Hunted Phantasm

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Hunted Phantasm

Creature — Spirit

Hunted Phantasm is unblockable.

When Hunted Phantasm enters the battlefield, put five 1/1 red Goblin creature tokens into play under target opponent's control.

wallisface on Esper Priest

1 month ago

Some thoughts:

  • Gather Specimens costs far too much mana to be viable, the game’s not lasting long enough to cast it.

  • Similarly, Panharmonicon is far too late-game to be helpful. It’ll either serve as a “win more” card (unhelpful), or lose you the game (by having to take a turn-off to cast it).

  • Sygg, River Cutthroat feels too cute to be good here - you want to be focusing all your attention on enacting your gameplan and this card feels like its not helping with that. I’d put Authority of the Consuls and Soul Warden in the same bucket.

  • a lot if decks i’ve seen trying this strategy use both Hunted Phantasm and Illness in the Ranks to great effect.

  • as mentioned above, Eldrazi Displacer will serve you better than your current flicker effects. Also, while it’d only target your own stuff, Ephemerate would be strong here.

Mave on endles whispers edh

4 months ago

I read the thread when I tried to look up the rules for the cards which is kinda important for EDH Endless Whispers. (I plan on including it in Obeka)

In a 1v1 match it mostly tries to get the best creature of an opponent while donating negative effects. But in commander it becomes a game of "hot potato" where you can never be sure who gets the creatures of another player but you can decide what "garbage" you donate. That is the gist of what the deck will do in a multiplayer game.

Depending on what you give away you may want cards that can counter triggered abilities in case ove Leveler, Sky Swallower, Boldwyr Heavyweights, Eater of Days, Hunted Wumpus, Inverter of Truth, Dust Elemental, Avatar of Discord, Indentured Djinn Ebon Drake Plague Reaver Master of the Feast Tempting Wurm, the haunted one like Hunted Troll, Hunted Dragon,Hunted Dragon, Hunted Lammasu or Hunted Phantasm. Personally I would use Obeka, Brute Chronologist to counter the ETB of the creatures you play by ending the turn and then giving them to an opponent. But that only works for when the creature with negative effect enters the battlefield during your turn. But it is a great plan B in case you don't have Endless Whispers to give your opponents creatures from the list above by simply playing an 8/8 trample for then ending the turn before the trigger resolves.

Other options are Jon Irenicus, Shattered One or Blim, Comedic Genius both want your opponents to control your creatures. If you just want the effect of giving your opponents negative ETBs you can also build a deck on The Beamtown Bullies. But including Endless Whispers in this deck can backfire by giving you one of the negative effects if the creature dies. And it also is hard to let e.g. Leveler enter the battlefield to donate it through endless whispers. What helps with that may be to manifest a creature with a negative effect with e.g. Scroll of Fate. You can also manifest creatures with negative effect from your library but that is a bit more random.

To prevent getting creatures with negative effects from your opponents you to gain hexproof. There are plenty of effects giving yourself hexproof in white but I couldn't find a good commander for that. To gain hexproof yourself in a non white deck you most likely need Orbs of Warding which may be the way to go to prevent opponents to return the hot potato to you. Which is what I do in Obeka (sadly I don't have any list online of that deck).

If you like Endless Whispers to take your opponent cards however you might rather want to play Grave Betrayal or Lim-Dul the Necromancer. Overall it can still be used as a politicle tool. Especially if you donate one of the Haunted once you can build a pact with another player that you always trade them with each other to get more and more tokens.

Talking tokens it is also possible to put Endless Whispers in Grismold, the Dreadsower which gets into the direction of Dagger Burn known through Rampaging Ferocidon, Trespasser's Curse, Massacre Wurm, Slaughter Specialist and e.g. Illness in the Ranks/Virulent Plague. Whenever you donate Hunted Troll to an opponent or it enters the battlefield you let the 1/1 faeris directly die causing Grismold to trigger and also cards like Poison-Tip Archer.

