Jace's Phantasm

Jace's Phantasm

Creature — Illusion


Jace's Phantasm gets +4/+4 as long as an opponent has ten or more cards in his or her graveyard.

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Jace's Phantasm Discussion

FaceClaimer on Phenax

12 hours ago

I noticed a large number of the cards in here currently have synergy with the opposing graveyard (such as Wight of Precinct Six and Guiltfeeder). While most of these types of cards are powerful in this strategy, i'd recommend cutting some of these types of cards for some cards that prevent your opponents from going ham on offense (defenders are good at this already, yes, but maybe there could be more defensive cards). the first one's i'd cut are Wight of Precinct Six, Guiltfeeder, Hover Barrier, Junktroller, Decree of Silence, Wall of Air, Disperse, Whip of Erebos, Jace's Phantasm, Baleful Strix, Mind Funeral. I would also add in some nonbasic lands with helpful effects if you get the chance and swap out some of those islands and swamps.

Potential Replacement cards I'd recommend:

Echoing Truth, Wall of Souls, Crawlspace, AEtherspouts, Hedron Crab, Silent Arbiter, Lim-Dul's Vault, Dissipation Field, Thousand-Year Elixir, Extract/Praetor's Grasp/Psychic Intrusion, Acquire/Bribery, Sphinx's Tutelage/Jace's Erasure, Nephalia Drownyard, Reliquary Tower and Archfiend of Depravity all have their respective uses for controlling enemy board state, fixing your draws, fetching the proper answers and providing uses for your mana at all stages of the game.

Peisistratos on

2 days ago

This deck is designed in order to make mill strategy competitive in Modern.In order to do so, it maximizes the chances to make a big play as early as turn 3: Visions of Beyond to draw 3, Darkness + other spell(s), or Crypt Incursion.


On sideaboard:

Sadly, I couldn't find room in the 75 for these cards:

Cards and combinations I found bad:

  • Jace's Phantasm or Wight of Precinct Six: creatures either to block or to attack are not the way to go: decks can either go wide with creatures or cast a removal after having cast their relevant spells (no tempo loss: opportunity cost to cast removal at that point is negligible or null).

  • Ensnaring Bridge: it suffers incidental artifact/permanent hate: you cannot afford to lose that easily your only line of defence. It works bad with Archive Trap that can remain stuck in hand, with untimely Visions of Beyond (even if cast in opponent's end phase) and with land-heavy/light draw (lands/cards stuck in hand).

  • Mesmeric Orb: it needs at least a fog effect to mill enough cards to turn on Visions of Beyond, then you have to draw another fog to stay alive; like Ensnaring Bridge, it suffers incidental artifact/permanent hate.

  • Manic Scribe: like Mesmeric Orb, it need a lot of work to be effective: it requires at least to play 2 playsets of any of these cards: Mesmeric Orb, Jace's Phantasm, Death's Approach. The latter is a solid removal spell that also charges the scribe. However, Manic Scribe curves out poorly into Mesmeric Orb: if you play the artifact on turn 2, you can't block; if you play the creature, you mill less cards and fail to charge the scribe. In addition, Mesmeric Orb requires fog effects to work, and not defences in the form of creatures; in that case Manic Scribe is to consider a mill spell (a very bad one) with minor upside.

  • Ghost Quarter/Path to Exile + Archive Trap: removal spell are bad against wide-aggro decks, and even exile a creature for one mana with no downside is not what you want here. Ghost Quarter is effective only in the early stages of the game: but then you are behind of a land drop and a card just to be able to cast a card in your hand (that is not even that good: if you sacrifice Ghost Quarter on turn 2 and the game lasts 5 turns, casting Archive Trap cost you 4 mana).

Because of Path to Exile is not an option in the defence slot, and because against Leyline of Sanctity we can use Set Adrift, adding white is not worth the troble: U/B build loses less life from shocklands and is more reliable against Blood Moon due to the 2-3 more basics.

Given all this, mill as it stands will never be a tier (even if it wins consistently against combo and control) because it is pretty slow, so it need defence cards: but defence cards are not critically effective (expect sometimes Crypt Incursion); finally, compared to burn that plays a similar strategy, our cards have a lower value/cost ratio and cannot affect the board (expect Hedron Crab that provides a body).

But if you want to empty opponents' libraries, I think you should try this list.

Comments are surely welcome.

Icbrgr on The Illusion of Victory

2 days ago

i like the Hedron Crab and Meloku the Clouded Mirror combo and orginially thought about using it myself however, decided to just go full aggro.... I would suggest adding Evolving Wilds to you lands for Hedron Crab perks... i know that Visions of Beyond is powerful but im not entirly sure if you have strong enough mill to capitalize on it and perhaps may be better off using Thought Scour as a cantrip and or means to get Jace's Phantasm to a 5/5

GeminiSpartanX on Force of Mill

4 days ago

Have you seen the mill list that went 8-0-1 on day 1 in GP LA? It lost big in day 2, but I've been thinking of incorporating some parts of that list into my own. With your list here, you could replace the serum visions and a few Darkness for 3 Ensnaring Bridges and perhaps a few Jace's Phantasms or Manic Scribes.

Boza on Blue/Black Millish Kind of Deck

1 week ago

The problem with mixing mill and damage is that if you mix the two you end up hurting your own chances. Milling out the opponent does not help you win the game in the long run with damage and vice versa.

  • If your opponent is at 1 life at the end of the game and you milled them out, the fact that you dealt 19 damage to them is irrelevant.
  • If your opponent has one or even zero cards in their library and you kill him/her via damage, the fact that you milled him out is irrelevant.

There are very few decent creatures that work well with mill. Manic Scribe, Hedron Crab and Jace's Phantasm are the few I can think of. Consuming Aberration gets easily blocked by the smallest of creatures.

If you want a deck that can be competitive, fun and can win via damage or milling, a user on here has a very cool idea that I sincerely recommend you check out:

Allied Return [1st at SCG IQ Denton]

sylvannos on need second win con

2 weeks ago

Jace's Phantasm, Celestial Colonnade, or Snapcaster Mage IMO.

Snapcaster Mage and Celestial Colonnade are both easy fits as they don't occupy needed space.

The other solution is to play a planeswalker or two. Jace, Architect of Thought and Elspeth, Sun's Champion are both solid options, especially Elspeth. She "Fogs" each turn by throwing out blockers and has a board wipe attached.

Icbrgr on Mo Mill, Mo Problems

2 weeks ago

maybe Jace's Phantasm as a potential flying blocker/secondary win condition?

frusciante7 on Modern B/U or B/U/W?

2 weeks ago

You've got Jace's Phantasm and Visions of Beyond too.

I wouldn't focus on defender but they're the best to mill with Phenax. If you want mill to be the way to go then I'd say you don't really care about dealing damage, right? Soaking them is a thing though :)

IF you have the budget (IF), go with a playset of Glimpse the Unthinkable. Best mill card ever printed ;)

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Format Legality
Modern Legal
Legacy Legal
Vintage Legal
Commander / EDH Legal
Duel Commander Legal
Tiny Leaders Legal

Printings View all

Set Rarity
Duel Decks: Jace vs. Vraska Uncommon
Magic 2013 Uncommon

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