Spirit Loop

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual 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.

Spirit Loop Discussion

catmaster0 on Good Kitties

1 day ago

Nifty list. I don't have the cards or meta that you do, playing a more casual styled meta, and I play 1 v 1 30 life commander, so my list is very different, though in many cases I can see why we have different cards. But there are some things that I am curious about and I do have some suggestions. Hopefully you find some of them helpful.

Pouncing Jaguar has 2 power for a 1 drop cat, but 1 mana echo seems very annoying. Steppe Lynx may need landfall, but I imagine in the early turns this is achievable and you can save your mana for other things. Given your artifact hate I imagine players will trigger Leonin Elder often enough to give little life boosts. Glittering Lynx can also be randomly annoying for a 1 drop cat. Sure, they aren't 2 power starters, but at the start neither is Leonin Vanguard , which you run as an early game pressure card.

Do you love your life so much for your lifegain plan to use Spirit Loop ? I'm not sure I'd use a card with little other purpose. Given your buffs standards Battle Mastery seems ok, Silverblade Paladin should be a favorite, a creature to tutor for combos with cats, especially Lost Leonin , is good alongside its own 2/2 double strike frame. Grafted Wargear is nice, though I suppose with artifact removal the drawback stings, though it can't be much worse than a combat tricked creature removal on king of the pride. Still, grafted is faster than Heirloom Blade .

Hunting Cheetah may be a cat, but at that speed I would think Hunter's Insight should be a valid set-up card.

Pendelhaven is a better forest in most cases, a free 1 power boost in addition to being an untapped green source. I have enjoyed Mutavault as getting under the radar as a cat land. For ramp is burning a and to draw so good to use it over nature's lore or an artifact like Arcane Signet , even with your artifact hate out?

Skyhunter Skirmisher eats life quickly, though as a 3 drop that needs Arahbo to sink into it you might find it slow and weak to removal's tempo. Rhonas serves as such 3 drop support with a bit of added mana sink damage. As far as swarm boosts go Metallic Mimic is an early game 2 drop cat option that rewards swarming multiple cats.

Beebles on Live and Learn

2 months ago

Love the concept and this build. You obviously put a lot of effort into this and it shows. +1!

One thing that stood out to me though is that you run very little aura's. As Kestia only triggers when you attack with an enchantment or enchanted creature, I was expecting a few more of those. Perhaps the first ones I'd add would be the aura's that come back to your hand when its host dies: Rancor , Spirit Loop and Aspect of Mongoose , although those might not gel as well with the underlying philosophy of the deck.

Anyway, great stuff!

StopShot on StopShot

3 months ago

@TypicalTimmy, Ah, I haven't changed my blurb in years. (How embarrassing.)

As for why the preference on the color pairing; I don't have a simple answer to it, but if there was a good number of colors to focus on, three always seemed ideal.

There are 10 three-color deck combinations to choose from. Before sticking to one color set I experimented with other color combinations using guild gates as the backbone of my manabase when I first started out playing Magic. I ended up playing against a lot of other decks that were absurdly more costlier in terms of money than my own decks back then which made losing a constant, but what made Magic most enjoyable for me was more so on the deck building and creativity. For me it kind of felt like a form of personal expression that was unique. My opponents were those who wanted to play competitively and they'd net-deck in Standard, Modern, and EDH playing sometimes with mirror copies of tournament-winning decks. For me that style of playing Magic was never appealing as it felt like you had to take someone else's idea or deck-concept to play seriously, and that net-decking was just an absurdly, non-ending, recycling of the same deck with only minor changes until it's as optimized as it can be. (Not saying it's wrong to play like that, it's just not something I would ever enjoy doing as it feels so unfulfilling to me.)

My Theros standard deck only consisted entirely of cards I had opened from a couple of packs from the various standard sets at the time, but I started picking up Modern when a friend of mine bought out a random person's collection online. This friend of mine was generous enough to let me have any of the worthless commons and uncommons he didn't mind parting with, so I built a kitchen table Modern deck that consisted of Gore Vassal and Feral Ridgewolf as it's signature cards. (This deck was crumby, but was way better than my excuse of a standard deck I was using and I liked it a lot more too because I had a bigger selection of cards to choose from which meant more creativity.)

