Selfless Spirit

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Leviathan Legal
Legacy Legal
Frontier Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Eldritch Moon (EMN) Rare
Promo Set (000) Rare

Combos Browse all

Selfless Spirit

Creature — Spirit Cleric

Flying

Sacrifice Selfless Spirit: Creatures you control gain indestructible until end of turn.

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Selfless Spirit Discussion

oliveoilonyaasscureshemorrhoid on A non-stax derevi??

3 hours ago

@goodair So I took your advice and won, especially because of Shalai, Voice of Plenty and it's instantaneous mana sink. Selfless Spirit was also fantastic, it's evasive, and its ability can't be countered, cost no mana, and turns the sweep into a one-sided sweep. And I got the updates working again. Many thanks!

vaelran on Budget Spirits

4 hours ago

Big fan of Spirit tribal, your list looks good however running 4 copies of Selfless Spirit (and your creature count in general) without any draw power can cause them to clog up your hand.

Some card ideas to think about;

Opt - Quicken + Serum Visions Easy to fit in 1 mana spells to help you draw/scry.

Nikko-Onna - Windborn Muse Good sideboard options against enchantment and token heavy lists.

Aether Vial + Eidolon of Rhetoric If you can manage the budget for this, these two cards work really well together and can give you the option of going 3 mana heavy spirits (which is the majority of your creature list).

What do you think and if you need any other options let me know!

goodair on A non-stax derevi??

1 day ago

Ontop of the cards we talked about, these have felt really good to play:

Rashmi, Eternities Crafter with the nature of untapping your lands, you can get multiple 'cascades' a rotation
Gavony Township mana sink
Shalai, Voice of Plenty mana sink
---the township and shalai are good if you go more of a hatebear style rather than goodstuff
Selfless Spirit insurance/triggers
Seedborn Muse seedborn muse lol
Dusk / Dawn tends to not hurt you much/returns a good chunk back to hand
Elspeth, Sun's Champion ^^ and is a wincon if they cant kill it
Alchemist's Refuge its useful

winden02 on Spirit Spam

2 days ago

May I recommend Selfless Spirit and Geist of Saint Traft as just good cards that happen to be spirits. Supreme Phantom and Mausoleum Wanderer are great spirit tribal cards. An interesting alternative to Hindering Light could be Spell Queller. I personally love Promise of Bunrei, but thats just me.

Cloudius on Shalai, Voice of Many

2 days ago

Here're some of my suggestions:

Mentor of the Meek - Cause we don't have that many good consistent draw spells in Selesnya colors, so Mentor fills the role well.

Triumph of the Hordes - Wins me many games, even allowing me to come back from behind, when am in a seemingly dire situation.

Gaea's Cradle - Highly recommended but the price may be daunting for most folks.

Crop Rotation - I'd play this over Tempt with Discovery. After awhile, every body just don't take the bait anymore and we ended up paying for just 1 land.

Chord of Calling - I like the card for its versatility. Several times, it saved my entire army when I responded to a board wipe by fetching Selfless Spirit using Chord.

You mentioned that a perfect draw would include Enlightened Tutor so you can fetch Defense of the Heart to bring out Witness and Sabertooth. Why not add in more redundancies for Tutor, in the form of Idyllic Tutor and Sterling Grove.

Abundance works well with Sylvan Library too.

ghostfire86 on Kaalia, Beyond Heaven and Hell

1 week ago

Since Kaalia never wins with commander damage Im thinking about switching Bastion Protector with Selfless Spirit. Overall, I think the flying 2/1 works with the flying theme I want to keep and indestructible for all my creatures instead of just Kaalia is a nice addition. Sac can occur after Kaalia drops in a creature from hand if needed to make both creatures indestructible. Times like this I wish I ran more grave recursion other than Volrath's Stronghold.

cdkime on Pattern Recognition #86 - Custom ...

1 week ago

My thoughts on each of these cards:

gladiuslucix's Mizzium Jumper Cables:

I like this card. It's fun, has lots of synergies, and has some good flavour. That said, while I think it might be neat to build with in kitchen table and in casual commander, as noted in the article, it's not quite powerful enough to see more competitive play. Four-drops that don't immediately make a difference are pretty problematic.

