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    Azorius Spirits

    Modern
    Tempo
    advanced

    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.

    You own 0/58 cards0%

    Creatures (29)

    Supreme Phantom
    Supreme Phantom1 + Blue

    Creature — Spirit

    Spell Queller
    Spell Queller1 + White + Blue

    Creature — Spirit

    Rattlechains
    Rattlechains1 + Blue

    Creature — Spirit

    Mausoleum Wanderer
    Mausoleum WandererBlue

    Creature — Spirit

    Shacklegeist
    Shacklegeist1 + Blue

    Creature — Spirit

    Drogskol Captain
    Drogskol Captain1 + White + Blue

    Creature — Spirit Soldier

    Geist of Saint Traft
    Geist of Saint Traft1 + White + Blue

    Legendary Creature — Spirit Cleric

    Selfless Spirit
    Selfless Spirit1 + White

    Creature — Spirit Cleric

    Supreme Phantom
    Supreme Phantom1 + Blue

    Creature — Spirit

    Flying Other Spirits you control get +1/+1.

    P/T: 1/3

    4
    Supreme Phantom
    Supreme Phantom1 + Blue

    Creature — Spirit

    Spell Queller
    Spell Queller1 + White + Blue

    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

    4
    Spell Queller
    Spell Queller1 + White + Blue

    Creature — Spirit

    Rattlechains
    Rattlechains1 + Blue

    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

    4
    Rattlechains
    Rattlechains1 + Blue

    Creature — Spirit

    Mausoleum Wanderer
    Mausoleum WandererBlue

    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

    4
    Mausoleum Wanderer
    Mausoleum WandererBlue

    Creature — Spirit

    Shacklegeist
    Shacklegeist1 + Blue

    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

    3
    Shacklegeist
    Shacklegeist1 + Blue

    Creature — Spirit

    Drogskol Captain
    Drogskol Captain1 + White + Blue

    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

    4
    Drogskol Captain
    Drogskol Captain1 + White + Blue

    Creature — Spirit Soldier

    Geist of Saint Traft
    Geist of Saint Traft1 + White + Blue

    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

    3
    Geist of Saint Traft
    Geist of Saint Traft1 + White + Blue

    Legendary Creature — Spirit Cleric

    Selfless Spirit
    Selfless Spirit1 + White

    Creature — Spirit Cleric

    Flying Sacrifice this creature: Creatures you control gain indestructible until end of turn.

    P/T: 2/1

    3
    Selfless Spirit
    Selfless Spirit1 + White

    Creature — Spirit Cleric

    Instants (8)

    Path to Exile
    Path to ExileWhite

    Instant

    Collected Company
    Collected Company3 + Green

    Instant

    Path to Exile
    Path to ExileWhite

    Instant

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

    4
    Path to Exile
    Path to ExileWhite

    Instant

    Collected Company
    Collected Company3 + Green

    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.

    4
    Collected Company
    Collected Company3 + Green

    Instant

    Lands (21)

    Hallowed Fountain
    Hallowed Fountain

    Land — Plains Island

    Seachrome Coast
    Seachrome Coast

    Land

    Flooded Strand
    Flooded Strand

    Land

    Island
    Island

    Basic Land — Island

    Plains
    Plains

    Basic Land — Plains

    Moorland Haunt
    Moorland Haunt

    Land

    Hallowed Fountain
    Hallowed Fountain

    Land — Plains Island

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

    4
    Hallowed Fountain
    Hallowed Fountain

    Land — Plains Island

    Seachrome Coast
    Seachrome Coast

    Land

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

    4
    Seachrome Coast
    Seachrome Coast

    Land

    Flooded Strand
    Flooded Strand

    Land

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

    4
    Flooded Strand
    Flooded Strand

    Land

    Island
    Island

    Basic Land — Island

    ({T}: Add {U}.)

    4
    Island
    Island

    Basic Land — Island

    Plains
    Plains

    Basic Land — Plains

    ({T}: Add {W}.)

    4
    Plains
    Plains

    Basic Land — Plains

    Moorland Haunt
    Moorland Haunt

    Land

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

    1
    Moorland Haunt
    Moorland Haunt

    Land