Kor Spiritdancer

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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Have (6) DudeMan1031 , metalmagic , Forkbeard , PostContact , orzhov_is_relatively_okay819 , Azdranax
Want (1) nawj

Printings View all

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

Combos Browse all


Format Legality
Block Constructed Legal
Duel Commander Legal
Canadian Highlander Legal
Vintage Legal
Casual Legal
Highlander Legal
1v1 Commander Legal
Oathbreaker Legal
Modern Legal
2019-10-04 Legal
Unformat Legal
Magic Duels Legal
Noble Legal
Commander / EDH Legal
Legacy Legal
Tiny Leaders Legal
Leviathan Legal

Kor Spiritdancer occurrence in decks from the last year


All decks: 0.04%

Commander / EDH:

All decks: 0.01%

Kor Spiritdancer Discussion

TonyStark9001 on The Crown Scourge

1 week 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.

king-saproling on White Weeny

3 weeks 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

CJH123 on Uril, The Miststalker

2 months ago

I like Angelic Gift and Setessan Training because they replace themselves and offer evasion.

Escape Velocity and Gryff's Boon help you rebuild / mitigate the impact of enchanting a Kor Spiritdancer or Champion of the Flame in the early game.

I'd rather Boros Charm over True Conviction, as it's very expensive.

I'd rather Gravitic Punch or Chandra's Ignition over Plea for Guidance or Single Combat, as you may as well just win the game at that point.

Ozzmium on GW Hexproof Pump - Budget

2 months ago

No Sixth Sense, Sram, Senior Edificer, or Season of Growth?

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.

Mana Confluence and possibly Aether Hub are both lands to look into as far as upgrades go

MindAblaze on Bantchantress Aura

3 months ago

All That Glitters and Ethereal Armor? Aqueous Form is really good too. There are also a lot of creatures that trigger for draws when you play enchantments which helps address the card disadvantage you get when they kill your creature with the pants. Stuff like Sram, Senior Edificer, Kor Spiritdancer, Eidolon of Blossoms, Satyr Enchanter, Mesa Enchantress and Argothian Enchantress. There’s more too.

Also I love me some Rafiq of the Many. So powerful for one punching people it’s ridiculous.

seanfireball2 on Trample Tribal: BOGLES?!

3 months ago

I like Season of Growth in place of Kor Spiritdancer because it also gives scry 1 with your extra bogles. Also, with the current meta Kor Spiritdancer gets removed a lot. You have less creatures now but it has worked well for me in playtesting.

enpc on Why White? Design Choices

3 months ago

Colonel_Kink: Except that in your arguement, you've failed to mention that while white deos like to leverage equipment like Skullclamp, white also has THE BEST equipment tutoring in the game. Stoneforge Mystic, Stonehewer Giant, Open the Armory, Steelshaper's Gift, etc.

And on top of that, white has a bunch of solir and repeatable card draw in the form of:

And this doesn't count all of the cantrips white has like To Arms!, Scout's Warning, etc which are all very strong effects in addition to cantripping for a cheap cost.

Yes, I get that a bunch of the forementioned cards are conditional on you playing a particular strategy. But if you're commited to playing mono white, chances are you're playing one of the strategies that white excels at anyway. And if you're determined to not playing one of the strategies that white plays into, then sorry but that's on you.

Ryland7 on Estrid Mana ramp

4 months ago

Hey there,

First off, i really like the deck. I run Estrid in my playgroup and I have a ton of fun with her. +1 from me. :)

I see you have Sun Titan in your sideboard, but I feel like he deserves a spot in the 99. He hits more than half your deck with his etb and attack triggers.

I feel like Mesa Enchantress would be a better fit than Kor Spiritdancer. Mesa is still a may ability, but triggers off all your enchantments, not just your auras. Plus, it didn't really look like you run any creature auras, but i could be missing them. I get she costs one more but i run her and she does work like her green counterpart.

I also like to run the bounce lands that tap for two. Sure it sucks they come in tapped and you have to return a land to your hand, but they do so much when enchanted with an aura that lets them add an extra mana when they're tapped. tapping one land for 3 mana feels good, especially when you +2 Estrid and untap it to get even MORE mana.

Setessan Champion was (for me) the best card to come out of TBD for estrid/green enchantment decks in general. IMO she is better than Eidolon of Blossoms. Sure she doesn't replace herself, but with the amount of enchantments you're going to have entering the battlefield, she will get big/thicc/swole/whatever lingo you wanna say.

Sigil of the Empty Throne absolutely needs to be in the 99. I know you're trying to keep your drops to 3 and less, but it's really awesome when you're casting 2-3 low cmc enchantments and getting 2-3 flying 4/4s on your side. Especially if you have Aura Shards on the field.

these of course are just suggestions i'm making from my experience with running this commander. Feel free to disregard them or explain why you may not agree.

Take care! :)

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