casual deck should be able to combo out by turn 12 if left unmolested; that's a REALLY long game.

This is one of those cases where your opponents really should be keeping you in check. I mean, the deck has (had, at least, I swear Eidolon of Blossoms was in there earlier) 5 draw engines and as many ways to fish them out, that's pretty light. And all but one of those engines are wrath fodder.

I have a few specific tech suggestions and questions (like, what are you getting out of Awakening when you're playing multiple Kismet effects?), but it's late so I'll have to come back to this.

DangoDaikazoku on Selesnya Heroic Inspiration

1 month ago

Hero of Iroas was very powerful when I ran a mono-white aura heroic deck in standard. Fabled Hero was crazy with Sunbond and Ordeal of Heliod, although Sunbond is just good if you give a creature lifelink or simply have a creature with lifelink. Soldier of the Pantheon was also a powerful little one drop. If you build around auras here too you would have access to draw engines like Kor Spiritdancer and Sram, Senior Edificer. Also I wouldn't worry too much about all of your spells in here being two CMC or less because in my experience running only one and two drops will cause you to burn out and empty your hand very quickly. I don't want you to change the vision you have for this deck, I'm just saying auras have worked wonders when I had a heroic deck, and Hero of Iroas is perfect for it.

SynergyBuild on White Knights Unite

1 month ago

I don't think you understand modern as a format, unless you can overwhelm Kiki-Jiki, Mirror Breaker and his infinite swarm, Path to Exile is useful, same goes for a Wurmcoil Engine and it's babies, or if you ever want to cast a spell chosen by a Meddling Mage.

Sure, this deck may be able to beat a 2/1, but if you want to stop Dark Confidant from overwhelming you with card advantage, pack yourself a couple Path to Exiles before you get beat.

Decks in the metagame that Path to Exile is useful against:

5 Color Humans (Meddling Mage, Dark Confidant, Mantis Rider)

R/B Hollowed One (Everything, they want it recurred, now it is in exile)

Jund (Dark Confidant, Tarmogoyf)

Mono-Green Tron (Ulamog, ceaseless hunger, World Breaker, Wurmcoil Engine)

U/R Gift's Storm (Baral, Chief of Compliance, Goblin Electromancer)

Affinity (Whatever creature they alpha strike with)

Burn (Eidolon of the Great Revel, Grim Lavamancer)

Grixis Death's Shadow (Death's Shadow, Gurmag Angler, Tasigur, the Golden Fang)

Eldrazi Tron (Matter Reshaper, Thought-Knot Seer, Reality Smasher, Endbringer, Wurmcoil Engine, Ulamog, the Ceaseless Hunger)

Bogles (Dryad Arbor, Kor Spiritdancer)

U/W Control (Wall of Omens)

Land Destruction G/R (Courser of Kruphix, Tireless Tracker, Pia and Kiran Nalaar, Inferno Titan)

Jeskai Control (Spell Queller, Pia and Kiran Nalaar)

Mardu Pyromancer (Young Pyromancer, Bedlam Reveler)

Scapeshift (Primeval Titan)

Ad Nauseam (Laboratory Maniac, they lose they next turn off of an Angel's Grace)

Counters Company (Devoted Druid, Vizier of Remedies, Kitchen Finks)

Grishoalbrand (Griselbrand, Borborygmos Enraged, Worldspine Wurm)

Amulet Combo (Azusa, Lost but Seeking, Courser of Kruphix, Primeval Titan)

Living End (Archfiend of Ifnir mostly, but any of their creatures should help slow down their explosion of creatures)

Infect (Self Explanatory, any of their creatures and they are doomed)

Ironworks Combo (Kill their Scrap Trawler, and they lose)

Welp, that about wraps up my reasons why path is so dang good, but I guess I'll share some more:

It isn't rare to have Path to Exile be named the best removal in modern, next to Lightning Bolt and Fatal Push as it's contenders, it exiles, unlike either, and is unrestricted removal, some decks splash white just to play it, and you don't play it when it is your only color it looks stupid to say "Oh, I'll trample over all of the creatures it could hit", when your creatures are smaller than many (even after buffs and accounting for double strike) and they wouldn't block the others.

Creatures aren't removal (until they are, like Nekrataal), and Path to Exile is, please don't think removal is only for blockers or attackers.

SynergyBuild on Karametra and the four Enchantress's (EDH)

1 month ago

The Five normal Enchantresses are as follows:

Argothian Enchantress

Enchantress's Presence

Verduran Enchantress

Mesa Enchantress

Eidolon of Blossoms

The others are below:

Femeref Enchantress

Sram, Senior Artificer

Kor Spiritdancer

You run the good ones, but here is what I suggest:

Wild Growth - It adds a great piece of turn one ramp

Fertile Ground - Similar to Wild Growth meets Utopia Sprawl

Cloudstone Curio - With an enchantress and a few low cost enchantments, you draw a ton.

