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Commander
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Millicent, Restless Revenant
Affinity for Spirits (This spell costs less to cast for each Spirit you control.)
Flying
Whenever Millicent or another nontoken Spirit you control dies or deals combat damage to a player, create a 1/1 white Spirit creature token with flying.
Flying
Whenever Millicent or another nontoken Spirit you control dies or deals combat damage to a player, create a 1/1 white Spirit creature token with flying.
Legendary Creature - Soldier Spirit

Commander
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Clever Concealment
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.)
Any number of target nonland permanents you control phase out. (Treat them and anything attached to them as though they don't exist until your next turn.)
Any number of target nonland permanents you control phase out. (Treat them and anything attached to them as though they don't exist until your next turn.)
Instant

Keep the Haunting Alive
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Path of Ancestry
This land enters tapped.
: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Land

Lands
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Spectral Adversary
Flash
Flying
When this creature enters, you may pay any number of times. When you pay this cost one or more times, put that many +1/+1 counters on this creature, then up to that many other target artifacts, creatures, and/or enchantments phase out.
Flying
When this creature enters, you may pay any number of times. When you pay this cost one or more times, put that many +1/+1 counters on this creature, then up to that many other target artifacts, creatures, and/or enchantments phase out.
Creature - Spirit

Lanterns and Little Ghosts
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Herald's Horn
As this artifact enters, choose a creature type.
Creature spells you cast of the chosen type cost less to cast.
At the beginning of your upkeep, look at the top card of your library. If it's a creature card of the chosen type, you may reveal it and put it into your hand.
Creature spells you cast of the chosen type cost less to cast.
At the beginning of your upkeep, look at the top card of your library. If it's a creature card of the chosen type, you may reveal it and put it into your hand.
Artifact

Mana and Spirit Discounts
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Cemetery Illuminator
Flying
Whenever this creature enters or attacks, exile a card from a graveyard.
You may look at the top card of your library any time.
Once each turn, you may cast a spell from the top of your library if it shares a card type with a card exiled with this creature.
Whenever this creature enters or attacks, exile a card from a graveyard.
You may look at the top card of your library any time.
Once each turn, you may cast a spell from the top of your library if it shares a card type with a card exiled with this creature.
Creature - Spirit

Katilda, Dawnhart Martyr
Flying, lifelink, protection from Vampires
Katilda's power and toughness are each equal to the number of permanents you control that are Spirits and/or enchantments.
Disturb (You may cast this card from your graveyard transformed for its disturb cost.)
Katilda's power and toughness are each equal to the number of permanents you control that are Spirits and/or enchantments.
Disturb (You may cast this card from your graveyard transformed for its disturb cost.)
Legendary Creature - Spirit Warlock


Skyclave Apparition
When this creature enters, exile up to one target nonland, nontoken permanent you don't control with mana value 4 or less.
When this creature leaves the battlefield, the exiled card's owner creates an X/X blue Illusion creature token, where X is the mana value of the exiled card.
When this creature leaves the battlefield, the exiled card's owner creates an X/X blue Illusion creature token, where X is the mana value of the exiled card.
Creature - Spirit Kor

The Haunted Court
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The Haunted House
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Ethereal Investigator
Flying
When this creature enters, investigate X times, where X is the number of opponents you have. (To investigate, create a Clue token. It's an artifact with ", Sacrifice this token: Draw a card.")
Whenever you draw your second card each turn, create a 1/1 white Spirit creature token with flying.
When this creature enters, investigate X times, where X is the number of opponents you have. (To investigate, create a Clue token. It's an artifact with ", Sacrifice this token: Draw a card.")
Whenever you draw your second card each turn, create a 1/1 white Spirit creature token with flying.
Creature - Spirit

Karmic Guide
Flying, protection from black
Echo (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)
When this creature enters, return target creature card from your graveyard to the battlefield.
Echo (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.)
When this creature enters, return target creature card from your graveyard to the battlefield.
Creature - Angel Spirit

