Lingering Souls


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

Printings View all

Set Rarity
Modern Event Deck Uncommon
Duel Decks: Sorin vs. Tibalt Uncommon
Dark Ascension Uncommon
Promo Set Uncommon

Combos Browse all


Related Questions

Lingering Souls


Put two 1/1 white Spirit creature tokens with flying onto the battlefield.

Flashback 1B (You may cast this card from your graveyard for its flashback cost. Then exile it.)

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Lingering Souls Discussion

ej133 on Spirits and Taxes

21 hours ago

Well, since we're talking about it, would you mind commenting on my Esper Spirits?

I sure agree with some stuff you pointed out, but running a more reactive control build has shown me some interesting results for spirits. A Spell Queller after Drogskol Captain has landed is insanely powerful. The point is only keeping Drogskol alive until another Drogskol comes in. And, man, Lingering Souls is SO much value when associated to the Captain. I'm really digging this this deck. I feel like play my usual Esper. Control list, but with some nasty good-flavored creatures, and, the main point: without Collected Company.

Nothing personal, I like green. But modern is far overataxed with Rhinos and Goyfs, so I'm doing my part to no flood it even more with these kind of cards. hahaha

Anyway, I like your list. I'm not totally confident with mine yet, but I'm working a lot on it.

willspower3 on Spirits and Taxes

21 hours ago

Thanks ej133. I think this is a great place for hatebears to migrate and for spirits to find a truly powerful shell.

The CoCo Spirits build is proven, but the playstyle/flavor is off and other CoCo builds are better. May as well be bant Merfolk.

Brewing Esper Spirits to replace all things green in Junk/Abzan is tempting, but it relies a bit much on synergy and multiple threats. 1 Goyf on board is a bigger threat than a lonely Drogskol Captain. I would love to find out if the Lingering Souls in Junk would justify spirits over Bob, Scooze, and Goyf though.

I love the regular mono white hate bears list from watching it be played, but really don't think Flickerwisp is oppressive or powerful enough, especially without a Vial in play. Spell Queller does better for sure. Brimaz, King of Oreskos is purely for beats, and Drogskol Captain can do a better job in his spot.

The Eldrazi Taxes build is great and proven, and I am brewing up a variant of that to include the Spirit of the Labyrinth + Geier Reach Sanitarium lock since it does so much hand disruption anyway, and with a higher tolerance for colorless mana. I love that even in the same 'X and Taxes' archetype, the playstyles of the two decks can be so far removed from one another.

Neo7hinker on Esper Transcendent (Competitive Rogue)

3 days ago

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Improving ET's Design

Even though the deck has been averaging between 55-60% win pct (as reported from various players), it's no secret that we have a glaring fundamental design flaw. It's like a fighter fighting without caring about defense - they'll win fights, but they'll also take unfortunate blows and losses from opponents who take advantage of that weakness.

We don't pressure the way Junk/Jund do. We need to accept this fact. We don't follow up with T2 pressure to capitalize on discard. The way we utilize discard is philosophically different than it is in Junk/Jund. In ET, it's important for knowledge, for anticipation, to improve your decisions and the quality/timing of your spells - while also picking apart their hand and plan. A control vet told me "Your deck's greatest strength is also its greatest weakness."

I haven't been able to get that out of my head. I repeat the deck's biggest weaknesses in my head - Artifacts, Burn, Walkers, non-creature spells, top decks, etc. and, yet we stubbornly disregard doing anything about it because we want to JUST be proactive. This is objectively incorrect for this deck's design.

The fact of the matter is - we need to shore up the angles that Junk/Jund do differently. Between T2 to 4+, it's very important that we are interactive, not just proactively, but reactively. We need a bridge. If we don't hit T3 Lingering Souls, we can sometimes lag behind and really don't do anything but allow spells/threats to resolve - losing stability and control of the game. The counters not only give us a T2 play, but they give us better opening hands, improves us vs Burn, addresses the deck's other concerns, and allows us to protect our plan after we've stabilized.

Ultimately, we become a more well-rounded deck. Knowing when to hold up mana to counter or when to resolve a threat takes practice and experience. I come from UW Midrange where I'm used to playing 10-16 creatures + 8-10 counters - knowing when to hold up for a counter or resolve Kitchen Finks, for instance. It's about reading the game (discard give counters a bigger impact because we can read their hand and know what we want to counter) and timing - switching between proactive and reactive, defensive and aggressive. Speaking of aggressive, the counters also complement the Geist of Saint Traft plan after we untap with him.

