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Legality
Format | Legality |
1v1 Commander | Legal |
Archenemy | Legal |
Block Constructed | Legal |
Canadian Highlander | Legal |
Casual | Legal |
Commander / EDH | Legal |
Commander: Rule 0 | Legal |
Custom | Legal |
Duel Commander | Legal |
Highlander | Legal |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Oathbreaker | Legal |
Planar Constructed | Legal |
Planechase | 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.






Squee_Spirit_Guide on Spirit of the Uktabi
4 months 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.
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]
2 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)
2 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
Octrate on
An Old-School Nightmare
2 years ago
Oh this? This is beautiful.
Reading through your decklist was a massive nostalgia trip. Can’t even remember the last time I’ve seen a Devouring Strossus or Spirit of the Night. Thanks for reminding me of the good ole days. It’s so easy to get swept up in the new that I frequently forget what makes the game so memorable.
Not to mention, you definitely reminded me of how much I’ve missed playing Coffin Queen.
trippy_mcfly on
Cumly Cube
2 years ago
Introducing Cumly Cube 1.1! 6 months ago, Cumly Cube was launched to resounding approval. However, in response to feedback from fans, several cards in the pool were deemed unplayable, uninteresting, or overpowered. For Cumly Cube's six month anniversary, I have chosen to update the card pool. Here are the changes, provided with brief justifications:
REMOVED:
- Abomination: too weak in power level
- Anger of the Gods: while board wipes are an essential part of the game, this card is too simple in effect in comparison to other red board wipes in the card pool
- Birthing Pod: synergizes poorly with the rest of the card pool
- Black Dragon: too weak in power level
- Black Lotus: this card and other "power 9" cards have been removed from the pool to allow players to play with less well known cards
- Bloodcurdling Scream: too weak in power level
- Cavalier of Night: too on-theme for a black card
- Cinderclasm: while board wipes are an essential part of the game, this card is too simple in effect in comparison to other red board wipes in the card pool
- Dack Fayden: too powerful
- District Guide: synergizes poorly with the rest of the card pool
- Dockside Extortionist: too strong in multiplayer games considering the dominance of the "treasure matters" archetype in this card pool
- Dread Reaper: too weak in power level
- Edric, Spymaster of Trest: too powerful
- Eviscerator: too weak in power level
- Grim Strider: too weak in power level
- Hypnox: too weak in power level
- Jungle Creeper: too weak in power level
- Mind Bomb: too weak in power level
- Mox Emerald: this card and other "power 9" cards have been removed from the pool to allow players to play with less well known cards
- Mox Jet: this card and other "power 9" cards have been removed from the pool to allow players to play with less well known cards
- Mox Pearl: this card and other "power 9" cards have been removed from the pool to allow players to play with less well known cards
- Mox Ruby: this card and other "power 9" cards have been removed from the pool to allow players to play with less well known cards
- Mox Sapphire: this card and other "power 9" cards have been removed from the pool to allow players to play with less well known cards
- Nicol Bolas, the Deceiver
: too weak in power level
- Nix: too weak in power level
- Obelisk of Alara: too weak in power level
- Patagia Golem: too weak in power level
- Phantasmagorian: too weak in power level
- Prismite: too weak in power level
- Rootcoil Creeper: synergizes poorly with the rest of the card pool
- Shattering Blow: too strong of an answer to the artifact archetype
- Shatterskull Smashing Flip: MDFCs are interesting cards, but it does not make sense to have only one in the card pool
- Smelt: too strong of an answer to the artifact archetype
- Smog Elemental: too weak in power level
- Spirit of the Night: too weak in power level
- Storm Spirit: too weak in power level
- Tibalt's Trickery: introduces too much variance for an enjoyable experience
- Unholy Strength: too weak in power level
- Vampiric Link: too on-theme for a black card
- Wooded Bastion: this was included on error instead of its Golgari counterpart
