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
1 day ago
Peisistratos, thanks for the help! I very much enjoy Shriekhorn and think that having 2 more Visions of Beyond is better than running 2 Tome Scour. As far as Darkness is concerned, I'll be playtesting it to see if the sustain is greater than that of Jace's Phantasm. Mesmeric Orb just seems a little too self destructive to me, but I will try it out.
4 days ago
Splashing black will dramatically increase the price of the deck, but it is the best way to play mill. One Glimpse the Unthinkable is between 25-35 dollars. Then the dual/fetch lands are all pricy too. Depending on your budget, it is the best way to play mill. I don't recommend Mesmeric Orb personally though. It's a two cost that has no direct rewards, typically Tome Scour and Glimpse the Unthinkable outpace it, and with Hedron Crab by turn three you could have milled 18 cards. With Mesmeric Orb at turn three, played on turn two, you will be between 7-10 cards milled. Mid to Late game, the card has very little staying power in modern. Artifact hate is very popular with Affinity decks being Tier 1 in the meta. Archive Trap is a two of, then you can use two Ghost Quarter. Archive Traps utility only comes from an opponent searching their library. In modern, most decks have fetch lands, which search the deck, and ghost quarter is less reliable. So running four Archive Traps isn't always wise.
Thing in the Ice Flip is a okay, but it's subject to removal. So most often, it won't stay on the board long. Finding Defenders with Hexproof is a better route. Fatal Push, Doomblade, Path to Exile, and other common removal spells can all take Thing in the Ice Flip off the board, and they're very common in the format. Terminate, Abrupt Decay, Thoughtseize, and other cards are more removal examples.
Halimar Depths enters tapped and only provides a Scry 3 ability. You would be better off with just a normal land because the speed of mill is what makes it inherently weaker than other deck types.
I would focus on a play set of cheap defenders with hexproof, Cloudform is an option. If you play Black and Blue Lazav, Dimir Mastermind is a good option. Lord of the Unreal in a mono Blue deck could make your Jace's Phantasm hexproof, so a flying 5/5 with Hexproof.
There's a lot of options, it's all really up to you. You could skip creatures altogether and include bounce spells in your deck to control the board, then focus entirely on mill. I wouldn't cut Hedron Crab though.
6 days ago
Hey, so this deck will need a lot of work. Mill is a really slow format to play in Modern, but in the next set Hour of Devastation has a great new card that may make it viable again. I can give you a full break down of some of the tips I've learned over the years with mill though. Number one, Dimir or black/blue, is the best way to go. If you're on a budget and want to stay mono-blue you an though. Jace Beleren is also better than the one you have chosen, and I would only run one in the deck.
- Hedron Crab
- Tome Scour
- Jace's Phantasm
- Fraying Sanity <- new card
- Visions of Beyond
- Ghost Quarter
- Archive Trap
- Mana Leak
- Dream Twist
Those are the essential mono-blue cards for mill.
How the combos work
Fraying Sanity can be played on the 3rd turn (minus any mana ramp), then on the 5th turn you can play Traumatize. This guarantees a turn 5 win if it resolves. Traumatize mills half of their deck, the enchantment Fraying Sanity forces them to mill the other half. Then at their draw step they cannot draw a card and lose.
Counter spell cards like Mana Leak are essential to control the board early in the game. You'll probably want to focus on finding more cheap to cast counter spells to set up your big combos.
you'll need draw card spells, especially cheap ones, to setup your combos earlier in the game most of the time too. Visions of Beyond, Ancestral Vision, and Serum Visions are great card choices. Pull from Tomorrow is acceptable too, but only a 1 or 2 of.
Jace Beleren is superior to the Jace you've chosen for a few reasons, he is cheaper to cast, offers draw card capabilities, and if you control the bird and use your blockers well you can get his ultimate ability off.
Hope that helps.
1 week ago
have you ever tested Shelldock Isle in this? i was thinking of adding it to my simic mill deck, which has a focus on extra land drops and big mill effects. I usually either get lucky and mill the oppenent, win with Jace's Phantasm, or die with my opponent having very few cards in their library. I was thinking this could be a nice way to cheat in that last mill spell. Although most of your mill spells are cheap to cast so maybe you wouldn't really need it.
1 week ago
I suggest you to have a look at my own mill deck. Basically the changes are (lands aside):
-4 lands +4 Shriekhorn
As you can see, the substitutions I propound are for cards that are functionally the same as the former ones, only better - since I suppose that Jace's Phantasm is meant as a defence card; and that Tome Scour, Mind Sculpt and the additional lands are meant to mill (I see no other justification for the high land count than Hedron Crab).
2 weeks ago
I don't get all your choices:
Grand Architect; this isn't much of an artifact deck and making stuff blue doesn't seem to do anything in this deck either, so why use it?
Jace's Phantasm; your deck isn't really focussed on milling'.
Noble Hierarch; you can't use this card in the deck; it has a white mana symbol in its description and your commander's color identity is blue-green.
In case you're looking for ideas on what to replace these with, I've played with an Ezuri EDH deck for quite a while and have managed to build a deck that works extremely well. Have a look and let me know if it's useful to you. Good luck!
2 weeks ago
Jace's Phantasm makes for a great 1-drop in decks like these.
3 weeks ago
I am not sure if there is enough self mill for you to benefit. I would replace your self mill creatures with tougher ones like:
My biggest issue will mill is if they end up with anti mill cards that refuel their library. My buddies will play those decks on purpose. So you need cards that remove those threats.
Crypt Incursion to keep you in the game