Lastly, unlike Jund/Junk, we play Snap to buy back disruption. We also play Esper Charm. We don't 'need' 7-8 discard in the main. We don't even 'need' 6. We just require at least 4-5 so we can see them in our opening hand. Any others can be in the board. The counters posted above are the best options in the main.


3-4 Serum Visions

4-5 Counters

4-5 Discard

3-4 Esper Charm

I want ET to be the best it can be and this is the direction I'm taking going forward.

Thank you for reading.

ej133 on WUB WUB Esper Control

3 days ago

Hello there!

Well, I have a mono-B reanimator on Legacy too and that's damn insane. But it is quite a weakling when facing Deathrite Shaman, which is by far one of the most played cards in Legacy. Also, there are a fuckton of other grave hate in any format, so it's only a funny deck at best.

But, ok, let's talk esper.

The main thing that make new esper players go horribly bad at playing is that you gotta set a direction. Most esper players just wanna use a lot of instant speed removal, counterspells, manlands and discards, also using Lingering Souls and Supreme Verdict. The problem with this is that you get tappedout quite often, and then your instant speed stuff remains useless in your hand.

What I'm saying is: you wanna go midrange? go midrange. Focus on Lingering Souls and Geist of Saint Traft strengths and make sure you have enough discard and board control for the whole game. Otherwise, if you wanna go full control, then go full control. Use a lot of counterspells and adopt a draw-go posture, so you can actually respond your opponents actions. (Basically, that's my deck style)

Esper is an expensive combination of colours, and you gonna need some time to finish your deck with the all-time-staples (such as Snapcaster Mage itself), but go on playing like this and try to understand your gameplay as you evolve and understand how you're going to define your deck strategy.

Watch some youtube gameplays too. There are some very good esper players out there.

Hope you enjoy my comments. If you didn't get some part, feel free to ask me. I love talking about MTG.

puhalakaust on Doran, the Junk Tower (Turn 3-4 win)

4 days ago

zephyr_chang thanks for your suggestions! I am not currently looking to make this treefolk tribal as i enjoy the relevance and power of the established junk staples and, fortunately for me, many of them synergize with doran even if only a little. I do really like your suggestion of Lingering Souls, I had never though of the insane power of combining this with Tower Defense. I also will likely implement the manland suggestion you have made. Which of my current manlands would you suggest cutting for Forbidding Watchtower? Stirring Wildwood seems more relevant as far as defense goes imo. I think i will increase my Doran, the Siege Tower count up to 4 as well as increase the number of Spellskites. The idea of using Mardu Ascendancy here for a quick wincon is very interesting and easy to achieve with birds and my already mainboard Wooded Foothills.

zephyr_chang on Doran, the Junk Tower (Turn 3-4 win)

5 days ago

If you want to maximise the Doran synergy, it would be cleaner to do a dedicated Doran deck with other good cards in Abzan colors. You might find that it is more consistent, and will take more people by surprise.

Suggested creatures: Run 4 Treefolk Harbinger and 4 Doran, the Siege Tower for consistency. Run 4 Spellskite to protect Doran and be a pain in the ass for Infect and Bogles. Run 4 Tarmogoyf if you have them since they are just that good. Run 4 Birds of Paradise that can fix colour and attack when you don't need it for mana later on.

Suggested spells: Run 4 Lingering Souls. This card is key. Like you said, 3-4 copies of Tower Defense is great with Doran and it is even better with 1/1 Spirits that opponents usually don't care to block. It is also the main reason why people play Abzan in the first place. Play 1-2 Assault Formation if you expect a meta with a lot of removal for Doran. Mix and match your removals and discard - Path to Exile, Fatal Push, Abrupt Decay, Maelstrom Pulse, Inquisition of Kozilek, Thoughtseize, etc. - and maybe some card draw to round up the deck.

As for lands, I suggest a stronger manland with an easier activation cost - Forbidding Watchtower. You can also max out the number of Murmuring Bosk since now you are running a ton of Treefolk. It is also searchable with a Treefolk Harbinger.

There are lists that splash red for Mardu Ascendancy for an even faster finish. It reduces the consistency though. I would just stick with Abzan.

Pitchblende on Tainted Beast

1 week ago

Thanks Seshiro, It was a hard decision to put the Archangel of Thune in because it doesn't cause my opponent to gain life. It's really just an alternative wincon. Your suggestions along with the Lingering Souls could make a great deck, maybe with a Felidar Sovereign or two.

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