|Commander / EDH||Legal|
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|Ravnica: City of Guilds (RAV)||Rare|
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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.
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Hunted Phantasm Discussion
2 days ago
If you're playing a deck like this, I highly recommend Dowsing Dagger and Panharmonicon. Pan is worth the 4 mana because not only will it double your Hunted Phantasm trigger but the Trespasser's Curse triggers are doubled per creature. Later, you can equip your Phantasm and get a Lost Vale to cast a massive X spell (I like Torment of Hailfire or Exsanguinate as my go to fireball).
If you're worried about getting overrun, I run Leyline of Singularity as a hedge. The legendary clause will slow you down a bit, but it stops Lingering Souls tokens, multiple D-Shadows, Tarmoturds, etc. You will still gain the benefits of the Curse triggers, but they won't maintain the benefit of imposed "downside" of the hunted creatures before they legend rule themselves.
I've had some fun with the deck; still needs some work though. I hope these suggestions inspire some successful improvements. Best regards.
3 days ago
aholder7 One card that would be phenomonal with this deck is a Panharmonicon. This would cause Hunted Phantasm to make ten goblins instead of five, also, this would cause Blood Seeker for example, to trigger twice as well, making twenty instant damage to the opponent. And that is just with the Blood Seeker.
1 week ago
This is a really interesting idea, and you have a good start. I'd recommend cutting the Elixir of Immortality and Diabolic Tutor for 4x Fatal Push if possible. You're game plan is solid but you aren't interacting with your opponent at all so all of their creatures can still knock you around since they will be running removal for your big creatures. Also you may want to consider more token generation cards so you don't have to go all in on Hunted Phantasm and Forbidden Orchard
xyr0s on BR Dragons
2 weeks ago
With dragons, and your deck with all the 1- and 2-ofs? No chance against established modern archetype decks. All the established decks have very concrete, very consistent plans that they follow, and many are fast.
Example: Modern decks never play Slaughter Games. Or at least, I've never seen it (ok... there are 4 decks on mtgtop8.com that have played it). They play Thoughtseize, and has Surgical Extraction in the sideboard for match-ups where they want some card to be permanently gone. Slaughter Games is turn 4 at realistic earliest. Thoughtseize happens on turn 1. And as long as you play as if a turn 4 card is as good as a turn 1 card, you'll lose a lot.
If you want to have a fighting chance, you have to tighten up your deck a lot. Make it consistent by having many copies (many = 4) of the cards, you want in every game from the start of the game. If you have a plan of doing something, bring enough cards focusing on what-you-wanna-do to have them in hand/play at the same time.
Example: You play Blood Seeker and Blood Artist. That could be a whole other deck, right there... if there was 4 of each, and some way of giving your opponent creatures which would then die. You could build onto this plan by adding Curse of Death's Hold and Hunted Phantasm. Forbidden Orchard for mana. Suture Priest for redundancy and reliability. Massacre Wurm for a finisher that goes with the concept. But for any of that to work, you'd need 4 of each. If you only have one of them sometimes in a game and never the whole bunch at once, they don't work with each other, and you don't have a consistent plan (the flipside is, that modern decks can seem boring - they are made to do the same thing, repetitively, over and over, again and again, reproducing the same game every time, rather than being unpredictable and having access to many different angles of attack). Especially the early turns of each game are planned out - either for winning the game very fast, or for fighting against decks that try to win early. The trap to avoid is thinking that you'll automatically get to turn 5 or so, and then you can start playing good cards.
A subtle element in deck construction is to avoid cards that don't do anything. Crucible of Fire is one of these. You play it on turn 4, and nothing happens. You don't have a dragon from turn 3 under any circumstances. And wasting turns without doing anything of impact on the table, that's something you have to avoid. And yes, there is a bit of an exception with soul sisters' Honor of the Pure (and a few others, I guess), but not really because those decks always have creatures on the table from turn 1.
tl;dr - get rid of random 1-ofs. Play 3 or 4 of each important card. Assume that you'll run into decks that aggressively try to win in turn 4.
4 weeks ago
GOT THAT UNBLOCKABLE DAMAGE COMING IN
4 weeks ago
This is indeed also a deck with a nice theme.
1 month ago
Thanks for the input Lowenstein! I will definitely consider 4x Hunted Phantasm and Blood Artist as an alternate wincon, but for Hunted Troll i don't see quite a need to go into green, especially if a splash requires 2 green mana symbols.
1 month ago
tokens and boardwipes (and something to tutor up Revel in Riches).
Or there's Goblin Spymaster
If your games usually have a lot of creatures on the board everywhere you don't even need to run these cards, just running wraths and removal should be enough.