Spirit Loop

Legality

Format Legality
Pre-release Legal
Noble Legal
Leviathan Legal
Tiny Leaders Legal
Magic Duels Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Time Spiral (TSP) 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

DrkNinja on Sram's Paradoxical Draw Engine | Sram EDH

1 day ago

Cards worth looking at:

Working on cut suggestions.

JuQ on Rafiq's Finest Hour

5 days ago

Daedalus19876 on Heliod, God of the Cowards

3 weeks ago

I like the inclusion of Azor's Gateway  Flip here, since Heliod, God of the Sun is a decent mana sink. However, the deck might want a Solitary Confinement to pillow-fort even harder, and it could use some more card draw (Alms Collector or Land Tax/Scroll Rack). If you're looking for cuts, I'd remove most of the effects like Spirit Loop: they just don't do enough for your gameplan.

S1ydevi1 on Uril Smash!

1 month ago

Uril is pretty dumb. Had Griffin Guide, Armadillo Cloak, Flickerform, Spirit Loop, Spirit Mantle, and Felidar Umbra on him. So he was a 22/22 flying, hexproof, pro creatures with triple lifelink on him. I gained 66 life each time he hit because Cloak and Loop are triggered abilities, not actual lifelink.

OpenFire_V2 on Budget Equipment Sram EDH

1 month ago

Cranial Plating is out of your color identity. Evolving Wilds and Terramorphic Expanse are not cards you want to play in Mono-W, for sure. Maybe consider a few auras like Hyena Umbra, Spirit Mantle, Spirit Loop as they are cheap and offer good options your equipments can't cover. Open the Vaults and Second Sunrise are good recovery tools.

ZendikariWol on Warrior at heart

2 months ago

Good cuts include Elvish Skysweeper, unless you have plenty of fliers in your meta. Disowned Ancestor: fine early game, and it would be hella good if outlast wasn't a sorcery, but alas. Graveblade Marauder is okay but it's generally lackluster (relies on your dudes dying). Herald of Dromoka and Dragonscale General cancel each other out. Petrified Wood-Kin is risky and Matsu-Tribe Sniper is just sorta lame. Spirit Loop really doesn't fit the theme of the deck.

Sorry I have to be salty here, just wanted to suggest some cuts. Also maybe drop the banners for signets (eg Boros Signet).

Optimator on It's Good to be the Khan

2 months ago

Yeah, it's tough!! Cutting cards and balancing the ratios between creatures, buffs, utility, and removal is a delicate art.

I generally start with the "8x8" method; choose 8 things you want in your deck and choose 8 cards that do each. You have a great start so I'm not saying to scrap what you have.

It's not perfect but it's a great place to start when building or redoing a deck. One thing to consider is a large chunk of one set of 8 will be ramp and ideally another set will be card draw, truly leaving only 48 cards. There is also the part where several groups of 8 will be "creatures" if you want an aggro deck (which this is sort of a hybrid) so some creatures will fall into a "buff/anthem" category or a "card draw" category or some sort of utility category, throwing some numbers off.

Brave the Sands is the shit.

Removal is slightly more important for aggro and voltron decks than midrange or control decks (you gotta get through!) but you have a good amount.

I generally find combat tricks less useful than constant buffs, so were it me I'd take out War Flare for one of the considered cards.

In my experience with Zurgo, evasion is more important than extra damage, so things like Battle Mastery and Mardu Runemark are less desirable than something like Spectra Ward, which makes a creature nearly unblockable and untargettable. Something like Spirit Loop would be better (and strictly better than Congregate, in my opinion) since you don't get two-for-one'd with it attached. Even with the voltron aspect being played down, Zurgo always has a huge target on his back.

Trample and flying, or something like Trailblazer's Boots help more than Fireshrieker or Inquisitor's Flail in my experience. The damage bonus is still super good though. A balance is good, is that I'm saying. Although perhaps not as much if the voltron aspect is less pronounced... YMMV. Also, Inquisitor's Flail is probably better than Hero's Blade. Conqueror's Flail is great too but a little pricey. I noticed you have a couple of random expensive cards--I assume they're ones you already own? Seems like a budget deck at heart. One thing that's hard about making a strategy like Warrior tribal work is it usually takes extra cash to make up for the inherent lack of synergy (unlike goblins and elves, etc.).

Have you seen Assault Suit? It's literally perfect for Zurgo. Keeps him indestructible on any turn and prevents him from being sacrificed. The damage bonus is nice and since he attacks four times a round instead of once it's almost like quadruple damage. I know you aren't doing a full voltron thing but it's so spicy and Zurgo is literally one of the only decks you can conceivably run it in.

Anyway, check out my Zurgo deck (Khanate of the Golden Headbutt (Artifact Voltron)) if you have the time! More of a traditional voltron deck though.

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