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{1}
Aether Vial
Artifact
At the beginning of your upkeep, you may put a charge counter on Aether Vial.

{T}: You may put a creature card with mana value equal to the number of charge counters on Aether Vial from your hand onto the battlefield.
{1}
Aether Vial
Artifact
At the beginning of your upkeep, you may put a charge counter on Aether Vial.

{T}: You may put a creature card with mana value equal to the number of charge counters on Aether Vial from your hand onto the battlefield.
{1}
Aether Vial
Artifact
At the beginning of your upkeep, you may put a charge counter on Aether Vial.

{T}: You may put a creature card with mana value equal to the number of charge counters on Aether Vial from your hand onto the battlefield.
{1}
Aether Vial
Artifact
At the beginning of your upkeep, you may put a charge counter on Aether Vial.

{T}: You may put a creature card with mana value equal to the number of charge counters on Aether Vial from your hand onto the battlefield.
{1}{W}{U}
Drogskol Captain
Creature - Spirit Soldier
Flying

Other Spirit creatures you control get +1/+1 and have hexproof. (They can't be the targets of spells or abilities your opponents control.)
2 / 2
{1}{W}{U}
Drogskol Captain
Creature - Spirit Soldier
Flying

Other Spirit creatures you control get +1/+1 and have hexproof. (They can't be the targets of spells or abilities your opponents control.)
2 / 2
{1}{W}{U}
Drogskol Captain
Creature - Spirit Soldier
Flying

Other Spirit creatures you control get +1/+1 and have hexproof. (They can't be the targets of spells or abilities your opponents control.)
2 / 2
{1}{W}{U}
Drogskol Captain
Creature - Spirit Soldier
Flying

Other Spirit creatures you control get +1/+1 and have hexproof. (They can't be the targets of spells or abilities your opponents control.)
2 / 2
{2}{W}
Eidolon of Rhetoric
Enchantment Creature - Spirit
Each player can't cast more than one spell each turn.
1 / 4
{2}{W}
Eidolon of Rhetoric
Enchantment Creature - Spirit
Each player can't cast more than one spell each turn.
1 / 4
{2}{W}
Eidolon of Rhetoric
Enchantment Creature - Spirit
Each player can't cast more than one spell each turn.
1 / 4
--
Glacial Fortress
Land
Glacial Fortress enters the battlefield tapped unless you control a Plains or an Island.

{T}: Add {W} or {U}.
--
Glacial Fortress
Land
Glacial Fortress enters the battlefield tapped unless you control a Plains or an Island.

{T}: Add {W} or {U}.
--
Glacial Fortress
Land
Glacial Fortress enters the battlefield tapped unless you control a Plains or an Island.

{T}: Add {W} or {U}.
--
Glacial Fortress
Land
Glacial Fortress enters the battlefield tapped unless you control a Plains or an Island.

{T}: Add {W} or {U}.
--
Island
Basic Land - Island
({T}: Add {U}.)
--
Island
Basic Land - Island
({T}: Add {U}.)
--
Island
Basic Land - Island
({T}: Add {U}.)
--
Island
Basic Land - Island
({T}: Add {U}.)
--
Island
Basic Land - Island
({T}: Add {U}.)
--
Island
Basic Land - Island
({T}: Add {U}.)
--
Island
Basic Land - Island
({T}: Add {U}.)
--
Island
Basic Land - Island
({T}: Add {U}.)
--
Island
Basic Land - Island
({T}: Add {U}.)
--
Island
Basic Land - Island
({T}: Add {U}.)
--
Island
Basic Land - Island
({T}: Add {U}.)
--
Island
Basic Land - Island
({T}: Add {U}.)
--
Island
Basic Land - Island
({T}: Add {U}.)
--
Island
Basic Land - Island
({T}: Add {U}.)
{R/W}
Make Your Mark
Instant
Target creature gets +1/+0 until end of turn. When that creature dies this turn, create a 3/2 red and white Spirit creature token.
{R/W}
Make Your Mark
Instant
Target creature gets +1/+0 until end of turn. When that creature dies this turn, create a 3/2 red and white Spirit creature token.
{R/W}
Make Your Mark
Instant
Target creature gets +1/+0 until end of turn. When that creature dies this turn, create a 3/2 red and white Spirit creature token.
{U}
Mausoleum Wanderer
Creature - Spirit
Flying

Whenever another Spirit enters the battlefield under your control, Mausoleum Wanderer gets +1/+1 until end of turn.