I eventually got a part-time job after high school where I was actually making some money for once, but the pay wasn't amazing either. If I was going to financially invest into building a more serious deck I'd have to stick to a single three color-set as I did not have an intown local game store to trade one mana-base out for another. I decided on Mardu for a few reasons. One was that this was before the Khans of Tarkir block debuted, so I was limited to the original Zendikar fetch-lands to choose from and it seemed more ideal to build a three color deck that had a "wedge" color pairing as opposed to a "shard" color pairing. This meant I could run two sets of in-color fetches as opposed to just one; Arid Mesa and Marsh Flats . Second, I believe at the time those two fetch-lands were the cheapest to buy which also made them more favorable. Lastly none of the competitive Modern decks back then ever ran a true Mardu-color deck. ("True" as in not splashing into that pairing just to run a singular card.) The color combination just seemed as though it was ripe with potential to build around with and if I did make something really competitive it would give me a sense of pride and ownership that I didn't have to borrow someone else's idea or concept in order to win against my competitive friends.

I eventually did make a high stakes Modern deck in which used an Evershrike + Spirit Loop synergy to create a nasty end-game for my opponents. At the time other Modern graveyard strategies were nowhere near as prevalent or fast either so graveyard-hate was little to no concern as well. The issue with the deck was consistently pulling off that synergy just wasn't good enough at the time with the cards that were available, and so the other half of my deck consisted of good-stuff like Boros Reckoner and Vampire Nighthawk which generally made the focus of the deck an all-rounder as opposed to aggro, control, or midrange - good at everything, but not the greatest for any given one. That deck probably would have been tier 2.5, (higher tiered if I could land the signature combo,) but even though it wasn't the best the personal enjoyment I got out of giving my friend's net-decks a real struggle made it exhilarating to play with as if I was on the verge of creating a new Modern archetype all by myself. (It was pretty strong against the Splinter Twin and Jund match-up which is part of what made it so promising in the first place.)

That never worked out though. I spent exhaustive nights pooling through gatherer, but I had hit the limit. There was no real way to make the end-game combo anymore consistent than I already had it. The deck was scrapped, because the best way to improve it was to either drop red or white for green to run Commune with the Gods and Rancor . Seeing how the Splinter Twin archetype was later banned out of modern and with the rise of faster, stronger graveyard decks made graveyard hate more common, had I changed out of my color set to include green that Evershrike deck would have needed to eventually devolve into yet another Zoo, Dredge, or Jund deck just to stay in the meta. I digress, with the level of care, spending, and testing dedicated to just that one color-combination I would have gone absolutely nowhere had I abandoned my personal color combination.

In return, I canned Modern for EDH dedicating all my time and focus on the same color set - the same style of deck - the same business as usual. I already had the cards, the experience, and whatever I didn't have was just convenient to obtain for the circumstances at the time. Mardu OG dual-lands were still in the $50 price range while others were over $100, my college offered a playgroup consisting heavily of a competitive no-nonsense-styled EDH meta that forced me to rely on what I already did best to just to keep up, and by constantly being pitted against the decks that were already pushed to their limit I was able to do the same for my own.

In the end what I learned is you could spend your time playing in different colors and different strategies, and develop a flexible understanding on how to pilot just about any deck, but at the same time you only ever play each game one deck at a time. In each game how well you have crafted and piloted that deck is reflective only on how much time you've spent with that deck itself. I can't switch over to other colors as it would be like asking an artist who has dedicated all his time to painting to pick up a musical instrument or to write novels. For me all my experiences and thoughts are placed in one color combination, so whenever I play a game I'm going to be coming out throwing everything that I got into it. That's why I value above all other color combinations, but only for personal reasons. (I don't think it's fair to say any color combination is truly the strongest though, but even if there was one I would have no interest in playing it because I would like to be the one who proves that claim wrong.)

There's a quote from Bruce Lee that sums it up pretty well:

"I fear not the man who has practiced 10,000 kicks once, but I fear the man who has practiced one kick 10,000 times."

If you're curious my sole EDH deck is Flame Haze. The other decks are concept works I haven't even acquired the cards for. (Flame Haze's deck description is currently outdated at the moment however.)

Kogarashi on does lifelink stack?

4 months ago

Spirit Loop and Soul Link would be two more examples where it's a triggered ability and thus stackable.

A creature with lifelink, Armadillo Cloak , Spirit Loop , and Soul Link could gain you life four times for each instance of damage dealt.

carpecanum on Estrid EDH

6 months ago

I'd probably take out Solemnity unless your meta has a lot of counters or infect going on. You have a TON of ramp enchantments as well so i'd feel comfortable going down one or two lands. The Chain Veil will just end up hurting you if you can't pillow fort up.

What is your win-con? If it's creature damage maybe something like Aspect of Mongoose would help your creatures stay alive longer since you only have a few. There is actually a whole cycle of enchantments that return to your hand like that (3 per color i think). Launch and Spirit Loop are the only others that come to mind though.

