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

kylethereader on Milling In Modern: The Zombie Flood

1 day ago

I had forgotten I had cut out Thought Scour, that has perfect synergy, thank you. And from playtesting this deck, you're right about Jace's Phantasm. He's just more expensive. But I think that will work better in the long run. Thank you for the advice

electromancer on Milling In Modern: The Zombie Flood

1 day ago

I see you're more of stitcher than a ghoul caller. You'd probably like Thought Scour for it's synergy with Sphinx's Tutelage and making Jace's Phantasm more playable early on, which I would play more of. You're much more likely to win with a 5/5 flyer than a Ludevic's Test Subject  Flip. Most opponents will let you invest a bunch of mana and Lightning Bolt when then need to (or win, which ever comes first).

Beghty on Mill and Crush

1 day ago

Need help getting down to 60. Here is an overview of why certain cards are here. Counterspell: Honestly I just have a hard on for cs. I like to have some control whenever I run blue.

Crypt Incursion:This is if the game is really not going well for me and I need a reset. No matter what there will be plenty of cards in someone's GY and this is going to generate A LOT of life giving me some time to finish milling or maybe rebuild.

Far / Away: I think I just liked the idea of using when the opponent has two biggies out and I can bounce one and remove the other. Might take out.

Grisly Spectacle: Pretty expensive as far as kill goes, but if used against a power up green or white deck I could see this hitting really hard.

Doom Blade + Murder : It's a black deck, I like me some cheap, reliable removal.

Dark Ritual + Gilded Lotus : I usually always try to have some acceleration in almost any deck I play.

Perplex: I honestly just use it to tutor for Sword of Body and Mind

Twincast: Might take out, hits pretty hard when used on Traumatize or Mind Funeral

Visions of Beyond: When I found out that they gave Ancestral Recall to mill decks I just had to have a couple. I used to have 3 but I went down to 2. Getting 20 can be done by turn 4 and is not hard to do so.

Ashiok, Nightmare Weaver: I wanted to run a planeswalker for the deck colors that wasn't just Jace. Also it seemed to fit the theme of the deck using milling to drive combat.

Dimir Infiltrator: pretty much always going to be a target for Sword of Body and Mind

Duskmantle Guildmage: I really want to get rid of him but the idea of playing him late game and activating him on top of Traumatize or Keening Stone just keeps him in the deck.

Jace's Phantasm: One of the core combat cards of the deck. You can turn one Hedron Crab or Tome Scour, turn two Mind Sculpt, and then turn 3 a 5/5 flyer for one mana. So good. Gonna take one hell of an argument to get me to remove any or even leave them at 3.

Lazav, Dimir Mastermind: I originally had this as a Dimir deck and as we all know milling by itself really does nothing. So often you get out one of the opponents big angels, dragons, or demons, and this just lets you play those big guys against them. You could convince me to take him out, but I like his flavor.

Wight of Precinct Six: Pretty Self explanatory, the other core combat creature in the deck which late game can really scale up and gives a lot of value.

Neurok Invisimancer: This is another unblockable that can be target for sword, or be used on Wight of Precinct Six or Consuming Aberration later in the game to finish.

Diabolic Tutor: It is black so I feel like I just have to have a tutor. Most likely to be used on Sword or Traumatize

Sword of Body and Mind: Pretty self explanatory for mill. This card just does work. Put it on an unblockable against blue and green or put it on a Wight or Phantasm and just wait for the game to end.

Keening Stone: Traumatize and win. Or just huge mill chunking when you want to save the mana for utility/control.

Korlus on Welcome to Grindhouse

2 days ago


I understand not all would fit into the deck, but without drawing (or searching up) a Grindclock you aren't going to do much, and will really die to artifact removal come games 2-3 (and game 1 vs. any deck running Qasali Pridemage). I think you could do with running some other cards to either help your milling strategy, or to benefit from it.

Alternatively, you could go down the turbofog style route, to help you draw into more fog effects. In that vein, something like these might be good:

Finally, there are some fog effects that you might like to use:

  • Druid's Deliverance would fit perfectly.
  • AEtherize is another one to consider, but probably slightly sub-par for the deck.
  • Ensnaring Bridge is amazing if you can empty your hand, and is basically a hard-lock against a lot of decks. It's also super-costly.