Spectral Arcanist
Flying
When this creature enters, you may cast an instant or sorcery spell with mana value less than or equal to the number of Spirits you control from a graveyard without paying its mana cost. If that spell would be put into a graveyard, exile it instead.
When this creature enters, you may cast an instant or sorcery spell with mana value less than or equal to the number of Spirits you control from a graveyard without paying its mana cost. If that spell would be put into a graveyard, exile it instead.
Creature - Wizard Spirit

The Midnight Procession
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Spectral Deluge
Return each creature your opponents control with toughness X or less to its owner's hand, where X is the number of Islands you control.
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)
Sorcery

Tricks and Exorcisms
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Whispers and Card Draw
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Deck Info
Deck stats
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Description
{"ops":[{"insert":"Millicent's Midnight Haunting"},{"attributes":{"header":2},"insert":"\n"},{"insert":"A Halloween ghost procession in white and blue, built toward the upper end of Bracket 2 (Core). Every one of the deck's 34 creature cards is a Spirit. Haunted libraries, lantern bearers, a cemetery, a haunted door, and a midnight court support a flying army. There are 100 cards, 37 lands, eight mana or cost-reduction pieces, and no Game Changers. No budget ceiling was imposed.\nThe opening procession"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Keep two to four lands with access to both colors, an early Spirit, and either mana development or card draw. Lead with inexpensive ghosts rather than holding everything for Millicent. Millicent's affinity for Spirits reduces her generic cost, including generic commander tax, but you still need white and blue mana. Token Spirits also provide this discount. Herald's Horn supplies an additional generic discount when Spirit is chosen.\nDevelop a few Spirits, cast Millicent, and send nontoken flyers at opponents who cannot block them profitably. Each nontoken Spirit that deals combat damage to a player creates a flying Spirit token. Those tokens contribute to the next wave but do not themselves make further tokens through Millicent. Spread attacks when it is useful and avoid committing every resource into an obvious sweeper.\nHow the haunting wins"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"bold":true},"insert":"The flying procession:"},{"insert":" Supreme Phantom, Drogskol Captain, Patrician Geist, Empyrean Eagle, Favorable Winds, and Vanquisher's Banner strengthen the army. Door of Destinies visibly accumulates counters when you cast Spirit spells; creating tokens does not add its counters. Choose Spirit for Door, Horn, Banner, and the creature-type lands. Heraldic Banner usually chooses white to strengthen Millicent's white tokens.\n"},{"attributes":{"bold":true},"insert":"The midnight charge:"},{"insert":" Drogskol Reinforcements grants melee to your Spirits. Attacking multiple opponents increases that combat's bonus for each attacker with melee. It also prevents noncombat damage to your Spirits. It does not protect against combat damage, destruction, exile, or toughness reduction.\n"},{"attributes":{"bold":true},"insert":"Katilda's apparition:"},{"insert":" Katilda grows with your Spirits and enchantments and provides flying and lifelink. A permanent that is both a Spirit and an enchantment counts once. Her disturb side can turn a surviving attacker into a large lifelinking threat after she dies. A substantial board is needed first, and blockers or removal can interrupt this plan.\n"},{"attributes":{"bold":true},"insert":"The late procession:"},{"insert":" Oyobi turns later Spirit casts into 3/3 flying Spirits, and Drogskol Reaver supplies double strike, lifelink, and cards. With Millicent present, Reaver can generate a Spirit in each combat-damage step if it deals damage to a player in both steps. Karmic Guide can recover an important creature; there is no intended reanimation loop.\nKeep the lanterns lit"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Coastal Piracy and Reconnaissance Mission reward combat damage by tokens as well as nontoken creatures. Distant Melody can refill your hand once several Spirits are in play. Bygone Bishop investigates when you cast small creatures; Ethereal Investigator supplies Clues and another Spirit when you draw your second card each turn. Skullclamp gives +1/-1: an otherwise unbuffed 1/1 token dies and draws two cards, but an anthem often keeps that token alive. There is no repeatable free sacrifice outlet in the list.\nCemetery Illuminator provides selective graveyard removal and lets you cast a spell from the library top once each turn when it shares a card type with a card that Illuminator exiled. Its ability does not waive normal timing or mana costs. Spectral Arcanist can reuse a qualifying instant or sorcery from any graveyard, with the number of Spirits you control determining its mana-value limit.