Sacrifice Mausoleum Wanderer: Counter target instant or sorcery spell unless its controller pays {X}, where X is Mausoleum Wanderer's power.
1 / 1
{U}
Mausoleum Wanderer
Creature - Spirit
Flying

Whenever another Spirit enters the battlefield under your control, Mausoleum Wanderer gets +1/+1 until end of turn.

Sacrifice Mausoleum Wanderer: Counter target instant or sorcery spell unless its controller pays {X}, where X is Mausoleum Wanderer's power.
1 / 1
{U}
Mausoleum Wanderer
Creature - Spirit
Flying

Whenever another Spirit enters the battlefield under your control, Mausoleum Wanderer gets +1/+1 until end of turn.

Sacrifice Mausoleum Wanderer: Counter target instant or sorcery spell unless its controller pays {X}, where X is Mausoleum Wanderer's power.
1 / 1
{U}
Mausoleum Wanderer
Creature - Spirit
Flying

Whenever another Spirit enters the battlefield under your control, Mausoleum Wanderer gets +1/+1 until end of turn.

Sacrifice Mausoleum Wanderer: Counter target instant or sorcery spell unless its controller pays {X}, where X is Mausoleum Wanderer's power.
1 / 1
{2}{U}
Patrician Geist
Creature - Spirit Knight
Flying

Other Spirits you control get +1/+1.

Spells you cast from your graveyard cost {1} less to cast.
2 / 2
{2}{U}
Patrician Geist
Creature - Spirit Knight
Flying

Other Spirits you control get +1/+1.

Spells you cast from your graveyard cost {1} less to cast.
2 / 2
{2}{U}
Patrician Geist
Creature - Spirit Knight
Flying

Other Spirits you control get +1/+1.

Spells you cast from your graveyard cost {1} less to cast.
2 / 2
{U}
Ponder
Sorcery
Look at the top three cards of your library, then put them back in any order. You may shuffle.

Draw a card.
{U}
Ponder
Sorcery
Look at the top three cards of your library, then put them back in any order. You may shuffle.

Draw a card.
{U}
Ponder
Sorcery
Look at the top three cards of your library, then put them back in any order. You may shuffle.

Draw a card.
{U}
Ponder
Sorcery
Look at the top three cards of your library, then put them back in any order. You may shuffle.

Draw a card.
{1}{U}
Rattlechains
Creature - Spirit
Flash

Flying

When Rattlechains enters the battlefield, target Spirit gains hexproof until end of turn.

You may cast Spirit spells as though they had flash.
2 / 1
{1}{U}
Rattlechains
Creature - Spirit
Flash

Flying

When Rattlechains enters the battlefield, target Spirit gains hexproof until end of turn.

You may cast Spirit spells as though they had flash.
2 / 1
{1}{U}
Rattlechains
Creature - Spirit
Flash

Flying

When Rattlechains enters the battlefield, target Spirit gains hexproof until end of turn.

