We continue mulling through the newly released, complete Dark Ascension visual spoiler here with card number 88 of 158:
A very interesting card. It's obviously very good in limited, but even if it's a 4cc creature, I think it has enough tricks built into it where it might even be playable in constructed.
In general, I think almost any card with flash in limited playable because it almost acts as pseudo removal. Put in a built in offensive or defensive combat trick on top of the flash and the Hollowhenge Spirit almost turns into a guaranteed 2-for-1 which just wrecks all kinds of combat math. I think this is very good, especially since the only other 4cc 2/2 flier for white is an Abbey Griffin. For constructed, I think its playability is dependent on how viable a spirit tribal deck is. a.k.a. If the spirits bring the pain, Hollowhenge Spirit is an option.
I also have obligated to mention how relevant flash is in Innistrad Block in particular, specifically because of werewolves. Flash gives you the ability to transform your own werewolves on your turn without "wasting" a turn and also gives you the ability to keep opposing werewolves un-transformed.
Hollowhenge Spirit wants to be in a white/blue spirit deck and/or a white/blue control deck. He wants counters, Silent Departure, and all that good stuff.
--But if you've been following this blog, you know that Hollowhenge Spirit fits perfectly into my favorite deck to draft: The Mill Deck.
I like drafting mill decks, especially white/blue mill decks. This guy has flash, its defensive, it flies, it's uncommon, and he gives cards like Curse of the Bloody Tome and additional turn to mill more cards. Nice.