ADDED:
- Alpha Authority: an interesting enchantment that should help protect large creatures
- Archfiend of Spite: a strong value play or reanimation target for black, which was deemed the lowest in power level upon initial testing
- Blade Splicer: works well with the artifact and golem archetypes, plus is a human for tribal matters cards
- Chillbringer: works well with the blue aggro archetype, plus is an elemental for tribal matters cards
- Comet Storm: an interesting damage spell that will be replacing more typical red board wipes
- Crippling Chill: works well with the disruptive blue plan
- Darksteel Forge: a strong payoff for the artifact archetype
- Diabolic Tutor: a solid addition to black
- Distant Melody: a strong value play for tribal decks
- Door of Destinies: another tribal matters card
- Dread Presence: a solid addition to black
- Flashfreeze: a conditional counter spell
- Funeral Rites: a solid addition to black
- Golem Foundry: works well with the artifact and golem archetypes
- Gyruda, Doom of Depths: companions are now part of the card pool! This one fits well with the reanimation archetype
- Icehide Golem: works well with the artifact and golem archetypes
- Illuminated Folio: an artifact draw engine, common in this card pool
- In Bolas's Clutches: a strong and fun card
- Infernal Contract: a solid addition to black
- Jegantha, the Wellspring: this companion is an elemental for tribal matters cards
- Keruga, the Macrosage: this companion is an incentive to play with some of the clunkier but more fun cards in the cube
- Kokusho, the Evening Star: a solid addition to black and a dragon for tribal matters cards
- Lifecrafter's Bestiary: a strong draw engine for green creature decks, an archetype not well supported in this card pool
- Loyal Retainers
: works well with the reanimate archetype, plus is a human for tribal matters cards
- Mindleech Mass: a strong reanimation target and payoff for black decks, plus is a horror for tribal matters cards
- Moldervine Reclamation: a strong draw engine and another enabler for lifegain decks
- Monastery Mentor: a strong payoff for prowess decks, an archetype not well supported in this card pool
- Morophon, the Boundless: another tribal matters card
- Nicol Bolas, God-Pharaoh: a strong card used to bolster Grixis in the card pool
- Pact of the Serpent: a strong value play for tribal decks
- Retrofitter Foundry: works well with the artifact archetype
- Skeletal Wurm: a strong reanimation target and payoff for black decks
- Sludge Monster: a good creature that works very well with Toxrill, the Corrosive, plus is a horror for tribal matters cards
- Sorin's Vengeance: a payoff for black that may add diversity to deck archtypes
- Soul Foundry: yet another artifact engine that is a major part of this card pool
- Storm the Vault Flip: this card was meant to be included in the pool originally for the "treasure matters archetype"
- Teferi, Timebender
: another Teferi planeswalker, included mainly to justify the continued inclusion of Teferi's Sentinel
- Time Elemental: a soft lock with Stasis and also a good interactive card for blue decks
- Torgaar, Famine Incarnate: a strong reanimation target and payoff for black decks
- Twilight Mire: this card was meant to be included in the pool originally and is good fixing for Golgari, a color combination encouraged in this pool
- Worldfire: a very wacky card that is the epitome of Cumly Cube
Squee_Spirit_Guide on Win Conditions / Near-whining Musings
3 years ago
Full disclaimer, I've only ever built one Commander deck and it didn't have a win condition. But outside of Commander, sometimes I start with a win condition. When I do it's usually as a challenge, like winning with Barren Glory, or Filibuster counters. When I do that, I'll try to optimize as much as possible to make the janky win-con work as well as possible.
Most of the decks I have on here fall into that category, but the decks I usually build in paper and play all started with jamming cards I like into a pile, and the win condition (if it exists) was an afterthought. Most of the time my decks could be better if I used different cards or had a more reliable win condition, but for me the fun is in playing and using the cards I like rather than winning outright. Because, let's face it, if you get Spirit of the Night into play by saccing Urborg Panther, Breathstealer, and Feral Shadow you've already won :)