Soulherder is one of those cards players keep asking about. Here is, in plain words, what its official text says, the rulings published by Wizards of the Coast, and the combos players actually run.
Official card text
Whenever a creature is exiled from the battlefield, put a +1/+1 counter on this creature. At the beginning of your end step, you may exile another target creature you control, then return that card to the battlefield under its owner's control.
Complete guide
Soulherder is a powerhouse in any deck built around creatures with 'enters-the-battlefield' abilities. This ghostly Spirit grows larger every time a creature leaves the battlefield for the exile zone and provides a free flicker effect every single turn.
Growing Through Exile
Soulherder has two distinct abilities. The first is a triggered ability that puts a +1/+1 counter on it whenever any creature is exiled from the battlefield. This includes creatures exiled by its own second ability, spells like Swords to Plowshares, or even tokens that are exiled. Note that if a creature is exiled but ends up in the Command Zone instead, Soulherder still gets its counter.
The End Step Flicker
At the beginning of your end step, you may choose another target creature you control to exile and immediately return to the battlefield. This 'flicker' effect causes the creature to be treated as a brand-new object. It will enter the battlefield again, triggering any 'enters' abilities it has. However, it loses any counters it previously had, and any Auras attached to it are put into the graveyard.
Timing and Tokens
Because the flicker happens at the beginning of your end step, you can stack this ability with other end-step triggers you control. A common mistake is targeting a creature token; if a token is exiled by Soulherder, it ceases to exist immediately and will not return to the battlefield. Additionally, you cannot target Soulherder with its own ability since the text specifies 'another' target creature.
Interaction examples
With both on the battlefield, at the beginning of your end step, you target Solemn Simulacrum with Soulherder's ability. The Golem is exiled, which triggers Soulherder's first ability to gain a +1/+1 counter. Then, Solemn Simulacrum returns to the battlefield immediately. Its 'enters' ability triggers, allowing you to search for another basic land card every single turn.
If you name 'Spirit' as Roaming Throne enters, it will interact with Soulherder. When you exile a creature during your end step, Soulherder's first ability triggers twice, giving it two +1/+1 counters. Furthermore, Soulherder's end-step ability itself triggers an additional time because of the Throne, allowing you to exile and return two different creatures (or the same creature twice, though the second trigger would resolve on the 'new' object) to maximize your value.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : Soulherder
Original English text — Wizards of the Coast / Scryfall
- #1· Wizards of the Coast
If any other abilities you control trigger at the beginning of your end step, you choose the targets for all of them as they’re put onto the stack, and you choose the order they’re put onto the stack. For example, this means that you could exile a creature put onto the battlefield by an unearth ability (and then unearth’s delayed triggered ability won’t exile that creature), but you can’t target a creature that will be returned to the battlefield by another ability during your end step (such as Astral Drift’s delayed triggered ability).
No other card is named in this ruling.
- #2· Wizards of the Coast
Once the exiled creature returns, it’s considered a new object with no relation to the object that it was. Auras attached to the exiled creature will be put into their owners’ graveyards. Equipment attached to the exiled creature will become unattached and remain on the battlefield. Any counters on the exiled creature will cease to exist.
No other card is named in this ruling.
- #3· Wizards of the Coast
If a token is exiled this way, it will cease to exist and won’t return to the battlefield.
No other card is named in this ruling.
- #4· Wizards of the Coast
If a creature is exiled but ends up in another zone (most likely because it’s a player’s commander in the Commander variant), Soulherder’s first ability triggers.
No other card is named in this ruling.
Popular combos
Real combos played by the community, sorted by popularity.
Soulherder + Archaeomancer + Time Warp
- 1With Soulherder and a creature based spell recursion effect on the battlefield, cast the extra turn spell.
- 2Move to end step and target the creature with Soulherder's ability.
- 3When creature re-enters the battlefield, target the extra turn spell in your graveyard and return it to your hand, then pass to yourself.
