Drift of Phantasms
Creature — Spirit
Defender (This creature can't attack.)
Transmute (1)(Blue)(Blue) ((1)(Blue)(Blue), Discard this card: Search your library for a card with the same converted mana cost as this card, reveal it, and put it into your hand. Then shuffle your library. Play only as a sorcery.)
Printings View all
|Ravnica: City of Guilds (RAV)||Common|
Combos Browse all
|Commander / EDH||Legal|
Drift of Phantasms occurrence in decks from the last year
Commander / EDH:
All decks: 0.02%
Drift of Phantasms Discussion
2 weeks ago
3 weeks ago
1 month ago
Cool deck! You might like these: Winter Orb (tap it with your general before your turn starts, and you get to untap all your lands while everyone else only untaps 1), Static Orb, Storage Matrix, Drift of Phantasms (finds Verity Circle), Muddle the Mixture (finds either piece of the Illusionist + Greaves combo), Merchant Scroll / Spellseeker (finds Muddle the Mixture), Urza's Incubator, Birthing Boughs, Riptide Replicator, Amoeboid Changeling, Mothdust Changeling, Shapesharer, Quicksilver Fountain
1 month ago
I will, been working weekends lately tho.
Forgot about Drift of Phantasms earlier, it is also a must have for U/G FC.
Was curious if you considered Momir Vig, Simic Visionary?
1 month ago
That's a quite critic analysis, thanks multimedia.
I'll have to think a lot about the swaps for the next update, since trying to lower the curve and improve ramp will definitely go towards improving the deck's consistency.
Adding Muddle the Mixture is definitely a good idea, more so than Drift of Phantasms. Fact is that I don't want the deck to become too reliable or else it could overcome too easily the other decks in my playgroup.
The idea of keeping only Consuming Aberration and The Haunt of Hightower as */* creatures it's a bit of a stretch in my opinion, thus I will first try to cut in other areas. If this doesn't work out, I'll consider cutting the less efficient creatures.
I'd however like to keep Dauthi Embrace since it can be used to make big creatures unlockable. Still, it's not what the deck wants to do, but it can work in a pinch.
1 month ago
Hey, you're welcome :)
Good eye, Naru + Flicker + Phenax + Elixir to tap Naru to mill before it's blinked with Flicker, nice work. You're right, Altar of the Brood combos with Naru + Flicker and it's also a good card outside of the combo since it's repeatable. In fact Altar could replace Apprentice or another creature that has an ETB mill ability because outside of the combo these creatures are less good then what Altar does.
A reason to add more mana rocks is because the avg. CMC is high, rounded up it's 3.7 and there's a lot of four drops. When you have a lot of four drops then being able to play turn two ramp is very helpful. Phenax + Eater + Elixir is your main combo and it's a mana expensive combo. If adding Naru + Flicker combos then having more ramp makes them better too because the combo costs seven mana. Dark Ritual is a card to consider adding.
Cards to consider cutting to add Naru, Flicker, Altar, Zenith and Zone:
- Submerged Boneyard
- Mirko Vosk, Mind Drinker
- Keening Stone
- Into the Story
- Dauthi Embrace
I think you can push your deck a lot further even with the low budget. Ideally if you're playing combos you want tutors especially since you're playing black, but I understand not including them because of the lower budget. Scheming Symmetry and Diabolic Tutor are both worth adding. Mana efficient draw spells or repeatable draw sources can't completely replace tutors, but they can sure help.
- Mystic Remora
- Whispering Madness
- Read the Bones
- Drift of Phantasms
- Muddle the Mixture
These cards can be excellent support because they help to draw into or find the better cards in your deck. Wheels are good with Notion Thief and Psychic Corrosion. Madness can be repeatable with cipher. Drift can transmute to get one of Elixir, Flicker, Freed or Alarm. Muddle can transmute to get one of Guildmage, Greaves, Mindcrank, Orb or Rift. If not transmuting then both Drift and Muddle are fine since Drift has 5 toughness/flying and Muddle is a pseudo Negate.
With the lower budget draw spells and mana rocks are your best early game plays. These can help to setup combos, make land drops and have ramp for mid and late game, the stages of the game when your deck performs the best. Consider streamlining the creature base? Keep the creatures that are part of combos and cut a lot of the others?
Streamlined creature base example:
Bonehoard is the best card of the cards that are creatures who have power/toughness equal to all creatures in all graveyards. Because of it's ability to equip to another creature then in my opinion you don't need to also play Wright, Mortivore, Nighthowler. Hightower (flying, huge power/toughness) and Abrerration (mill, huge power/toughness) are the better high CMC creatures who are not part of combos because they can become huge and do something without having to attack.
2 months ago
Made some changes to fit a discard packages as well as the new Heliod, Sun-Crowned. Even without Ballista Heliod is a strong one of that is tutorable with Zur. The discard package should help protect my combos from removal, as well as slow the game down enough that I can actually get to those combos.
Hopefully testing this again on Tuesday at a more competitive version of our FNM's.
2 months ago
Re: Winds of Rath, I have never found myself needing to wipe while Bruna is out. When Bruna is out and suited up, I can typically just go to combat, get a kill, and pass the turn. Bruna has natural Flying, and typically she'll pick up Trample from Eldrazi Conscription or Unblockable from Steel of the Godhead. Lack of evasion can be a problem with just Battle Mastery and Corrupted Conscience, but this is pretty rare in my experience since I typically have to tutor for at least one aura.
Totem Armor is a good way to get around card disadvantage from losing enchanted creatures, but they're also one-and-done affairs, and for the most part the extra numbers and keywords are just not relevant when they're attached to Bruna - none of them have the magical "lethal with one other damage aura" ability shared by the Big Three and Auramancer's Guise.
The one really interesting one is indeed Eel Umbra due to the protective nature of Flash, but in practice I don't think it's really different from a counterspell in that slot, so I ran that instead.
As far as making my other creatures bigger goes (this goes for both Faith Unbroken and the Umbras), bigger creatures just aren't scary when the entire table knows I'm aiming to suit up Bruna for the kill anyway. I'd rather keep my creatures as blockers and make them hard to remove in the sense of Fog Bank being able to block for days on end. The indestructibility auras (Indestructibility and Shielded By Faith) provide this, as well as Spectra Ward and cards with Protection from creatures like Unquestioned Authority.
Lastly, as far as creatures go, I just don't have enough of them to suit up. Right now I've noticed that the deck is both kinda slow and kinda vulnerable to creature combat at all stages of the game, so I'm probably going to board in Propaganda and some nice tutors, including my newly reprinted friend Idyllic Tutor. Maybe also add Drift of Phantasms.