\nProtection and rebuilding"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Rattlechains, Drogskol Captain, Selfless Spirit, Guardian of Faith, Spectral Adversary, and the protection spells make removal less comfortable. Guardian of Faith can phase out other creatures, including tokens. Clever Concealment can phase out nonland permanents and can use your creatures to convoke; summoning-sick creatures can help pay convoke costs. Phased-out tokens return normally. Rootborn Defenses populates a creature token and grants indestructible, while Unbreakable Formation also grants counters and vigilance when cast during your main phase.\nKira counters the first spell or ability targeting each of your creatures each turn, including your own equip abilities, Auras, and targeted protection. Plan around that shield before using Guardian of Faith, Clever Concealment, or another targeted effect on those creatures. Hexproof from Drogskol Captain only restricts opponents' targeting and does not cause this issue. A second Captain, made with Mirrorhall Mimic, can give the original Captain hexproof.\nIf Millicent dies alongside your other nontoken Spirits to a destruction sweeper, her ability sees those deaths and can leave you with a replacement ghost army. Token deaths do not produce replacements through her. Exile and bounce do not count as dying, and indestructible does not stop exile, sacrifice, or sufficiently negative toughness. Anafenza can also turn other nontoken creature deaths into enduring counters or 2/2 Spirit tokens. Haunted Library instead triggers for opponents' creature deaths and costs one mana for each Spirit you choose to create.\nVanguard of the Restless strengthens Spirits according to how many times you have cast your commander from the command zone, including the first cast. When it is in your graveyard, another Spirit entering can give you a chance to pay three mana to return it. Twilight Drover grows when a creature token leaves the battlefield and spends its counters and mana to make more Spirits.\nTricks, exorcisms, and haunted ground"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Swords to Plowshares, Path to Exile, Skyclave Apparition, Hanged Executioner, Generous Gift, and Stroke of Midnight handle troublesome permanents. Counterspell, Arcane Denial, Mausoleum Wanderer, and Spell Queller can protect development. Spell Queller's exiled spell can be cast by its owner when Queller leaves, so account for that delayed consequence.\nSpectral Deluge returns opposing creatures with toughness no greater than your Island count. Actual Island subtypes matter: Tundra, Hallowed Fountain, Prairie Stream, Irrigated Farmland, and basic Islands count; a land merely producing blue mana does not. Foretelling costs two mana now, and casting it on a later turn costs one generic and two blue. Austere Command is flexible but also affects your permanents matching the chosen modes. Choose carefully around your tokens, small Spirits, mana rocks, and enchantments.\nMoorland Haunt converts a creature card from your graveyard and mana into another flying Spirit. Hall of Heliod's Generosity can recover a destroyed draw enchantment. Ghost Quarter answers one problematic land. Secluded Courtyard and Unclaimed Territory can spend their colored mana on Spirit creature spells, but not on ordinary colored interaction; Courtyard also supports Spirit creature abilities. Keep sufficient unrestricted white and blue sources.\nBracket 2 intent"},{"attributes":{"header":2},"insert":"\n"},{"insert":"This is a Core target with visible, incremental combat wins and a strong Halloween theme. The list contains zero Game Changers and no intended infinite combo, extra-turn spell, mass land denial, free counterspell, or tutor package. It deliberately uses a slower tribal procession rather than a surprise board-wide finisher or a compact combo. Sol Ring is the only one-mana mana rock, and the remaining acceleration costs two or more.\nThe official Core expectation is that players generally get at least eight turns before winning or losing. This list has not been tested across multiplayer pods, so that expectation is a design target rather than a measured win clock or guaranteed bracket certification. If it routinely eliminates players before that development window in your group, treat that evidence seriously and move it to Bracket 3 or reduce its anthem and draw density.\nCard text, singleton construction, color identity, Commander legality, and Game Changer flags validated against public Scryfall data on October 31, 2026.\n"},{"attributes":{"link":"https://magic.wizards.com/en/news/announcements/commander-brackets-beta-update-october-21-2025"},"insert":"Official bracket expectations"},{"insert":" · "},{"attributes":{"link":"https://magic.wizards.com/en/formats/commander"},"insert":"Commander rules and Game Changers"},{"insert":"\n"}]}

















































