- 4Repeat
Azor, the Lawbringer + Soulherder
- 1At the beginning of your end step, Soulherder's second ability triggers, blinking Azor.
- 2Soulherder's first ability triggers, putting a +1/+1 counter on itself.
- 3Azor enters the battlefield, preventing opponents from casting instants or sorceries during their next turn.
- 4Repeat during each of your turns.
Wernog, Rider's Chaplain + Time Sieve + Academy Manufactor + Soulherder
- 1At the beginning of your end step, Soulherder's second ability triggers, blinking Wernog.
- 2When Wernog leaves and enters the battlefield, it triggers twice and Soulherder's first ability triggers once.
- 3Resolve both Wernog triggers, creating at least two Clue, two Food and two Treasure artifact tokens.
- 4Resolve the Soulherder trigger, putting a +1/+1 counter on it.
- 5Activate Time Sieve by tapping it and sacrificing five artifacts, causing you to take an extra turn after this one.
- 6Repeat each turn.
Soulherder + Archaeomancer + Temporal Manipulation
- 1With Soulherder and a creature based spell recursion effect on the battlefield, cast the extra turn spell.
- 2Move to end step and target the creature with Soulherder's ability.
- 3When creature re-enters the battlefield, target the extra turn spell in your graveyard and return it to your hand, then pass to yourself.
- 4Repeat
Soulherder + Eternal Witness + Time Warp
- 1With Soulherder and a creature based spell recursion effect on the battlefield, cast the extra turn spell.
- 2Move to end step and target the creature with Soulherder's ability.
- 3When creature re-enters the battlefield, target the extra turn spell in your graveyard and return it to your hand, then pass to yourself.
- 4Repeat
Soulherder + Eternal Witness + Temporal Manipulation
- 1With Soulherder and a creature based spell recursion effect on the battlefield, cast the extra turn spell.
- 2Move to end step and target the creature with Soulherder's ability.
- 3When creature re-enters the battlefield, target the extra turn spell in your graveyard and return it to your hand, then pass to yourself.
- 4Repeat
Glorious Protector + Icewind Stalwart + Soulherder
- 1At the beginning of your end step, Soulherder's second ability triggers, blinking Glorious Protector.
- 2Glorious Protector leaves and enters the battlefield, returning Icewind Stalwart from exile to the battlefield, and triggering Soulherder's first ability, as well as Icewind Stalwart and Glorious Protector's enters-the-battlefield abilities.
- 3Resolve the Soulherder trigger, putting a +1/+1 counter on it.
- 4Resolve the Glorious Protector trigger, exiling Icewind Stalwart until Glorious Protector enters the battlefield.
- 5Soulherder's first ability triggers, putting a +1/+1 counter on itself.
- 6Resolve the Icewind Stalwart trigger, blinking Glorious Protector.
- 7Repeat from step 2.
Infinite Guideline Station + Time Sieve + Soulherder
- 1Cast Infinite Guideline Station either from your hand or from the command zone by paying
plus commander tax if applicable.
- 2When Infinite Guideline Station enters, it triggers, creating a 2/2 Robot artifact creature token for each multicolored permanent you control.
- 3Activate Infinite Guideline Station's station ability by tapping any number of creatures with total power 12 or greater, putting at least twelve charge counters on Infinite Guideline Station, causing it to become a creature.
- 4Activate Time Sieve by tapping it and sacrificing five Robots, causing you to take an extra turn after this one.
- 5At the beginning of your end step, Soulherder triggers, blinking Infinite Guideline Station.
- 6When Infinite Guideline Station enters, it and Soulherder trigger.
- 7Resolve the Infinite Guideline Station trigger, creating a 2/2 Robot artifact creature token for each multicolored permanent you control.
- 8Resolve the Soulherder trigger, putting a +1/+1 counter on it.
Legal formats
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Meta decks with Soulherder
No archived Top 8 deck with this card yet.



Solemn Simulacrum
Roaming Throne