You may cast Spirit spells as though they had flash.
2 / 1
{1}{W}
Sanctify
Sorcery
Destroy target artifact or enchantment. You gain 3 life.
{1}{W}
Sanctify
Sorcery
Destroy target artifact or enchantment. You gain 3 life.
{1}{W}
Sanctify
Sorcery
Destroy target artifact or enchantment. You gain 3 life.
{1}{W}
Sanctify
Sorcery
Destroy target artifact or enchantment. You gain 3 life.
{U}{U}
Shape Stealer
Creature - Shapeshifter Spirit
Whenever Shape Stealer blocks or becomes blocked by a creature, change Shape Stealer's base power and toughness to that creature's power and toughness until end of turn.
1 / 1
{U}{U}
Shape Stealer
Creature - Shapeshifter Spirit
Whenever Shape Stealer blocks or becomes blocked by a creature, change Shape Stealer's base power and toughness to that creature's power and toughness until end of turn.
1 / 1
{U}{U}
Shape Stealer
Creature - Shapeshifter Spirit
Whenever Shape Stealer blocks or becomes blocked by a creature, change Shape Stealer's base power and toughness to that creature's power and toughness until end of turn.
1 / 1
{1}{U}
Supreme Phantom
Creature - Spirit
Flying

Other Spirits you control get +1/+1.
1 / 3
{1}{U}
Supreme Phantom
Creature - Spirit
Flying

Other Spirits you control get +1/+1.
1 / 3
{1}{U}
Supreme Phantom
Creature - Spirit
Flying

Other Spirits you control get +1/+1.
1 / 3
{1}{U}
Supreme Phantom
Creature - Spirit
Flying

Other Spirits you control get +1/+1.
1 / 3
{2}{U}
Winged Words
Sorcery
This spell costs {1} less to cast if you control a creature with flying.

Draw two cards.
{2}{U}
Winged Words
Sorcery
This spell costs {1} less to cast if you control a creature with flying.

Draw two cards.
{2}{U}
Winged Words
Sorcery
This spell costs {1} less to cast if you control a creature with flying.

Draw two cards.
{2}{U}
Winged Words
Sorcery
This spell costs {1} less to cast if you control a creature with flying.

Draw two cards.
{U}
Witness Protection
Enchantment - Aura
Enchant creature

Enchanted creature loses all abilities and is a green and white Citizen creature with base power and toughness 1/1 named Legitimate Businessperson. (It loses all other colors, card types, creature types, and names.)
{U}
Witness Protection
Enchantment - Aura
Enchant creature

Enchanted creature loses all abilities and is a green and white Citizen creature with base power and toughness 1/1 named Legitimate Businessperson. (It loses all other colors, card types, creature types, and names.)
{U}
Witness Protection
Enchantment - Aura
Enchant creature

Enchanted creature loses all abilities and is a green and white Citizen creature with base power and toughness 1/1 named Legitimate Businessperson. (It loses all other colors, card types, creature types, and names.)

{W}{U}
Dorothea, Vengeful Victim
Legendary Creature - Spirit
Flying

When Dorothea, Vengeful Victim attacks or blocks, sacrifice it at end of combat.

Disturb {1}{W}{U} (You may cast this card from your graveyard transformed for its disturb cost.)
4 / 4
--
Dorothea's Retribution
Enchantment - Aura

Enchant creature

Enchanted creature has "Whenever this creature attacks, create a 4/4 white Spirit creature token with flying that's tapped and attacking. Sacrifice that token at end of combat."

If Dorothea's Retribution would be put into a graveyard from anywhere, exile it instead.
4 / 4
{W}{U}
Dorothea, Vengeful Victim
Legendary Creature - Spirit
Flying

When Dorothea, Vengeful Victim attacks or blocks, sacrifice it at end of combat.

Disturb {1}{W}{U} (You may cast this card from your graveyard transformed for its disturb cost.)
4 / 4
--
Dorothea's Retribution
Enchantment - Aura

Enchant creature

Enchanted creature has "Whenever this creature attacks, create a 4/4 white Spirit creature token with flying that's tapped and attacking. Sacrifice that token at end of combat."

If Dorothea's Retribution would be put into a graveyard from anywhere, exile it instead.
4 / 4
{R/W}
Figure of Destiny
Creature - Kithkin
{R/W}: Figure of Destiny becomes a Kithkin Spirit with base power and toughness 2/2.

{R/W}{R/W}{R/W}: If Figure of Destiny is a Spirit, it becomes a Kithkin Spirit Warrior with base power and toughness 4/4.