Collective Restraint could add to your pillow fort cards and the appropriate gods could give you burly creatures (Thasa, Nylea, Heliod etc but they don't cause thing to untap from Estrid's +2 i guess ). The gods are getting kind of pricey though.

sakuraPLAN on Cardcaptor Sakura Flavour Deck

6 months ago

Here is why I have chosen these cards: Child of Alara - This is my Commander - This is Sakura. Alara reads "When Child of Alara is put into a graveyard from play, destroy all nonland permanents. They can't be regenerated. Now we all know how much it sucks to have to worry about the threat of a board wipe being on the field - so I have chosen to put 1 restriction on Alara. In the series during The Final Judgement, Sakura essentially has her memories wiped and life as she knows it as a Cardcaptor never existed. This only ever happens to Sakura ONCE. For this reason, I am putting a restriciton on her, that I can only choose for her to go to the Graveyward ONCE per game. This means timing of this is crucial. Other reasons for why I have chosen Alara and the Commander: - She is a Child, like Sakura was when she encountered the cards - You will need recursion as a key element in your deck building to ensure you can continue to use Alara. Sakura always has access to her cards, so having the ability to pull things back from the grave fits in perfectly with that aspect.

Yuriko, the Tiger's Shadow - This is Shadow. Has shadow in the name as well as gives you the ability to draw a card and have your opponents lose life based on its CMC

Voice of All - Voice. The cards title is the essence of what the Voice Card does.

Tishana, Voice of Thunder - Thunder(1). I chose this card 1) because it has Thunder in the name but also because the artwork is of Tishana who is controlling the 'thunder' (but is actually water) Tishana would be Sakura. This card allows you to have no max hand size - which isnt an essential element to this deck but again- access to all cards. She allows you to draw a card and her 'Thunder' is as strong as you can make it. Just as it would be is CCS.

Thunderbolt - Thunder(2). Some cards are too hard to not have in when they fit so perfectly with a CCS card. This card speaks for itself as to why I would choose it as Thunder

Soul Manipulation - Illusion(1) My first thoughts when i though about Illusion as a MTG was making something appear as something it isn't - Like a Morph card. Another thought I had, which i feel fits more correctly with CCS is that Illusion would appear in the disguse of what that person feels. Manipulating the space in front of them so see something else. This just lead me on key word search for Manipulation and this seemed to be a reasonable result. Also allows for graveyard recursion.

Illusionary Servant Illusion(2). Has Illusion in the name. Is essentially just another creature.

Maze of Shadows Maze. Has maze in the name and allows for a 'Fog' on target creature.

Etali, Primal Storm Storm. Has storm in the name, is a big creature. Storm is an aggressive Card. Etali, feels just that. In the series Saoryan became the first Cardcaptor to control Storm, essentially taking the card away from Sakura. So, Etali, Primal Storm, will take others cards away from them.

Mirror Mockery Mirror. Mirror had always been used to make a copy of Sakura (until Clear Card) but Mirror was never the real Sakura. So I searched for something that would create of copy of a creature that wouldnt become a permanent. Essentially this would need to be used on a card with an ETB trigger or with Haste.

Blood Mist Mist (1). Has mist in the name. Originally i was thinking of a creature that had deathtouch as everything Mist touches gets destroyed. Instead I went with a card that has Mist in the name and allows for Double Strike.

Dread Return Return. I know from the start that any of the Time element related CCS Cards would have be graveyard related. I felt this was the best of my options and has Return in the card name.

Dragon-Style Twins Twin. CCS Twin Card are 2 twins who fight in unison. This creature has Twin in the Title, The art is of twins about to engage in combat and has Double Strike.

Valley Dasher Dash. Dash is a super fast card that panics when scared or flees. Valley Dasher has Haste and has to attack each turn if able. I think that is a pretty close similarity in the fact that this card is "always on the go"

Sandcrafter Mage Sand. Art work is of a Mage casting Sand Magic. That alone fits in the CCS.

Carpet of Flowers Flower. Im not gonna lie originally i was going to go with Flower / Flourish simply because the card is called Flower however, Carpet of Flowers allows for colouring fixing if used against an island deck. An essential element in a 5 colour deck.

Pit Fight Fight. I always knew what style of card I wanted for Fight. This seemed like a reasonable option.

Shu Yun, the Silent Tempest Silent. Has silent in the name. In the art Shu Yun is in a temple. A quiet place. Just like the museum was in the series. This card has the ability to allow additional damage.

