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Best Spirit Cards for Commander EDH

The best spirit cards for your Commander deck. Lords, protection, tempo plays, and the commanders that tie it all together.

GrimDeck

·9 min read

Drogskol Captain

Spirits are one of the most underrated kindred types in Commander. They fly, they protect each other, they mess with your opponents at instant speed, and half of them have flash. It's a creature type that rewards patience and timing over brute force, and that makes spirit decks feel completely different from most kindred strategies.

Where goblins swarm and elves ramp, spirits play more like a tempo-control hybrid. You hold up mana, flash in threats, and punish people for tapping out. The best spirit decks feel like playing a reactive game while still building a lethal board.

Here are the best spirit cards for Commander and the commanders worth building around.

The lords

Every kindred deck needs its anthem effects, and spirits have some of the best in the game.

Drogskol Captain

Drogskol Captain
Drogskol Captain$0.31

for a 2/2 flyer that gives all your other spirits +1/+1 and hexproof. Two of these on the field at the same time makes your entire board untargetable. That's not a fringe scenario either. Lots of spirit decks run clone effects specifically to copy this card.

The hexproof is what separates Drogskol Captain from other kindred lords. Most lords just pump stats. This one makes spot removal useless.

Supreme Phantom

Supreme Phantom
Supreme Phantom$0.32

A clean

for a 1/3 flyer that gives other spirits +1/+1. No frills, no conditions. Two mana, anthem effect, done.

Supreme Phantom is the kind of card that doesn't look exciting on paper, but it consistently overperforms. An early lord that makes every subsequent spirit bigger while being cheap enough to squeeze in alongside interaction on the same turn.

Patrician Geist

Patrician Geist
Patrician Geist

for a 2/2 flyer that gives other spirits +1/+1. The bonus here is the cost reduction on spells you cast from your graveyard. If your commander is Millicent, Restless Revenant or you're running any disturb/flashback spirits, this discount adds up fast.

Protection and disruption

Spirits shine brightest when they're messing with your opponents' plans. These are the cards that make people groan when you leave mana open.

Selfless Spirit

Selfless Spirit
Selfless Spirit

for a 2/1 flyer you can sacrifice to give your creatures indestructible until end of turn. Board wipe protection on a stick, and it's a spirit, so it triggers all your kindred synergies on the way in and benefits from your lords while it's around.

Selfless Spirit is one of those cards you always want in your opening hand. Even if nobody tries to wipe the board, a 2/1 flyer for two mana that demands removal is doing its job.

Spell Queller

Spell Queller
Spell Queller$0.19

Flash, flying,

. When it enters, exile target spell with mana value 4 or less. The spell stays exiled until Spell Queller leaves, at which point the opponent can cast it for free.

Spell Queller is a counterspell on a body. In a kindred spirits deck with hexproof from Drogskol Captain, that exiled spell might never come back. Even without hexproof, your opponents have to spend removal on a 2/3 flyer just to get their spell back, and by then the board state has probably moved past the point where it matters.

Rattlechains

Rattlechains
Rattlechains$0.23

for a 2/1 flash flyer. When it enters, target spirit you control gains hexproof until end of turn. As long as it's on the battlefield, you can cast spirit spells as though they had flash.

Rattlechains is the card that makes spirit decks tick. Giving your entire spirit lineup flash means you never have to tap out on your own turn. Play everything at the end of someone else's turn, keep mana open for interaction, and still develop your board. It completely changes how the deck plays.

Remorseful Cleric

Remorseful Cleric
Remorseful Cleric

for a 2/1 flyer you can sacrifice to exile target player's graveyard. Graveyard hate that doubles as an evasive beater. Clean, efficient, and the sacrifice is at instant speed, so you can hold it until someone tries to reanimate something disgusting.

Mausoleum Wanderer

Mausoleum Wanderer
Mausoleum Wanderer$0.25

A

1/1 flyer that gets +1/+1 whenever another spirit enters under your control. Sacrifice it to counter target instant or sorcery unless its controller pays X, where X is the Wanderer's power.

In a spirit deck, Mausoleum Wanderer routinely threatens to counter spells for 3 or 4 mana. It's a one-drop that scales into a real counterspell threat. People underestimate it constantly, and that's half the fun.

Utility spirits

These aren't lords or counterspells. They're the role-players that fill specific needs while staying on-theme.

Karmic Guide

Karmic Guide
Karmic Guide

for a 2/2 flyer with echo and protection from black. When it enters, return target creature from your graveyard to the battlefield. One of the best reanimation effects in the game, period, and it happens to be a spirit.

Karmic Guide does double duty in spirit decks. It reanimates your best creature while triggering all your "spirit enters the battlefield" effects. And protection from black makes it dodge a huge chunk of the removal in Commander.

Skyclave Apparition

Skyclave Apparition
Skyclave Apparition

for a 2/2 that exiles target nonland, nontoken permanent an opponent controls with mana value 4 or less. When it leaves, they get an X/X illusion token. Real removal on a spirit body.

Skyclave Apparition hits Sol Rings, Rhystic Studies, problematic commanders (if they're cheap enough), and all sorts of annoying enchantments and artifacts. The illusion token they get back is usually a worse trade for them.

Eidolon of Rhetoric

Eidolon of Rhetoric
Eidolon of Rhetoric$3.40

spirit enchantment creature that limits each player to one spell per turn. A Rule of Law on a stick, and it's a spirit, so it gets pumped by your lords and benefits from all your kindred synergies.