Serra's Sanctum - Best land for this deck

Earthcraft - Best mana engine with this deck, use with Ajani's Chosen, Sigil of the Empty Throne, Opalescence, or Starfield of Nyx with a basic land enchanted up with Utopia Sprawl or the likes to turn each enchantment into 4+ mana, with an enchantress or two this almost goes infinite.

Squirrel Nest - Win con with Earthcraft, makes chumpblockers

Banishing Light - Great Removal

Song of the Dryads - Commander Removal

Oblivion Ring - Great Removal

Sylvan Library - Great Card Advantage, combos with Abundance, note, you only have to pay life for cards it draws you, if abundance is on the field and replaces those draws, you don't have to pay life for any of them.

Mirri's Guile - Similar to Sylvan Library, but worse in most cases, luckily it is earlier in mana cost.

Carpet of Flowers - Normally makes an absurd amount of mana seeing how many people play blue in commander.

Enlightened Tutor - Nothing better than the old tutor-to-top for an instant.

Idyllic Tutor - Insanely underrated, it gets you any tool for the job then.

Eternal Witness - Better than Auramancer or Monk Idealist

Solitary Confinement - Best protection, and with enchantresses you can easily keep it up indefinitely.

Authority of the Consuls - Shuts down some comboes (Impact Tremors, Blood Artist, Zulaport Cutthroat, Kiki-Jiki, Mirror Breaker, Splinter Twin), slows others, gains life, one mana etc.

Blind Obedience - Similar to Authority of the Consuls, taps artifacts, no life gain for free, can deal incremental damage if you have left over mana to dump.

Grand Abolisher - Better than City of Solitude 90% of the time, but isn't an enchantment, and so is easier to kill.

Stony Silence - Artifact Hate to the Max

Rest in Peace - Graveyard Hate alongside Ground Seal

Helm of Obedience - Combos with Rest in Peace to kill any player you want every turn.

Teferi's Protection - Better than Heroic Intervention, costs one more.

Parallax Wave - Goes infinite with either Opalescence or Starfield of Nyx. (This works because you remove a counter to exile one creature you dont want on the field, and then in response you target Parallax Wave with it's own ability, it will bring itself back, then exile the other creature forvever. With Eidolon of Blossoms, you can draw until you hit any card in a similar manner, and you can keep bouncing Monk Idealist returning every other enchantment from your graveyard to you hand, etc. With Ajani's Chosen, you have infinite 2/2 cats.)

I love enchantress, and have played with Karametra, God of Harvests Enchantress, Dragonlord Dromoka Enchantress, Heliod, God of the Sun Enchantress, and Selvala, Explorer Returned Enchantress, which I like the most.

To the the most competitive combo-oriented enchantress deck I have built, it is below:

[Help Needed] EDH GW Enchantress

seshiro_of_the_orochi on Not wanting to trade/sell a ...

2 months ago

It's a thing i hate to do as well. For me, it's the following:

As long as i have the playset, i'd be able to play it in a deck without having to worry if three copies is enough. But as soon as the playset is broken, i'd have to buy another if i wanted to play it. If i trade away the whole set, my propability of being frustrated because i traded any single is smaller.

An example: i once traded away one copy of my playset of Kor Spiritdancer. It still annoys the crap out of me as i really wanted to play four of it in my zur deck. Shitty feeling.

JuQ on My Name is Uril

2 months ago

The point of the enchanntresses is being a card engine, not so much enchanting them and swinging with them (except for the Kor Spiritdancer, obviously), that is why Uril is there. You enchantres will be targeted and killed for that reason, some enchants will help you keeping them alive, but the more you enchant them the more you'll be losing when they get killed. In my opinion is best not to put too many eggs in one basket, make them chose between killing the enchantres or killing the threat.

Why would you need Awakening? you have really few cards with flash, no instants, no tap abilities and basically nowhere to spend mana outside of your turn, you would be untapping oponents lands for free. Now we are on the topic, you may want to get Vedalken Orrery or Vernal Equinox.
If it is about untapping your creature you could instead just use something that give your creatures vigilance like Brave the Sands or Always Watching .

Once you get your enchantresses you may also want to swap Explosive Vegetation, Nature's Lore and Rampant Growth for more of their land aura countersparts for maximum synergy. Some good ones you are missing are Wild Growth, Utopia Sprawl, Overgrowth and Weirding Wood.

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