Snowhorn Rider Snow. Besides from running One snow covered land. This seemed like the next best option.

Agony Warp Little. There are no LEGAL cards with little in their name. The little card is known for making things smaller. Whilst my BIG card does not currently do this in reverse. I felt Agony Warp was a good alternative.

Wall of Wood Wood. A gentle card that does essentially nothing but defend. My RAIN card was originally going to be a card that allows walls to attack as if they have no defender but I am not running enough walls in this deck for it to be worth while. instead I went with once that could be used with Wall of Wood being on the field or any other card.

Angelic Shield Shield. Makes your creatures tougher- giving them more protection. Allows for Graveyard recursion.

Ashiok, Dream Render Dream. Has dream in the name. Looks somewhat similar to the CCS Dream Card Art. Allows for Graveyard control.

Drana's Emissary Sweet. There are NO CARDS with Sweet in their titles. Sweet only appears in flavour text. Out of all the options. This seems the most beneficial.

Goldenglow Moth Glow. Only card with glow in its name. it is similar to CCS Glow Card and allows for life gain. A gentle card that is really - Just a 'pretty' card just like in CCS.

Spirit Loop Loop. Has loop in the name. Allows for life gain and the card itself, essentially in undying... just like a loop.

Luminescent Rain Rain. The only card with Rain in its title that seemed some what in resemblance to the CCS Card and could still work with WOOD.

Avenger of Zendikar Create. Create is a card that creates creatures. Avenger seemed to be a good fit. Avenger being the book and the plant tokens being the creatures that Create makes. This card will be changed out for Deep Forest Hermit(UNRELEASED) which creates squirrels and works with your graveyard.

Sword of the Animist Sword. Allows you to attached a sword to target creature and allows for ramping.

Archangel's Light Light. Originally I wanted a card that was similar to Dark- just like in the series. It was hard to find any that that worked that included the words light and dark. There is the potential that the 2 cards could become One single card in future, as in the series the 2 cards must always be used in unison. This card has light in the name and has graveyard recursion.

Erase Erase. REMOVAL. No further explanation needed.

Floating Shield - Float. Has float in the name. Allows you to choose WHITE as the protection colour without it being removed from enchanted creature.

Pathway Arrows Arrow. We never for to see much about how Arrow works as a card when being controlled. But we do know that it shoots arrows. So, this card has Arrow in the name, the artwork is of a bow and arrow and is an equipment allowing equipped creature to tap to deal a damage to another creature - almost as if it were shooting an arrow.

multimedia on Budget EDH Selesnya (WG)

7 months ago

Hey, why do you feel you need to play all low mana cards? More low mana cards than anything else is good deck building, but with Trostani you can take real advantage of some high mana creatures.

Armada Wurm for instance can gain you 10 life and puts a 5/5 Wurm token with trample on the battlefield to populate. It's 10 trampling power on the battlefield for six mana. Opponents need an answer for this. It's really the only budget big creature you need because of it's great interaction with Trostani.

Wayfaring Temple grows as you play more creatures and if he connects for combat damage to a player then you populate. Advent of the Wurm is instant 5/5 Wurm with trample good with populate. Trostani Discordant is an anthem for your other creatures and she creates two 2/2 Solider tokens with lifelink to populate. If any of your opponents steal your creatures, gain control of them, then she gives you back control of your creatures.

When casting a lot of low mana creatures then Beast Whisperer is good repeatable draw. Lifecrafter's Bestiary is other repeatable draw when you cast creatures and scry 1 at upkeep is very helpful. Dawn of Hope is repeatable draw when you gain life for the cost of mana. With Trosanti on the battlefield adding an extra two mana to creatures who ETB lets you draw a card. If life gain is what you're after Soul Warden , Essence Warden , Soul's Attendant are great because they care about any creature that ETB including all your opponents creatures. These cards are good with Dawn of Hope for draw.

If combat with weenie creatures is what you want to do then consider Dauntless Escort , Selfless Spirit , Dauntless Bodyguard and Unbreakable Formation ? These cards can protect your creatures from most board wipes and combat. Rancor is good with little creatures and trample for Phyrexian Processor tokens. Spirit Loop is a upgrade for Lifelink. These auras are nice because when the creature enchanted with one of them dies/exiled or an opponent destroys the aura then the aura goes back to your hand.

Swords to Plowshares , Selesnya Charm , Evolution Charm , Dawn Charm are low mana instants that are good in Commander. Charms give you options and when you can realistically only cast a card once then options are excellent.

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Spirit Loop occurrence in decks from the last year

Commander / EDH:

All decks: 0.0%