It is also possible to play with effects like Plaguecrafter, Abyssal Gorestalker, Gravelighter. The player who gets the creature has to sacrifice one creature less and choses who sacrifice one creature less the next turn. But as long as you profit from death triggers via e.g. enchantments or artifacts you will profit most from your favourite card.

I also like Rakdos the Defiler to use Endless Whisper. After all one can donate some negative effects and if the opponent sacrifices creatures they have to donate them to someone else. Altough that also works better in 1v1.

I hope the explanation helps to find the right deck to play Endless Whispers in Commander.

legendofa on

8 months ago

This sort of deck usually uses some amount of for Blood Seeker, Trespasser's Curse, and/or Illness in the Ranks. This deck in particular also has eleven blink effects, but only really wants to blink Hunted Phantasm. I recommend cutting most of these and adding more protection and ways to win.

If you want to stay in , Ghostly Prison and Windborn Muse help prevent attackers, and Boarded Window and Cumber Stone reduce damage. Just note that your damage output will be slowed, so you'll have to find ways to stay active.

SufferFromEDHD on Pramikon, The Wall of Stall

11 months ago

Varchild's War-Riders and Varchild, Betrayer of Kjeldor not walls but they are efficient token generators for your opponents that can't attack you.

Hunted Phantasm not a wall but built like one. Low mana cost and creates the most tokens out of the cycle. Unblockable is the cherry on top.

legendofa on Death to Tokens

1 year ago

I think you could add something like Flooded Grove. The only cards that require multiple colored mana are Hunted Troll and Hunted Phantasm, so the double color can help you there, and it can convert a Watery Grave into a Sylvan Scrying.

And as I look at this again, I realize the only white card is Mercy Killing. My gut suggestion is to drop the Reflecting Pools for a Flooded Grove and a couple of Twilight Mires. In my experience, you can get by without for the first couple of turns, and that's when you really need and here.

If it works for your budget, I also recommend at least one more Overgrown Tomb. My impression is that the land sequence should be something like T1 Watery Grave or Overgrown Tomb, T2 shockland, Twilight Mire, or Woodland Cemetery, T3 Watery Grave or Flooded Grove.

MagicMarc on Cards that put creature token …

1 year ago

All the Hunted creatures work like Hunted Dragon, Hunted Horror, Hunted Lammasu, Hunted Phantasm, Hunted Troll. And they get you strong creatures.

seshiro_of_the_orochi on Azorius Forced Combat: Maragar, the …

2 years ago

In the last months, I've become a sucker for forced combat strategies. My Thantis, the Warweaver is a project of love, and I'm currently waiting for the last pieces for Saskia the Unyielding. What I'd like to build though, is an Azorius forced combat deck. I haven't found a fitting commander for that, yet. Pramikon, Sky Rampart is interesting, but feels more fitting for pillowfort. Thus, I've come up with another design for exactly that strategy:

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Many forced combat decks already want to give creatures to their opponents. Maragar heavily leans into that, as he can be cast for cheap if our opponents control enough creatures. After that, he basically turns all of our creatures into better Alluring Sirens. In addition, Maragar is a Coastal Piracy for all players that don't hit us, so while he has no actual protection, he'll often stay on the field because he draws all players cards. And players like drawing cards.


Besides lots of tokens to goad opposing creatures, the deck would propably have plenty of cards like Hunted Lammasu, Hunted Phantasm, Akroan Horse and Forbidden Orchard, combining these with some pillowforts a la Propaganda and finishing off with more Coastal Piracy and some Flying Men. Besides combat damage, Approach of the Second Sun seems like a wincon that even works flavourwise: Are your opponents stupid enough to fall for the old "sunlight in the deep sea" trick twice? Well, they deserve to lose.


I'd love to hear your feedback on this card. Would you change anything? Is the mana cost to low or too high? Thanks for your attention.

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