{R/W}{R/W}{R/W}{R/W}{R/W}{R/W}: If Figure of Destiny is a Warrior, it becomes a Kithkin Spirit Warrior Avatar with base power and toughness 8/8, flying, and first strike.
1 / 1
{R/W}
Figure of Destiny
Creature - Kithkin
{R/W}: Figure of Destiny becomes a Kithkin Spirit with base power and toughness 2/2.

{R/W}{R/W}{R/W}: If Figure of Destiny is a Spirit, it becomes a Kithkin Spirit Warrior with base power and toughness 4/4.

{R/W}{R/W}{R/W}{R/W}{R/W}{R/W}: If Figure of Destiny is a Warrior, it becomes a Kithkin Spirit Warrior Avatar with base power and toughness 8/8, flying, and first strike.
1 / 1
{1}{W}{W}
Katilda, Dawnhart Martyr
Legendary Creature - Spirit Warlock
Flying, lifelink, protection from Vampires

Katilda, Dawnhart Martyr's power and toughness are each equal to the number of permanents you control that are Spirits and/or enchantments.

Disturb {3}{W}{W} (You may cast this card from your graveyard transformed for its disturb cost.)
* / *
--
Katilda's Rising Dawn
Legendary Enchantment - Aura

Enchant creature

Enchanted creature has flying, lifelink, and protection from Vampires, and it gets +X/+X, where X is the number of permanents you control that are Spirits and/or enchantments.

If Katilda's Rising Dawn would be put into a graveyard from anywhere, exile it instead.
* / *
{1}{W}{W}
Katilda, Dawnhart Martyr
Legendary Creature - Spirit Warlock
Flying, lifelink, protection from Vampires

Katilda, Dawnhart Martyr's power and toughness are each equal to the number of permanents you control that are Spirits and/or enchantments.

Disturb {3}{W}{W} (You may cast this card from your graveyard transformed for its disturb cost.)
* / *
--
Katilda's Rising Dawn
Legendary Enchantment - Aura

Enchant creature

Enchanted creature has flying, lifelink, and protection from Vampires, and it gets +X/+X, where X is the number of permanents you control that are Spirits and/or enchantments.

If Katilda's Rising Dawn would be put into a graveyard from anywhere, exile it instead.
* / *
{1}{U}{U}
Kira, Great Glass-Spinner
Legendary Creature - Spirit
Flying

Creatures you control have "Whenever this creature becomes the target of a spell or ability for the first time each turn, counter that spell or ability."
2 / 2
{1}{U}{U}
Kira, Great Glass-Spinner
Legendary Creature - Spirit
Flying

Creatures you control have "Whenever this creature becomes the target of a spell or ability for the first time each turn, counter that spell or ability."
2 / 2
{1}{U}
Lofty Denial
Instant
Counter target spell unless its controller pays {1}. If you control a creature with flying, counter that spell unless its controller pays {4} instead.
{1}{U}
Lofty Denial
Instant
Counter target spell unless its controller pays {1}. If you control a creature with flying, counter that spell unless its controller pays {4} instead.
{1}{U}
Lofty Denial
Instant
Counter target spell unless its controller pays {1}. If you control a creature with flying, counter that spell unless its controller pays {4} instead.
{1}{U}
Lofty Denial
Instant
Counter target spell unless its controller pays {1}. If you control a creature with flying, counter that spell unless its controller pays {4} instead.
{3}
Long-Forgotten Gohei
Artifact
Arcane spells you cast cost {1} less to cast.

Spirit creatures you control get +1/+1.
{3}
Long-Forgotten Gohei
Artifact
Arcane spells you cast cost {1} less to cast.

Spirit creatures you control get +1/+1.
{1}{U}
Rattlechains
Creature - Spirit
Flash

Flying

When Rattlechains enters the battlefield, target Spirit gains hexproof until end of turn.

You may cast Spirit spells as though they had flash.
2 / 1