Home / Magic: The Gathering / 30th Anniversary Edition / Will-o'-the-Wisp
Will-o'-the-Wisp
NM
LP
MP
HP

Viewing offers in Near Mint condition

rare · Creature — Spirit

Will-o'-the-Wisp

rare · Creature — Spirit · 30th Anniversary Edition
$22.73
Low
$26.74
Market
$33.43
High

Oracle Text

Flying (This creature can't be blocked except by creatures with flying or reach.)
{B}: Regenerate this creature. (The next time this creature would be destroyed this turn, instead tap it, remove it from combat, and heal all damage on it.)

Card Details

0/1Power / Toughness
{B}Mana Cost
1Prints

Character Background

Will-o'-the-Wisp is a classic little nuisance for black decks, leaning most naturally into control or attrition-based tempo plans where time and mana are traded for inevitability. A one-mana 0/1 with flying already asks a lot of awkward questions from opposing attack steps, and regeneration makes it notoriously irritating to remove in fair combat. It is especially good at stalling early aggression, carrying equipment, or chipping away at planeswalkers when the board is cluttered. In deckbuilding, pair it with sacrifice outlets or effects that care about creatures dying and surviving, since regeneration can preserve key board presence while still enabling flexible combat math. It also combines nicely with discard, removal, and mass attrition strategies: the Wisp soaks up removal that would otherwise hit more important threats. Thematically, it feels like a flickering ember or ghostly lure—small, elusive, and hard to pin down, exactly the sort of card that turns a grindy game in your favor.

Generated using gpt-5.4-mini

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Suggested Pricing
$22.73 - $33.43
At the current market price of $26.74.
Average Time to Sell
3 days
At the current market price of $26.74.

Public Decks Using This Card

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Character Background

Will-o'-the-Wisp is a classic little nuisance for black decks, leaning most naturally into control or attrition-based tempo plans where time and mana are traded for inevitability. A one-mana 0/1 with flying already asks a lot of awkward questions from opposing attack steps, and regeneration makes it notoriously irritating to remove in fair combat. It is especially good at stalling early aggression, carrying equipment, or chipping away at planeswalkers when the board is cluttered. In deckbuilding, pair it with sacrifice outlets or effects that care about creatures dying and surviving, since regeneration can preserve key board presence while still enabling flexible combat math. It also combines nicely with discard, removal, and mass attrition strategies: the Wisp soaks up removal that would otherwise hit more important threats. Thematically, it feels like a flickering ember or ghostly lure—small, elusive, and hard to pin down, exactly the sort of card that turns a grindy game in your favor.

Generated using gpt-5.4-mini · Updated at 2026-08-21 17:20:45 UTC

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