Jace's Phantasm

Legality

Format Legality
1v1 Commander Legal
Vintage Legal
Modern Legal
Casual Legal
Legacy Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

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

Combos Browse all

Jace's Phantasm

Creature — Illusion

Flying

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

Price & Acquistion Set Price Alerts

DDM

M13

Ebay

Recent Decks

Load more

Jace's Phantasm Discussion

Pygmyrhino990 on Be Not

1 day ago

okay, I run mill as one of my main decks, and here is what I see is wrong with it:

  • There is not enough mill spells. Yes I see mind funeral and snap caster, but in reality this does not work as an effective strategy. Check out my mill deck for Ideas on my profile. Super fast turn 5/6 Dimir Mill

  • Damnation has little place in a mill deck. you're better off playing creature control such as unsummon, negate, and other counterspells that counter creatures.

  • Get rid of damnation for creature mill. Creature mill may not be the fastest, but it not only allows for strong blockers, but provides an extra mill outlet. After running mill for a year, instants and sorceries do not cut it. Consider Hedron Crab, Consuming Aberration, Manic Scribe and then have creatures that benefit from mill such as Wight of Precinct Six and Jace's Phantasm.

  • Mill actually kills the opponent. Once an opponent cannot draw, they automatically lose the game.

  • WHY AREN'T YOU RUNNING Fraying Sanity

  • Traumatize is a shit card (unless you have fraying) so cut it down to 1, or none. At 5 mana to hardcast it doesn't mill as much as other 5 mana mill spells could.

  • If you are running a mill deck and people recognise mill, torment of hailfire just becomes a damage outlet meaning they don't mill, and are left at a lower amount of life, which as mill players we don't care about because we don't deal damage

  • Jace, Memory Adept is a god tier mill pWalker

  • Tome Scour is a good cheap mill spell as well.

Rev_Lycan60 on Artifact Speed Mill

5 days ago

What are you looking for in the way of suggestions?

One of my favorite mill combos is Ghost Quarter + Archive Trap. Then you can replace Shriekgeist with Jace's Phantasm for a good blocker in the air.

I am attempting to figure a way to use Mindscour Dragon but no luck yet.

frogkill45 on I Need Help With My ...

6 days ago

http://tappedout.net/mtg-decks/my-modern-mill-2/

this is my current list.

Jace's Phantasm is a good card but with all the fatal push and path he falls to easily even when 5/5 hence why i run snaps

im only splashing white for some sideboard cards to help in the worst 2 mill matchups Leyline of Sanctity and any Emrakul, the Aeons Torn type of reshuffle effects

TheSurgeon on Mono Blue Millitude

6 days ago

You need a solid mill base before you add any control.
4x Shriekhorn- You can use this right away,Or wait to use it with Fraying Sanity for better results.
4x Mind Sculpt
4x Tome Scour
3x Archive Trap + 3x Ghost Quarter
3x Fraying Sanity

Then you add your control cards. The counters and bounces you've chosen, have better alternatives. I suggest 4x Unsummon. It's more aggro brother, Vapor Snag's lifeloss ability doesn't do you much good for this deck. And I would cut down to 2x Winds of Rebuke.

Remands in place of Cancels, it buys the necessary time, and replaces itself.

Take out the AEther Adepts. Also, Vedalken Entrancer and Jace's Sanctum- these are too expensive. Put in another Jace's Phantasm and Thought Scour, and get your hands on 4x Hedron Crab.

Start there, I think you'll find this will speed up the deck a helluvalot.

Cheers!

PickleNutz on Milling you softly(help wanted)

1 week ago

I would also suggest Mystical Tutor, it really helps to find that Traumatize early in the game when it matters most. Reanimate is also really good, since you don't have a lot of creatures and could hit a few dry patches, maybe check out other cards like that. Jace's Phantasm is a Flying 5/5 for one mana essentially, so that's an idea. Mill in any format is pretty hard to consistently win with, so it's hard to say what to add. Jace planes walkers are pretty useful, especially Jace Beleren and Jace, the Mind Sculptor. More so for their draw card ability than anything and the fact they're cheap to cast. I think they're both better than Memory adept.

Also, for the cost, nothing really beats Tome Scour and Glimpse the Unthinkable.

an_Elder_Dragon on U/B Ally

1 week ago

Visions of Beyond could possibly serve you well, since this deck has no issue putting cards into the grave. As far as the two mind sorceries, Mind Funeral over Mind Grind. Sure, grind can allow you a varied number of lands, but Funeral is more cost effective than what Grind would give. Besides, 4 lands is enough in a format that only uses 18 to 24 lands to begin with. Mindcrank should definitely be considered since you have cards like Jace's Phantasm and Umara Raptor that can get big quickly. You could even throw in a card like Aqueous Form or Rogue's Passage to guarantee the damage. And pain lands can be good, but just know that your Hedron Crab won't get triggered as much with just the fetch pain lands. Sure the evolving wilds may be a slower card, but a nice landfall trigger can definitely benefit from a wilds (then again Rite of Replication might not have its kicker triggered as often with just twelve actual lands, but I could be wrong). Other than that just make sure that you keep your plan consistent and stick to the major cards. I am happy to see that a good majority of your cards are three of's and four of's The only other consideration is maaaybe but some graveyard hate? But I don't know what cards are available in black and blue for that. I know some good WHITE cards but, unless you really want to delve into white, it might not fit. This deck is coming together nicely as a U/B deck.

P.S. What's with the Death's Shadow int he sideboard? Was that to coincide with the pain lands?

Cybird13 on Stone Cold's Tap Out

1 week ago

Seems interesting. The only thing that I'm not a fan of is the amount of high costing creatures. Jace's Phantasm is a great card for this kinda thing. One drop for what should be a 5/5 is great. I'd replace the Chancellor of the Spires its interesting but only good when its in the opening hand, even then you have a card just going to sit in your hand for 7 turns Minimum after that. The ETB trigger is alright but the fact that it only targets an opponents graveyard limits it. Grimoire Thief is also a cool card that can really hurt an opponent just find a way to make it unblockable like an Aqueous Form which also helps Raven Guild Master

+1

Kitnz on

2 weeks ago

Oops I forgot about Scarab God itself when looking at the cards for synergy! Training Grounds makes sense now! Since you're looking at winning in more conventional ways, you should consider including Nighthowler, Geralf's Mindcrusher, and possibly Undead Alchemist (since all tokens from Scarab God are zombies, this may be a really cool addition). Maybe Avatar of Woe? To free up the space, I would take out Memory Erosion since it is slower than you'd think (I run a Phenax-led mill deck).

Overall, I think you could benefit from a few less Instants to allow for a few more creatures. While Scarab God can sort of create your army from nothing, small number of CMC 3-or-less creatures could hurt you early on. To fix that particular issue, maybe Jace's Phantasm and possibly Manic Scribe? That's more dependent on your group's meta though, like if there are folks running aggro decks or not.

Also, you've got Talisman of Dominance in there twice by accident.

Load more