This creature has two abilities, and those two abilities are super powerful when working together
Exclusive to the 1993-1994 Alpha, Beta and Unlimited Edition sets, the Power 9 are some of the rarest cards in their respective sets, with only about 1,000 of each printed in the Alpha set

Before I go into more detail about U/W Spirits and why Im a fan of the deck, heres my latest decklist, which Ill be referencing throughout the article: Creatures (31) 2 Phantasmal Image 2 Geist of Saint Traft 4 Drogskol Captain 4 Rattlechains 4 Spell Queller 4 Selfless Spirit 4 Mausoleum Wanderer 3 Remorseful Cleric 4 Supreme Phantom Lands (21) Spells (8) Also, heres a Bant Spirits decklist for reference, courtesy of Johnathon Schrader, who finished first at the StarCityGames.Com Invitational Qualifier in Roanoke, Virginia this past weekend: Creatures (30) 1 Birds of Paradise 4 Noble Hierarch 2 Phantasmal Image 4 Drogskol Captain 4 Rattlechains 4 Spell Queller 3 Selfless Spirit 4 Mausoleum Wanderer 4 Supreme Phantom Lands (22) Spells (8) As you can see, the reason to add green to the Spirits deck is to play Collected Company, an instant-speed threat that pairs nicely with the flash creatures from the Spirits deck

Delve is one of those great Magic: The Gathering abilities that can quickly spiral out of control if put on the wrong card, and in some cases, the right cards
Hordewing Skaab Hordewing Skaab has zombievasion, but I dont find it all that necessary
Being able to cycle your entire hand and produce a ton of mana seems pretty busted, especially with such a flexible casting cost