Lingering Souls
Two flyers for now, two more for
from the graveyard later: the split across two casts and two colors is the entire design. The card never asks you to draw it twice, and that is what makes it beat one-for-one removal by definition. Sweep the first pair and the back half is still sitting in the yard, waiting on a second check. The cost structure is also the gate: the flashback half is black, so a mono-white shell cannot pay for the second cast, and the card quietly pushed players toward Orzhov whenever both halves mattered. What separates it from an ordinary token-maker is where it stores its value. Most board-presence spells spend everything the turn they resolve; this one defers half its output into the graveyard, where discard, mill, and self-mill stop being losses and start being setup. Four 1/1 flyers are exactly the kind of evasive, incremental clock that grinds down a control deck and trades poorly against an aggressive one, which is why it gravitated toward shells that wanted cheap bodies to convoke, sacrifice, or pump under an anthem. The exile clause is the only brake on the engine: two casts and the card is gone, a hard ceiling rather than a recurring loop, which is what keeps a five-mana, four-body spell from being a value machine that never empties.

Rules text
Format Status
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Other printings
- Final Fantasy Commander#245
- Tarkir: Dragonstorm Commander#123
- Innistrad Remastered#30
- Shadows of the Past#9
- Time Spiral Remastered#296
- The List#MM3-12
- Modern Event Deck 2014#11
- Duel Decks: Sorin vs. Tibalt#24










