+Phantom (31)
Flying
Disguise (You may cast this card face down for as a 2/2 creature with ward . Turn it face up any time for its disguise cost.)
Flash
During each opponent's end step, you may cast spells as though they had flash.
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for or one mana of that creature's color.)
Flying, vigilance
Whenever this creature attacks, the next spell you cast this turn has convoke.
Put target creature on top of its owner's library.
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Eerie — Whenever an enchantment you control enters and whenever you fully unlock a Room, this creature gets +2/+0 until end of turn.
When this creature dies, it deals damage equal to its power to any target.
When this creature deals combat damage, return it to its owner's hand. (Return it only if it survived combat.)
Whenever you cast a historic spell, you may pay . If you do, return this card from your graveyard to your hand. (Artifacts, legendaries, and Sagas are historic.)
Whenever another creature you control leaves the battlefield, you gain 1 life.
If Luminous Phantom would be put into a graveyard from anywhere, exile it instead.
Whenever another creature you control with power 2 or less enters, this creature gains flying until end of turn.
When this creature becomes the target of a spell or ability, sacrifice it.
When this Equipment enters, attach it to up to one target creature you control. Destroy up to one other target creature.
Equipped creature gets +1/+1 and has menace. (It can't be blocked except by two or more creatures.)
Equip
When this creature enters, you may search your library for a card with flashback or disturb, put it into your graveyard, then shuffle.
Protection from black
This creature enters with three +1/+1 counters on it.
If damage would be dealt to this creature, prevent that damage. Remove a +1/+1 counter from this creature.
Creature tokens you control get +1/+1.
Spree (Choose one or more additional costs.)
+ — Create a 2/2 white Spirit creature token with flying.
+ — Counter target spell unless its controller pays .
Trample
This creature enters with two +1/+1 counters on it.
: Put a +1/+1 counter on this creature.
This creature can't be blocked.
This creature enters with seven +1/+1 counters on it.
Whenever this creature deals damage, you gain that much life.
When this creature enters, exile another target creature you control until this creature leaves the battlefield.
Whenever this creature attacks, create a tapped and attacking token that's a copy of the exiled card, except it's an Illusion in addition to its other types. Sacrifice that token at end of combat.
When this creature attacks or blocks, return it to its owner's hand at end of combat. (Return it only if it's on the battlefield.)
Enchant creature
Enchanted creature has flying.
Sacrifice this Aura: Return enchanted creature to its owner's hand.
This creature enters with four +1/+1 counters on it.
Whenever this creature attacks, mill a card. (Put the top card of your library into your graveyard.)
Other Spirits you control get +1/+1.
This creature can't block.
: Prevent all combat damage that would be dealt to and dealt by this creature this turn.
Flying, first strike
When this creature enters, destroy up to one target nonbasic land. Its controller may search their library for a basic land card, put it onto the battlefield tapped, then shuffle.
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