Azorius Spirits
A flash-based tempo deck that plays entirely on the opponent's turn. Deploy spirits at instant speed, disrupt with counters, and win through evasive tribal synergies.
Creatures (29)


Creature — Spirit
Flying Other Spirits you control get +1/+1.
P/T: 1/3


Creature — Spirit


Creature — Spirit
Flash Flying When this creature enters, exile target spell with mana value 4 or less. When this creature leaves the battlefield, the exiled card's owner may cast that card without paying its mana cost.
P/T: 2/3


Creature — Spirit


Creature — Spirit
Flash Flying When this creature enters, target Spirit gains hexproof until end of turn. You may cast Spirit spells as though they had flash.
P/T: 2/1


Creature — Spirit


Creature — Spirit
Flying Whenever another Spirit you control enters, this creature gets +1/+1 until end of turn. Sacrifice this creature: Counter target instant or sorcery spell unless its controller pays {X}, where X is this creature's power.
P/T: 1/1


Creature — Spirit


Creature — Spirit
Flying This creature can block only creatures with flying. Tap two untapped Spirits you control: Tap target creature you don't control.
P/T: 2/2


Creature — Spirit


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.)
P/T: 2/2


Creature — Spirit Soldier


Legendary Creature — Spirit Cleric
Hexproof (This creature can't be the target of spells or abilities your opponents control.) Whenever Geist of Saint Traft attacks, create a 4/4 white Angel creature token with flying that's tapped and attacking. Exile that token at end of combat.
P/T: 2/2


Legendary Creature — Spirit Cleric


Creature — Spirit Cleric
Flying Sacrifice this creature: Creatures you control gain indestructible until end of turn.
P/T: 2/1


Creature — Spirit Cleric
Instants (8)


Instant
Exile target creature. Its controller may search their library for a basic land card, put that card onto the battlefield tapped, then shuffle.


Instant


Instant
Look at the top six cards of your library. Put up to two creature cards with mana value 3 or less from among them onto the battlefield. Put the rest on the bottom of your library in any order.


Instant
Lands (21)


Land — Plains Island
({T}: Add {W} or {U}.) As this land enters, you may pay 2 life. If you don't, it enters tapped.


Land — Plains Island


Land
This land enters tapped unless you control two or fewer other lands. {T}: Add {W} or {U}.


Land


Land
{T}, Pay 1 life, Sacrifice this land: Search your library for a Plains or Island card, put it onto the battlefield, then shuffle.


Land


Basic Land — Island
({T}: Add {U}.)


Basic Land — Island


Basic Land — Plains
({T}: Add {W}.)


Basic Land — Plains


Land
{T}: Add {C}. {W}{U}, {T}, Exile a creature card from your graveyard: Create a 1/1 white Spirit creature token with flying.


Land