Against storm decks, cascade chains, and anyone trying to dump their hand in one turn, Eidolon of Rhetoric is backbreaking. Your deck already plays at instant speed with flash, so you're barely affected.

Nebelgast Herald

Nebelgast Herald
Nebelgast Herald$0.10

flash flyer. Whenever it or another spirit enters under your control, tap target creature an opponent controls. In a deck that flashes in multiple spirits per turn cycle, this locks down blockers and attackers consistently.

Nebelgast Herald turns every spirit you cast into a Frost Breath effect. Flash in a spirit on someone's combat step, tap their biggest attacker. Flash in another on your turn, tap a blocker. It adds up.

The best spirit commanders

Millicent, Restless Revenant

Millicent, Restless Revenant
Millicent, Restless Revenant$0.38

is expensive, but Millicent costs
less for each spirit you control. With three or four spirits in play, she comes down for 2-3 mana. Whenever she or another nontoken spirit you control attacks or blocks, create a 1/1 white spirit token with flying.

Millicent, Restless Revenant is the dedicated Azorius spirit kindred commander. She generates tokens on every attack, which trigger your "spirit enters" effects, grow your Mausoleum Wanderer, and create more bodies for your lords to pump. The self-discount means she's rarely stuck in the command zone for long.

Brago, King Eternal

Brago, King Eternal
Brago, King Eternal$11.78

for a 2/4 flyer. Whenever Brago deals combat damage to a player, exile any number of target nonland permanents you control, then return them to the battlefield.

Brago, King Eternal isn't a kindred commander specifically, but he's a spirit, and the blink triggers are absurd with spirits that have enter-the-battlefield effects. Blink Spell Queller to exile a new spell. Blink Skyclave Apparition to exile another permanent. Blink Karmic Guide to reanimate something else. Every combat step becomes a value engine.

Kykar, Wind's Fury

Kykar, Wind's Fury
Kykar, Wind's Fury$3.91

for a 3/3 flyer. Whenever you cast a noncreature spell, create a 1/1 white spirit token with flying. Sacrifice a spirit to add
.

Kykar, Wind's Fury takes spirits in a different direction. Instead of a pure kindred strategy, Kykar blends spellslinging with spirit token generation. Every instant and sorcery makes a spirit. Those spirits can be sacrificed for mana to cast more spells. It's a self-fueling engine that happens to fill the board with flyers.

Celestial Kirin

Celestial Kirin
Celestial Kirin

for a 3/3 flyer. Whenever you cast a spirit or arcane spell, destroy all permanents with that mana value.

Celestial Kirin is the spirit commander for people who want to watch the world burn. Cast a 2-mana spirit, destroy every permanent with mana value 2. Cast a 0-mana spirit (yes, Memnite counts if you're stretching the definition), destroy all tokens and zero-cost permanents. It requires careful deckbuilding to avoid blowing up your own stuff, but when built right, it's a repeatable asymmetric board wipe engine.

Supporting cards worth running

A few non-spirit cards that make spirit decks significantly better:

Panharmonicon doubles all your enter-the-battlefield triggers. Two exiles from Spell Queller, two reanimations from Karmic Guide, two taps from Nebelgast Herald. In a deck full of ETB spirits, this card is absurd.

Kindred Discovery naming spirits draws you a card whenever a spirit enters or attacks. In a deck that generates tokens and flashes in creatures constantly, this fills your hand faster than you can empty it. Be careful with token generators though, because the draw trigger is mandatory and can deck you if you're not paying attention.

Vanquish the Horde costs

less for each creature on the battlefield. Spirit decks go wide with tokens, and your opponents usually have boards too. This frequently costs 2-3 mana and kills everything. Pair it with Selfless Spirit for a one-sided wipe.

Building your spirit deck

The core of any spirit deck is the flash package. Rattlechains, instant-speed spirits, and holding up mana define the play pattern. Build around that tempo shell and add lords, protection, and disruption to taste.

Azorius is the default color pair for spirits. White and blue have the highest density of playable spirits and the best lord effects. Jeskai (adding red for Kykar, Wind's Fury) opens up spellslinger synergies. Esper (adding black) gives access to disturb spirits from Innistrad sets and more removal options.

Whatever direction you go, spirits reward you for being patient. Hold your mana, flash in threats, protect your board, and fly over for lethal while your opponents wonder why they can't resolve anything.

Frequently Asked Questions

Millicent, Restless Revenant is the best dedicated spirit kindred commander. She costs less for each spirit you control and creates 1/1 flying spirit tokens whenever she or another nontoken spirit attacks or blocks. Brago, King Eternal is the best value-oriented option, blinking spirits like Spell Queller and Skyclave Apparition for repeated triggers.

Drogskol Captain is the standout spirit lord, giving all other spirits +1/+1 and hexproof. Two copies on the field make your entire board untargetable. Supreme Phantom and Patrician Geist are clean two and three-mana lords that round out the anthem package.

Spirits play like a tempo-control hybrid. Most key spirits have flash thanks to Rattlechains, so you hold up mana for interaction and flash in threats at end of turn. Drogskol Captain gives hexproof, Spell Queller acts as a counterspell on a body, and Selfless Spirit protects against board wipes.

Rattlechains gives all your spirit spells flash as long as it's on the battlefield. This means you never need to tap out on your own turn. Play everything at the end of opponents' turns, keep mana open for interaction, and still develop your board.

Azorius (white-blue) is the default color pair with the highest density of playable spirits and the best lords like Drogskol Captain. Jeskai adds red for Kykar, Wind's Fury and spellslinger synergies. Esper adds black for disturb spirits and more removal.

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