Jace's Phantasm


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

Combos Browse all

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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1.23 TIX $0.08 Foil


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Jace's Phantasm Discussion

hfvalenz on Let's Do Some Milling

5 days ago

Hey man I think Altar of the Brood is way too slow to mill an opponent on its own. If milling is your thing, there's more efficient cards out there!

Jace's Erasure, Memory Erosion, Hedron Crab, Jace, Memory Adept, Trepanation Blade help with permanent milling from the top of my head and if you want to keep it mono-blue. Also, Jace's Phantasm goes very well with the theme and as an alternative option.

As for spells, there's Thought Scour, Dream Twist, Tome Scour, Mind Sculpt, Increasing Confusion, Archive Trap, Traumatize...

Splashing black would also help, with cards like Mind Funeral, Consuming Aberration. There's probably a whole lot more, but that's what I got right now.

Oh yeah, I almost forgot to mention Bojuka Bog or Tormod's Crypt to avoid graveyard shenanigans!

slaftergames on Defender/Mill

2 weeks ago

I'm a bit confused as to how this is a mill deck. I didn't scour your main from top to bottom so maybe I missed a few, but it looks like you only have seven cards that actually do any milling; you're regularly going to go a game without drawing more than one or two of them, if any at all.

Now that's all well and good if it doesn't bother you, but if you're actually looking to make a true mill deck you're going to need to develop that as a much more concentrated focus within the build. Some straightforward, budget cards that come to mind include Hedron Crab, Thought Scour, Mind Sculpt, Curse of the Bloody Tome, Crosstown Courier, Jace's Phantasm, Belltower Sphinx, Tome Scour, and Trepanation Blade. Also Sands of Delirium is going to serve you much more faithfully than Millstone in multiplayer, thanks to all the mana you can accumulate.

Beyond that, some general thoughts: I count six enchantment destroys overlapping with four artifact destroys. You know your meta better than I do but I'd sideboard most if not all of those. Given your defender subtheme I'd also consider Fog Bank and Fortified Rampart, both very budget walls, but perhaps more importantly Perimeter Captain and Stalwart Shield-Bearers, both of whom would help you take advantage of the prevalence of defenders in the deck.

I'm also fairly sure you've got a modern legal deck here; I'd list it as such.

CesiumHippo on Competitive Modern Mill

2 weeks ago

Ok, so first of all, Mr(s). 'stratos, I wanna thank you for uploading this deck list (and massive great wall of China text to go along with it), and I heavily based my own mill deck on yours. The main exception is that I run 3 Jace's Phantasm instead of Crypt Incursions, just because I find the Jaces to be more helpful most of the time, not to mention avoiding anti-synergy with Visions of Beyond, and being highly useless dead draws after the first one has been played. Like, sometimes I'll even win games by battle simply by poking with the 5 flying damage a couple of times against certain decks that have a hard time defending against fliers of that magnitude that early.

...Ahh, but anyway, that's not the important part. I have a couple of points here that I would really appreciate your discussion on:

1.) Riddlekeeper. Frickin' Riddlekeeper, man! You spent all this time writing a frickin' PhD thesis over here on every single aspect of mill decks, and not even one mention of Riddlekeeper?! Like, not even one tiny line mentioning why you think it's bad? :P I mean, I used to run this thing in 3 or 4 in the deck, and man I gotta tell ya, that thing puts in some serious work against creature decks that attack a lot, sometimes being the MVP that almost-singlehandedly wins for you. Like, I mean, I get that you're more interested in flat-out racing glass cannon style instead of defending, but again, I'm thoroughly shocked there wasn't so much as a single mention of it in your analysis. Please, correct this grievous oversight soon!!

2.) Again, I enjoyed the ample amount of material you went through with explaining your card choices, but I'd have liked to see more of a ... "guide", if you will, over how to play against certain matchups. Especially the ones you consider "hard". What is your advice for playstyle/siding/general strategy vs. them? Especially burn. I went to a modern tourney last night with this deck, and I faced nothing but burn all 4 rounds. Fucking burn. I've never felt so much frustration against a trading card game before in my life. ...I'll leave it up to you to guess just how well that went. ;) But seriously, what do you do against them? Just side in your one Spellskite and pray you draw it early? Because I'm at a loss for what to even do against that cancerous matchup.

3.) Honestly, what is the Shelldock Isle even for? It's like a slower island because it comes in tapped, and its ability to cast a card seems extremely useless, since it takes 2 mana to do anyway, which the vast majority of cards in this deck are even equal to or less CMC-wise to start with. So it seems like all it really does for you is scry 4 and deck thin. By one card. Is that really worth delaying your mana supply by one blue the turn you play it? I mean, hell, the best use I can even think of with this card is comboing it with Breaking / Entering to cast Entering. ...and you don't even run that card either! So really, what is the point? Why not just run islands over it instead? Because I gotta say, I've been running it for a few days now, and I remain thoroughly unimpressed by its performance. :| If it really is that good, then I just don't feel like you explained it enough.