Overall it seems like an interesting deck, and I'd be interested to hear how it works out.


2 days ago

Consider my attempt at a more midrange style flying deck: Drogskol Winds, as it features some cards that you may be interested in using.

I think you could do with fewer lands and at least a small amount of removal at the very least. and I am also not a big fan of several of your creature choices. For example:

  • Cloudfin Raptor is amazing if you have a really strong increase of creatures to run through (e.g. 2/2 on turn 2, 3/3 on turn 3 etc), but is sub-par in a deck featuring mostly 1/1's. I'd either swap him out, or swap in other creatures that work better with him.
  • Hypnotic Siren is good in the super-late game, and even then is sub-par with her bestow cost. She's significantly better than a vanilla flyer (e.g. Zephyr Sprite) but only marginally so.
  • Jace's Phantasm is great in the right deck, but this isn't the right deck. You have no way to quickly get it to being a 5/5, and as a 1/1 for 1, you can do better.
  • Serra Avenger is a dead card until turn 4, where your hand is already empty, and she may as well cost 4 mana. She's a great card in a deck that has tried to keep on curve with one creature per turn for the first three turns, but is not great when you expect to have already emptied your hand.
  • Pride of the Clouds is a really fun card that can be very powerful, but is better at winning mid-range wars of attrition than it is fighting in an early aggro strategy.

Overall the deck feels like it could do with more finesse, and as such I'd advocate swapping out the following:

In exchange, I'd advocate some cheap white removal (Condemn/Reciprocate/Sunlance/Path to Exile), blue countermagic (Mana Leak/Negate/Spell Snare/Spell Pierce) and 2-3 Thunderclap Wyvern.

While I don't advocate changing up your creatures too much, other creatures you might like are Stormbound Geist for a more mid-range play, Magus of the Moat to completely lock down some games or Warden of Evos Isle to make some of the other, more expensive cards cheaper.

Overall, I worry that your early aggression won't deal 20 to the opponent before they can stabilize, and your mana curve is slightly sub-optimal.

To add more late-game power, I would also consider adding a few copies of Moorland Haunt, and if you can get hold of them, improving your mana base slightly to make room for it.

With your selection of:

Although obviously, none of those are cheap options.

I don't know just how competitive you want to take this (my suspicion is that you want to keep it fairly casual).

Depending on the level that you want to take it to, you may want to consider cards that interact well with certain decks, for example 1-2 Ghost Quarter in the mainboard can really help against Tron and Amulet Bloom in game 1.

I would also suggest giving some thought to a sideboard, but obviously if you haven't got one in mind already, I won't make too many suggestions as to what to do with it. If you want some help, consider looking at the post I made to Over the Counter, featuring plenty of different sideboard cards (mostly for blue).

Hopefully you found that helpful, and I'd be interested to know if it plays about as I expect it does.

TheDoccyness on *insert witty mill deck name here*

5 days ago

Dralnu, Lich Lord - Cheaper Snapcaster Mage

Nemesis of Reason - Kewl

Jace's Phantasm - I've found that it keeps Aggro decks in check.

TheBoraxKid on Milling Down to Death

1 week ago

Jace's Phantasm is a very powerful blocker/beater in Mill decks. Turn one Jace's Phantasm, turn two Glimpse the Unthinkable puts your opponent on a very short clock.Also, Oboro, Palace in the Clouds will ensure a land drop for Hedron Crab every turn with virtually no drawback.

Fishtepher on Unblockable Mill

1 week ago

Did some deck changes recently, take a look above. I really like the Thassa, God of the Sea and Trepanation Blade ideas. I also want to implement Jace's Phantasm. My fear if I take out Whispersilk Cloak and Aqueous Form for Thassa, I'll really be banking on 4 cards for the unblockable scheme. I'm unsure what to pull for Thassa, God of the Sea and Jace's Phantasm.

Side note: I'm also going to pull 2xJwar Isle Refuge for 2xDrowned Catacomb once I get my hands on them.

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