Defender, flying Delirium — This creature can attack as though it didn't have defender as long as there are four or more card types among cards in your graveyard.
The flicker of candlelight and the echo of hymns told the villagers that the monastery wasn't truly abandoned.
"The battle is won. There's work to be done. / The Blessed Sleep must wait. / A fiend is about. It stalks the devout. / I'll save them from my fate." —"The Good Geist's Vow"
Vigilance Geist-Honored Monk's power and toughness are each equal to the number of creatures you control. When this creature enters, create two 1/1 white Spirit creature tokens with flying.
Geistblast deals 2 damage to any target. {2}{U}, Exile this card from your graveyard: Copy target instant or sorcery spell you control. You may choose new targets for the copy.
When this creature enters, choose an instant or sorcery card in your hand with mana value 3 or greater. It perpetually gains "This spell costs {2} less to cast."
Whenever you cast an instant or sorcery spell, put a charge counter on this artifact. {1}{R}, {T}, Remove any number of charge counters from this artifact: It deals that much damage to any target. {1}{R}, {T}: Exile the top card of your library. You may play that card this turn.
This spell costs {1} less to cast if you control a Spirit. It also costs {1} less to cast if you control an enchantment. Counter target spell unless its controller pays {3}.
Tamil had always wanted a closer look at a geist's lantern. Now he had an eternity to study one.
Return target nonland permanent to its owner's hand. If you controlled that permanent, draw a card.
Necro-alchemists gained popular support during the Travails, when geist-fueled weapons helped defend towns against mad cultists and Eldrazi monstrosities.
Engulf — When this creature enters, exile target non-Ooze creature an opponent controls until this creature leaves the battlefield. Dissolve — {X}{B}: Put target creature card with mana value X exiled with this creature into its owner's graveyard.
Enchant creature Enchanted creature can't block, and its activated abilities can't be activated. {S}: Enchanted creature gains defender until end of turn.
{3}, {T}, Sacrifice this artifact: Search your library for an Island card, a Swamp card, and a Mountain card. Reveal those cards, put them into your hand, then shuffle.
Whenever this creature or another Pirate you control enters, create a tapped Treasure token. Treasures you control are Equipment in addition to their other types and have "Equipped creature gets +2/+0," equip Pirate {1}, and equip {3}.
Whenever this creature attacks, create a colorless Construct artifact creature token named Twin that's attacking. Its power is equal to this creature's power and its toughness is equal to this creature's toughness. Sacrifice the token at end of combat.