Spirit Away 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
Enchant creature You control enchanted creature. Enchanted creature gets +2/+2 and has flying.
Complete guide
Spirit Away is a powerful blue Aura that doesn't just improve a creature, but steals it outright from your opponent. By combining a control-change effect with significant combat buffs, it serves as a massive swing in momentum for any blue deck. Understanding how its continuous effects layer is key to dominating the board.
Claiming Your Prize
Spirit Away uses a static ability to grant you control of the enchanted creature as long as the Aura remains attached. Unlike spells that provide temporary control, this effect does not end at the turn's conclusion. Additionally, the creature receives a +2/+2 power and toughness boost and gains flying, turning a stolen utility creature into a legitimate aerial threat.
The Casting Process
When you cast Spirit Away, you must choose a legal creature on the battlefield to target. If that creature is no longer a legal target when the spell attempts to resolve—perhaps because it gained hexproof or left the battlefield—Spirit Away is removed from the stack and put into its owner's graveyard. Once it resolves and enters the battlefield attached to the creature, you immediately gain control of it. Note that this does not grant the creature haste; unless you have controlled the creature since the start of your most recent turn, it will be affected by summoning sickness.
Strategic Timing
Since Spirit Away costs seven mana, it is a high-commitment play. It is most effective when used on an opponent's commander or a large threat that lacks protection. Because the control effect is tied to the Aura, if an opponent destroys Spirit Away with an effect like Disenchant, control of the creature immediately reverts to its previous owner (or the next player in the control hierarchy).
Interaction examples
If you have Shark Typhoon on the battlefield and cast Spirit Away, the Typhoon's triggered ability triggers because you cast a noncreature spell. Since Spirit Away has a mana value of 7, you will create a 7/7 blue Shark creature token with flying before Spirit Away even resolves and takes control of your target.
While Echoes of Eternity is powerful, it only copies colorless spells. Spirit Away is a blue spell, meaning it will not be copied by the second ability of Echoes of Eternity, and its own static effects are not triggered abilities that could be doubled.
You can cast Spirit Away on a creature you already control. In this scenario, the 'You control enchanted creature' clause essentially does nothing, but the creature still benefits from the +2/+2 stat boost and gains flying, helping you push for a lethal attack.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : Spirit Away
Original English text — Wizards of the Coast / Scryfall
No additional ruling has been published for this card.
Legal formats
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Meta decks with Spirit Away
No archived Top 8 deck with this card yet.



Shark Typhoon
Echoes of Eternity