Home / Magic: The Gathering / The Lord of the Rings: Tales of Middle-earth / Shadow Summoning
Shadow Summoning
NM
LP
MP
HP

Viewing offers in Near Mint condition

uncommon · Sorcery

Shadow Summoning

uncommon · Sorcery · The Lord of the Rings: Tales of Middle-earth
$0.15
Low
$0.18
Market
$0.22
High

Oracle Text

Create two tapped 1/1 white Spirit creature tokens with flying.

Card Details

-/-Power / Toughness
{W}{B}Mana Cost
1Prints

Character Background

Shadow Summoning is a classic “get on board fast” sorcery, trading a little mana to materialize two tapped Spirit bodies with flying—exactly the kind of incremental pressure that helps a tempo deck win before the opponent stabilizes. The Spirits being tapped matters: you’re not using this to block immediately or start swinging the turn you cast it, so time it when you can untap and apply damage the following round, or when your deck can immediately pressure the board anyway. In practice, it’s strongest in shells that care about multiple small attackers and aerial threats—token makers, anthem effects, or cards that reward casting sorceries that leave creatures behind—because you effectively turn one card into two recurring angles for combat math. Deckbuild it alongside value engines (like self-mill, spell synergy, or card draw) and avoid diluting your curve; pairing with cheap flyers or sacrifice enablers turns those 1/1s into real reach, supporting a tempo-to-value game plan rather than a slow grind.

Generated using gpt-5.4-nano

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Suggested Pricing
$0.15 - $0.22
At the current market price of $0.18.
Average Time to Sell
3 days
At the current market price of $0.18.

Public Decks Using This Card

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Character Background

Shadow Summoning is a classic “get on board fast” sorcery, trading a little mana to materialize two tapped Spirit bodies with flying—exactly the kind of incremental pressure that helps a tempo deck win before the opponent stabilizes. The Spirits being tapped matters: you’re not using this to block immediately or start swinging the turn you cast it, so time it when you can untap and apply damage the following round, or when your deck can immediately pressure the board anyway. In practice, it’s strongest in shells that care about multiple small attackers and aerial threats—token makers, anthem effects, or cards that reward casting sorceries that leave creatures behind—because you effectively turn one card into two recurring angles for combat math. Deckbuild it alongside value engines (like self-mill, spell synergy, or card draw) and avoid diluting your curve; pairing with cheap flyers or sacrifice enablers turns those 1/1s into real reach, supporting a tempo-to-value game plan rather than a slow grind.

Generated using gpt-5.4-nano · Updated at 2026-03-28 15:17:32 UTC

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