Spirit Loop

Legality

Format Legality
Noble Legal
1v1 Commander Legal
Vintage Legal
Modern Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Time Spiral Uncommon

Combos Browse all

Spirit Loop

Enchantment — Aura

Enchant creature you control

Whenever enchanted creature deals damage, you gain that much life.

When Spirit Loop is put into a graveyard from the battlefield, return Spirit Loop to its owner's hand.

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Spirit Loop Discussion

EternalBrewmaster on Bad Luck Brion

1 week ago

Here are my suggestions and some recommended removals to tighten the deck. Molten Primordial, Lifeline, Assault Suit, Recruiter of the Guard, Solemn Simulacrum, Burnished Hart, Infiltration Lens, 2x Plains (36 lands should be your minimum despite your mana rocks in order to consistently get to 4 lands by turn 4), Rage Nimbus, Master Warcraft, Nim Deathmantle, Thornbite Staff, Umbral Mantle, Helm of Possession, Anarchist, Illusionist's Bracers, Caged Sun, Gilded Lotus, Rugged Prairie, Iroas, God of Victory, Obsidian Battle-Axe, Mob Rule, Savage Beating, Adarkar Valkyrie, Karmic Guide

Suggestions to remove:

Clean up repetitious cards in sideboard and maybeboard that are in the deck. Best of luck, hope some of that is helpful.

YamishiTheWickedOne on Bad Luck Brion

4 weeks ago

Other things that come to mind are Spirit Loop, Assault Strobe, and Temur Battle Rage.

Dorotheus on Bruse and Ikra Swing for Life

2 months ago

Of the cards I've been using that aren't infinite combo-y but definitely work with Bruse and Ikra, in my deck, are Aetherflux Reservoir, Spirit Loop (because it's recurs), and Noble Purpose all work with with lifegain and Doran, the Siege Tower, Assault Formation, and Mardu Ascendancy all work really well to enable the aggro side and can facilitate Ikra's lifegain as well.

I wish I had a Rhox Faithmender tho

sonnet666 on I Need Help Making My ...

2 months 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.

AsinineFutility on Bruna Is Bae

3 months ago

You have quite a lot of lands and minimal acceleration, you should probably cut between 3 and 6 lands and replace them with some mana ramp like Azorius Signet, Azorius Keyrune, Azorius Cluestone, Fellwar Stone, Coalition Relic, Knight of the White Orchid, Solemn Simulacrum etc. You can find lists of the best mana rocks in EDH online, these are just a few examples.

You could probably use a few more utility cards, like removal and boardwipes, and remove a few buff enchantments since you have quite a few. Invocation of Saint Traft doesn't work well with your commander damage goal, Pariah isn't fantastic since you usually want to prevent your commander from dying, Charisma often won't work since she'll be big enough to kill anything that blocks, and Corrupted Conscience and Treachery don't really mesh with the deck's theme.

I think you should replace these with efficient removal and some boardwipes; Path to Exile, Swords to Plowshares, Return to Dust, Cyclonic Rift and Relic of Progenitus/Tormod's Crypt covers most threats you might face.

Since you're playing a voltron deck with no way to make massive amounts of mana, Sphinx's Revelation isn't a great way to refill your hand, try Recurring Insight.

Depending on your meta, you might want to replace some countermagic with ways to refill your hand after you play it all with Bruna; there are a lot of draw spells in blue/white so I'll leave that to your discretion, but I think Fact or Fiction is a must since you can get back any enchantments that go to your graveyard and Sage's Reverie works really well with your theme.

I think I'm about out of specific suggestions, so I'll just leave a list of stuff that probably isn't great in your deck and stuff that I think would be good:

Good luck with your deckbuilding, Bruna is a super fun commander :)

PrinceJehuty on Temmet, the Token Juggernaut

4 months ago

Nice, I'm building this guy as well - you've given me some great ideas. I'd maybe suggest Flickering Ward or Spirit Loop so when Temmet dies you can keep equipping him or his token. Griffin Guideseems to have some synergy with Temmet too. Wake the Reflections can populate your best token.

Super Secret tech - Spirit Mirror. You're already running Pure Reflection, so destroy your opponents reflections, and create your own tokens. It acts like a weaker bitterblossom too, and you can block with the Reflection tokens since you get a new one each turn

I'm thinking of running the counterspells Geist Snatch and Summoner's Bane to give some protection against huge bomby creatures

Everyouthful on Bruna EDH Aura/Control Deck

4 months ago

Hey soevilprofchaos, thank you so much for your thoughtful feedback! I hadn't played this deck in several years and I'm trying to really work on this one, which was my main deck last time I played, and get it solid before I look at my other decks or build new ones. Spirit Loop used to be in the deck, as did Unquestioned Authority. I will put them back into the deck in place of Drogskol Reaver and True Conviction, you were right, neither of those were very synergistic with the way my deck is set up currently. This is the 2nd major revision where I've cut and replaced 30-35 cards per edit, and some of the older cards that I thought were still good really aren't anymore. Spectra Ward was actually in the mail when you posted and I hadn't updated my list to reflect it. Definitely a great addition! I added Graceblade Artisan in my most recent update because I am really short on low CMC creatures decent to enchant when I can't cast my general, which is often with how much hate she gets. I see infect so little in EDH, I hadn't really considered Corrupted Conscience, but that does make lethal dmg easier. I'll see about working it in. Thanks again for your feedback!

soevilprofchaos on Bruna EDH Aura/Control Deck

4 months ago

Some cards for you to consider adding:

Corrupted Conscience, while a decent card in a card deck by itself, it can one shot an opponent in conjunction with something like Battle Mastery and your commander.

Spectra Ward, protection is an extremely powerful and Spectra Ward not only gives the creature it enchants a power/toughness bonus, but also gives the creature protection from almost every spell and creature.

Spirit Loop is nice in that it gains you a lot of life throughout the game, as well as is resilient to the creature it enchants dying.

Unquestioned Authority gives protection from creatures which not only makes the enchanted creature unblockable and immune to damage when it is blocking, but also stops abilities from creatures that target such as Shriekmaw. Plus it replaces itself with a draw.

Some cards that you should consider taking out:

Drogskol Reaver because you do not have a ton of life gain in the deck and you might want to reserve the higher cmc cards in your deck for powerful enchantments and cards that go get enchantments.

Graceblade Artisan isn't as powerful in this deck as in may be in other versions of Bruna, Light of Alabaster because this deck doesn't have too high of an enchantment count and once you have your commander out it is kind of a dead drop.

True Conviction because you are really not a creature focused deck. The one thing it is doing for your deck however, is it is the best target to get with Academy Rector when you don't have a creature left on the battlefield to enchant. I would suggest you play something like Mind's Dilation to fill this role instead.

I really like the way this deck utilizes the graveyard component of Bruna with things like Mirror-Mad Phantasm and overall I think it is quite good.

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