4.) Speaking of lands... How come you don't like Dimir Aqueduct? It's another dual-color land for the deck that combos well with the Hedron Crabs. And how come you prefer the searching painlands to something like, say, Evolving Wilds? Is it just because you feel like coming in tapped makes these lands too slow? Surely that doesn't stop you from running Shelldock Isle! And I would imagine the life costs associated with bringing the non-basic lands in untapped can only be detrimental in the burn matchup. (Seriously, what even works against those bastards!?!) Because, the way I see it, you either pay the life for your lands and lose to burn even faster, OR you bring them in tapped, and lose against burn anyway because now your mana supply is too slow.

Hrm.... but, I suppose, now that I think about it, that would just be an argument in favor of the painlands, because at least they give you the option, right? So against any matchup that isn't burn, it'll be more helpful than auto-tapped lands. Still, like with the Riddlekeeper situation, I feel like you should have at least mentioned Dimir Aqueduct in your write-up! Or had a section for (non?)viable lands for this deck in general. Come on man, you're really dropping the ball here! ;)

TheHelvault on BIG SALE! HELP ME GET ...

2 weeks ago


I am getting rid of most of my binder, including my higher-end rares and mythics, as well as my bulk rares. I need funds to build new decks!

The prices listed below are 10% below TCG Low, with the exception of a couple cards. Bulk rares are not listed here: Let me know if you need some, just ask me and I'll let you know if I have it.

Shipping: Free for PWE with toploaders and invoice. $3 for Bubble mailer with tracking, toploader, and invoice.

Payments may be made by check or by PayPal! (Paypal Preffered).

If you're interested and/or want to make a profit, I'll accept $350 shipped for this whole list, save for the full art lands. I need cash fast!

Will trade for: - Cards out of this deck: EDH Control

  • Fetches, Shocks, Manlands

Again, thanks for looking!

Cards for Sale/Trade (LP unless otherwise specified)


Thanks for looking though my list! Comment what you want, thanks!

Icbrgr on Lord of the Unreal Illusions

3 weeks ago

@veeonix yup if the opponent plays Choke then thats just checkmate lol Blood Moon is also a real card in modern :p tough to have the perfect deck :p Mutavault and Ghost Quarter are good choices too i just havent invested in them yet at this time but definitly worth considering. The idea hear isn't exactly to mill the opponent to death but rather just support Jace's Phantasm and the mill spells dig fairly deep to sabotage an opponents deck just enough by either getting rid of whatever they hope to play next on their mana curve or get rid of needed land drops or a missing combo piece. (Granted this is more luck based no doubt) but having and or swinging with a 5/5 flyer on T3 is not too far fetched.... prior to Jace's Phantasm being here i had Vapor Snag Mana Leak and Spell Pierce mainboarded which are GREAT cards and in a heartbeat if the opponent is someone who is all about dredge or Snapcaster Mage or even like to be hexproof then its too easy to revert back to a more control style and with ease the entire control sideboard can replace the mill spells for Game 2.

More or less just saying the use of mill here isnt TERRIBLE just a different approach to give new life to a deck ive had for awhile.

Peisistratos on Competitive Modern Mill

3 weeks ago

doozy I appreciate your comments; I only hope you could consider in future reading the releavant sections of my article before asking. I have a part where I discuss popular cards choices that I discarded; there are entries for Ensnaring Bridge, Jace's Phantasm and Manic Scribe among others.

For a quick hint, creatures without further support are not useful to hinder effectively aggro decks; also when they are needed (against attacking creatures) they are removed too easily by ubiquitous removals after opponents have deployed their dangerous threats (no tempo loss on their part). They are detrimental in the control/midrange matchup (they get to keep removals even post side since they don't have much better to add), against which normally the plan is to take advantage of Mill's normally-difficult-to-disrupt gameplan (i.e. it wins by means of spells; sideboard slot are better used to improved other match-ups). Both the creatures require playing suboptimal cards and adopting suboptimal lines of play to be effective -- notably Manic Scribe which needs delirium, but Jace's Phantasm too could demand you to play a turn 2 Breaking / Entering instead of Mesmeric Orb (if they get to be included a the list that could support Jace's Phantasm) if you don't have a Glimpse the Unthinkable.

doozy on Competitive Modern Mill

3 weeks ago

Fair enough. What about Jace's Phantasm and Manic Scribe? Phantasm is an awesome blocker than can also end the game quickly. Manic Scribe can act as 3-4 more Hedron Crabs. I've had success with both of these cards.

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