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.
Printings View all
|Ravnica: City of Guilds (RAV)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Latest Decks as Commander
Hunted Phantasm Discussion
2 months ago
11 months ago
Unfortunately, they both power down my Tempest Djinn after testing them out and unnecessarily push the budget up. What are your thoughts on Hunted Phantasm ?
1 year ago
I’ll try to let the cards mostly speak for themselves.
Fact or Fiction - pick your poison.
Risk Factor - now or later?
Increasing Vengeance - nothing if not excessive.
Path to Exile - Certainty.
Esper Charm - options.
NA - no planeswalker in these colors other than like Urza but that’s kinda cheating and not accurate.
1 year ago
Amulet of Safekeeping is a fantastic suggestion!! Thanks!!
1 year ago
Flooremoji I think you're right. It pains me to get rid of one of the cards that inspired the idea, but it's just removal fodder at best in most matchups. One mana to get rid of a three mana card that doesn't do anything but possibly get bigger isn't a great trade-off from my end.
Demarge I went ahead and looked at the mtg goldfish meta page as well. Humans is the most popular deck, which uses a ton of creatures, but it's pretty much the only one, yeah. Right now, decks are very non-creature spell oriented. I think Gideon Jura would fit if I can justify his being a finisher for the deck. Tamiyo, the Moon Sage can at least keep lands and troublesome artifacts tapped down, and serves as draw power when enough creatures are tapped down. If you had to choose one, which would you choose? I'm leaning toward Gide on for the 6/6 indestructible for 5 mana.
aswordforthefallen As Demarge pointed out, the bulk of the decks right now aren't going to be focused on using creatures, so using creatures for them is a good way to go, I think. Hunted Phantasm is a good way to ensure that I can still get value from Verity Circle . That does incur the question for whether I should go wide with temporary effects that hit multiple creatures like Downpour and Feeling of Dread , or whether I should keep a smaller number of creatures consistently being tapped with enchantments like Curse of Chains . As for all-around value planeswalkers, what do you have in mind? I see Narset, Parter of Veils , Teferi, Time Raveler , and Teferi, Hero of Dominaria used a good deal.
Gidgetimer I don't think Pickles is what I want to go for. It's a neat way to work tap-down control, but I'd rather focus on cards that work specifically with tapping rather than abusing the morph mechanic. Thanks for the suggestion, though! It is a really interesting deck.
Funkydiscogod Quiet contemplation is a really good fit for the deck. The only problem I have with it is that by freeing up space for more traditional cards, I move away from my preferred aesthetic. Part of the problem here is that I've chosen a really inefficient form of control. For the one mana I could use on Gigadrowse , I could spend it on Path to Exile . What cards would you suggest to complement Quiet Contemplation while staying true to having tap-down effects being the primary method of control? Opt , for example, is a one mana draw card that can turn into a two-mana Frost Breath hybrid. I can't think of much else other than draw cards, though, that fit in the control scheme that don't remove the need for tap-down effects entirely. Do you think Frost Titan is too expensive to play, or is its built-in protection enough to warrant using it at 6 mana?
Thank you so much, everyone that's contributed! It means a lot to me that you're helping me out. I've had this idea for the longest time, but I just haven't been able to make it work by myself. You people rock!
1 year ago
You're going to have the majority of your main deck idea, the cards that work amazing against creature strategy, in your side-board. I know that's going to sound like it's going against what you want, but game 1 is going to be feeling out your opponent, which also means that you're going to have main-board several of your silver bullets. Hunted Phantasm for RDW, good all-round 'walkers if those are interesting to you, Gigadrowse , stuff that works on most any deck, especially ones that are light on creatures. Then, when you sniff out an opponent that would just absolutely get wrecked if their stuff were tapped out turn after turn, that's when you bring in your game plan and tap them down without mercy.
1 year ago
I want to make a deck based around tap-down control. As in, Downpour and Feeling of Dread control. For years, I’ve been trying to make this idea work, ever since I first started playing, in Return to Ravnica. It started with the cards Gideon's Avenger and Sunblast Angel . I thought I could make something work, and I sort of did. I made a budget deck that achieved mild success on T/O called Frozen Solid. People liked it because it was cheap and gimmicky, but I wanted it to be more than a cheap trick, which is unfortunate, because that’s all it could have really been at the time. The deck suffers from a core weakness that other forms of control don’t have to deal with, namely that after your cheap tap-down spell has resolved, all your opponent has to do is wait another turn and build up their army even further. Sunblast angel requires a land drop every turn for six turns. The game ends up being about prolonging an inevitable loss instead of winning. Nevertheless, I tried my best to make it at least semi-competitive.
I tried every combination of U/W/X. I tried esper with its access to cards like Royal Assassin and Murderous Compulsion . A way to get rid of tapped cards is great, but why would anyone ever spend two mana on a Murderous Compulsion when they could spend it on Doom Blade , Ultimate Price , Walk the Plank , Cast Down , or half the mana on Fatal Push ? Royal assassin at least sticks around to be able to make use of a mana-free kill to complement your tap-down effects, but it dies to even the gentlest of creature removal. It dies to Lightning Bolt . It dies to Shock . Heck, it even dies to Darkblast . And aside from the assassin, there isn’t a whole lot to support tap-down control in black.
U/W/G has Glare of Subdual , which answers one problem the deck has, namely of a lack of creatures to serve as a wincon. At the same time though, you’re still tapping them down, so they can’t be used to attack with (unless you have something to untap them with, which splits your available resources even further) and if you have a big enough field presence to control the board by tapping stuff down, you could have probably won already through some Overrun kind of playstyle instead. I found merfolk a flavorful and surprisingly synergetic tribe for what I was going for here, as seen by cards like Merrow Reejerey , Merfolk Trickster , and Harbinger of the Tides . I thought that of all the ideas I’ve made thus far, this had the biggest chance of doing what I wanted, with built-in tribal support that aligned with a tap-down aesthetic. You could even finish games with a well-timed Wake Thrasher .
In R/W/U, I experimented with Aurelia's Fury . With cards like Assemble the Legion , stalling becomes a legitimate strategy. Battlefield Thaumaturge could be used to make the spell a two mana overloaded Blustersquall . Along that route, Gridlock and Glimpse the Sun God could be used to support it, but the idea is heavily reliant on thaumaturge, which doesn’t always see play, even as a 4-of.
A truly depressing match against Red Deck Wins made me realize that the deck is entirely reliant on the opponent’s having creatures. Thus, the idea to include something from the hunted cycle was born. Hunted Phantasm , for example, provides me with a good beater and plenty of things to make use of for my spells.
Every now and then, some piece of deck-tech makes me have that flutter of naïve hope, like when we got Time of Ice in Dominaria or Verity Circle in Ravnica Allegiance. Verity circle could be the answer, the missing link. It provides me with the ability to refuel my spells and dig through my deck to get to the wincon, whatever it should be. In any other kind of deck, it’s mediocre at best, but it’s the best support my jank idea has ever gotten. I could be missing something that comes clearly for you. I’m asking you to help me realize my seven-year-old dream: to create a tap-down control deck that holds its own against at least semi-competitive decks. (Decks that have a reasonably achievable means to win and efficient support to help it achieve its chosen way of winning.) I’m not asking for anything that’d make the top 8 list anywhere, just something I can be satisfied with. So long as the primary theme of the deck is controlling the field through tap-down effects, I’m happy.
Please help me out here. I’m at my wits end lol. A big thanks to any and all who put their two cents in.
1 year ago
I really like the deck's idea!