Spirit of the Night
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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Big Apple Highlander Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Freeform Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Planar Constructed Legal
Planechase Legal
PreDH Legal
Premodern Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Spirit of the Night

Legendary Creature — Demon Spirit

Flying, trample, haste, protection from black

Spirit of the Night has first strike as long as it's attacking.

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Tippycat on Ode to the old Commanders: Xerox, Mimeo?

1 month ago

Spirit of the Night does have haste... and flying/trample - so when Mimeo hits as a copy of Spirit with a lot of counters from another card I pick, it can attack immediately and take out someone via commander damage (copying another card does not take this away - see 903.3 in the Rules). That's the main reason I put it in as I didn't want to try and protect it until my next turn though Invisible Stalker is nice - would be even better if it was unblockable and had haste - Gingerbrute might be funny here as my playgroup in general doesn't have a lot of hasty creatures except when Akroma's Memorial comes out. The only other hasty flamplers are The Warring Triad - probably a safe bet assuming enough creatures in graveyard after I remove those 2, or the incomparable Infernius Spawnington III, Esq. :)

hyalopterouslemur on Ode to the old Commanders: Xerox, Mimeo?

1 month ago

Spirit of the Night is an obvious cut. It's only a 6/5 with a mass of keywords for 9 mana. Why?

What you're looking for is two themes: Graveyard matters and "go tall", i.e. power matters. For the graveyard stuff, we use milling (Traumatize, Dreamborn Muse) and looting (Monastery Siege, Greater Good) and a few miscellaneous cards that put things in the graveyard (Mulch) with things that want to be in the graveyard. For go tall, your goal is to combine abilities that depend on a creature's power (Kami of Whispered Hopes, Prime Speaker Zegana) with high-power creatures (Yargle and Multani, Lord of Extinction).

Have you considered Invisible Stalker as a potential win condition?

Idoneity on What happens when a First …

1 month ago

So, let's say I attack with a Longbow Archer. My opponent declares no blocks, and after first strike damage, I tap my Walking Sponge to remove first strike. Would it then deal normal damage? Would they take 2 or 4?

What if I do the same trick with Spirit of the Night? Through a blocking Fog Bank, would it trample over twice?

Edify me.

Squee_Spirit_Guide on Spirit of the Uktabi

1 year ago

Hello, friend! Thanks for checking out my custom card! I enjoy a lot of the creations others have come up with so I wanted to take a crack at it as well. I've done a couple of un-style cards before, but this is my first attempt at a real card.

enter image description here

I really like Spirit of the Night and I wanted to make a green creature inspired by it, that could fit into the Mirage expansion. I also wanted to make a creature with landhome that could be useful (if not actually good).

I also wanted to capture some of the feel of older Magic, which is why I went with the Mirage expansion symbol and regenerate stuck around. I couldn't figure out how to get an old border for the card, so if anyone knows how to do that on mtg.design please let me know!

I feel like the casting cost is a little low for 1996 Magic and it would definitely have been rare back in the day, but probably would be uncommon (or even common) now.

Foresthome and Forestwalk

The initial inspiration for this card was the landhome drawback. I always thought it was an incredibly flavourful keyword to put on a card, but I understand why they stopped. I also always thought landhome and landwalk of the same type were very synergistic. If a creature can't survive outside of a certain landscape, it makes sense that it thrives in that landscape.

For this card, I like how the two work together so that the third ability doesn't just remove a drawback, but creates a benefit as well. Once in play, the third ability will basically mean : deal 7 damage to target player.

Regenerate

My first iteration of the card was a Kudzu like plant that would spread quickly and suffocate creatures in its path. It made sense for a plant like that to be able to regenrate. Once I changed it to a "Spirit" of the jungle I kept regenerate because I like how it looks in the text box and I like how it protects your investment, although it's much less flavourful now.

Truning lands into forests

The one thing I dislike about landhome is the variance. On its own it's either a worse version of defender or pointless text on the card, depending on the lands your opponent has in play. I wanted to smooth that out by allowing you, for a cost, to make the landhome irrelevant. If your opponent happens to already have forests, great! If not, this isn't a dead card.

I found the art online and I really liked the feel of it. It has a very ethereal style similar to Spirit of the Night that fit well with what I wanted to do.

Here is a link to the original page.

Squee_Spirit_Guide on Favorite EDH Cards

1 year ago

I love seeing everyone's responses to this :). To me having pet cards you always try to work into a deck is a lot of the fun of deck building.

I've always really liked Spirit of the Night and Teeka's Dragon and find myself cramming them into decks whether or not they fit. They were just so impressive the first time I came across them and I've never lost that excitement for them.

I also have a few specific pieces of cardboard I'm fond of, like the Vesuvan Doppelganger my friend gave me and the Sylvan Safekeeper that I got signed by Olle Råde.

soul_knightmare on Fiendish Tendencies

2 years ago

Heya, I see that your deck is mostly lacking in card draw/ card acceleration. You have about 3 while most decks need 10+. Remove Costly Plunder for Night's Whisper so you don't have to sacrifice your demons. Remove Feaster of Fools, Spirit of the Night, Bladebrand, Grasp of Darkness, and You Are Already Dead (I know the meme), and add Dream Devourer, Bloodgift Demon, Herald of Slaanesh, Phyrexian Arena, Blasphemous Act, and Rakdos Charm.

I hope this helps your deck building. Other upgrades would mean removing Ecologist's Terrarium, Lightning Bolt, Grasp of Darkness, Warp Artifact, Insult / Injury, Price of Betrayal, Skulltap, Witch's Vengeance, Blight, and Inevitable End which are okay, but could be improved. Pick more cards that draw cards without condition or ramp on two mana, Wish you the best!

Icaruskid on The Wizard of Ooze | The Mimeoplasm [Powered]

3 years ago

Dangerwillrobinson79 hey hey glad to hear you are taking the ooze for a spin!

Yes The Tarrasque must fight a creature the defending player controls. It is not a "may" ability. Usually this is a bonus removal spell. This only is a downside if they somehow have a bigger creature than a 21/21 or one with deathtouch. In that case, attack another player until removal gets rid of the threat or try to get another creature in the graveyard other than The Tarrasque like Gaea's Revenge, Spirit of the Night, or the brand new Tyrranax Rex. Those pair best with Death's Shadow, Impervious Greatwurm, or Lord of Extinction after a board wipe.

SufferFromEDHD on Ascendant Evincar '02 (ONS)

3 years ago

Was awesome seeing Spirit of the Night in the list. Epic card from an epic era.

Dust Bowl with all those basic swamps is late game utility.

Gravestorm is Phyrexian Arena #2

Corpse Dance epic EDH bomb

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