Since I still like it's function, my edit would be as follows:

; and a second ability like "When Mizzium Jumper Cables enters the battlefield, you may cast target instant or sorcery card with a converted mana cost of 1 from your graveyard without paying its mana cost."

Four mana for 2 damage, and an Opt, Thoughtseize, Lightning Bolt, or Path to Exile to boot is starting to get into the "playable" realm, though I still think you generally have better things to do on turn 4. I don't think this would be too game-breaking in limited either--there are generally a lack of playable 1-mana instant or sorcery spells, particularly at common.


Ithyn's Rocky Coastline

I disagree entirely with this review. While I think this is a tad better than most enters-tapped lands, as you can use it for mana in a pinch, I think it is entirely outclassed by pretty much any other land that enters untapped. Unless I was playing a deck with good synergies, I'd rather run a fast/check/pain land as my budget option.

I don't foresee this having that big of an impact on fetch lands' cost, as Boza suggested--fetch lands are just too good, and no competitive deck is going to want to be down a mana. The kinds of people who will want this land are building on a budget, and are not in the market for fetchesanyway. There flexibility and synergies make them better than Rocky Tar Pit, but still not in the same league as fetches.

I see no reason to limit this card to basics--I think the very design provides enough limitations to its power.

That's not to say I don't like this card. I think there's a place for lands that enter tapped (budget commander; limited; standard), and I really like the flexibility of this card. That it might have some interesting discard/cycling synergies is an added plus, making a mediocre land somewhat more playable--provided you've designed your deck to use it.

So, despite my argument against it being a powerful land, I fully think it has a place in the game, and support it as-is.


Mig-El's Leftraru, Indomitable Cacique

I have a number of issues with this card, but my biggest issues come from the colour pie.

Red makes sense in this card--Red is known for giving other creatures Haste, and 3/1 stats are exactly what I expect from an aggressive red creature.

White and Black is where things fall apart.

Let's look at White first.

Right now, there is only one mono-White card that grants your creatures hexproof--Shalai, Voice of Plenty--and even she has a Green/White colour identity. In fact, looking at all the cards that grant anything Hexproof, it's pretty clear it is the Green part of her colour identity that is providing Hexproof to the creatures, and the White to you.

While Drogskol Captain Sigarda, Heron's Grace are similar to this card in effect, Sigarda, Heron's Grace runs into the same issue as Shalai, Voice of Plenty, and Drogskol Captain's hexproof seems much more in line with Blue's Lord of the Unreal than White's lack of mono-colored equivalent.

Moving on to Black--there is no reason for this card to have Black in its casting cost, other than flavour, and I don't think that is sufficient on its own.

How would I change this, while sticking with the original design idea of assissting Kaalia?

My revised copy of this card:

Indomitable Cacique

Creature - Human Berserker

Other creatures you control have haste.

Sacrifice Indomitable Cacique: Target creature you control gains indestructible until end of turn.

2/1

Breaking down the revisions. The general concept follows that of Fires of Yavimaya and Firewake Sliver. Three mana is pretty reasonable for giving your creatures haste (Goblin Chieftain, Fervor, Blur Sliver, etc.), so I think this is priced fairly well CMC wise.

The Indestructible ability is pretty reasonably costed as well--Selfless Spirit provides the same ability for , and also has two power and evasion.

The lack of legendary keeps it from being a commander--I think having an "everyone has haste" card always in-hand is problematic. While you could make an argument for a tribal limitation, that's pretty insignificant--that just creates a tribal deck where, in effect, "everyone still has haste, we're just a bit more cohesive in our type."


Those were my thoughts. Overall, though I disagree with a lot of what was said in the article, this is a pretty fun topic. It's always interesting to see what people find reasonable or not in a card.

FireRogue on Shalai, Voice of Many

1 week ago

I also just realized that nobody mentioned Chord of Calling! To be fair, your creature count is a little low, but if nothing else you ought to consider replacing Green Sun's Zenith. It might not shuffle back, but instant speed and convoke are pretty strong, and finding nongreen creatures is also pretty relevant. For instance you could use it to tutor Selfless Spirit to fizzle a wrath at instant speed while tapped out

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