Phantasmal Terrain


Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Custom Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Oldschool 93/94 Legal
Penny Dreadful Legal
Casual Legal
Pauper EDH Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Masters Edition IV (ME4) Common
Invasion (INV) Common
Classic Sixth Edition (6ED) Common
Fifth Edition (5ED) Common
Fourth Edition (4ED) Common
4th Edition Foreign Black Border (4EDFBB) Common
Revised Edition (3ED) Common
Revised Foreign Black Border (3EDFBB) Common
Unlimited Edition (2ED) Common
Collector's Edition (CED) Common
International Collector's Edition (CEI) Common
Limited Edition Beta (LEB) Common
Limited Edition Alpha (LEA) Common

Combos Browse all

Phantasmal Terrain

Enchantment — Aura

Enchant land

As Phantasmal Terrain enters the battlefield, choose a basic land type.

Enchanted land is the chosen type.

Phantasmal Terrain Discussion

[email protected]_only on Pattern Recognition #91 - Mana ...

8 months ago

I will say, land destruction is my least favorite mechanic. I understand why it exists, and in some cases it is necissary. that said, blink-riders in standard was one of the few times that I ended up taking over a year long break from magic.

oddly, land hate wans't always (or even primarily) red. black and blue had some solid hozing abilities right at the start.

Erosion and Psychic Venom were punishing as hell for early game, and while it may not destroy the land, Phantasmal Terrain does mess with mana bases pretty well. Evil Presence and Blight helped round out Sinkhole for black. red had Stone Rain, Boil, Flashfires, and Fissure. blue had Volcanic Eruption and Acid Rain, (to counter act green's Tsunami, or Desert Twister). White had color hate for days with Drought and Conversion to name a few

oddly enough, the color pie was really into opposing color hate and ally color help at the start.

I don't think it was really until urza's block that red came to the forefront. and what a forefront it was. Wake of Destruction. as in, "see that mono colored deck over there? END THEM."

soccerboy98 on Kumena claims Merfolk Throne

1 year ago

Seasinger,Lingering Mirage,Phantasmal Terrain,Streambed Aquitects,Aquitect's Will,Tidal Warrior,Tidal Courier,Coastal Piracy,Shapers of Nature, deeproot elite <(new card from rivals doesn't show up) all seem like good cards for merfolk tribal. A bunch of those cards enable island walk which a lot of the lords provide, seasinger synergizes well with that. Anything else just seems like strong cards that would work well in a g/u merfolk tribal. If you like any suggestions I can take a look as to what I'd sub out if you're curious.

Lionsheart on Merfolk Tribal Pauper

1 year ago

Cool deck. Merfolk are always awesome.

Lord of Atlantis and Phantasmal Terrain might be good additions.

uedayurik on Dead Lands

2 years ago

slvstrChung thanks for Pooling Venom, but it can not enter the deck because it is not a common card, and I am going to use it in pauper games :(

BerylLasko yeah, I thought using Spreading Seas, as well as cantrips to change the type of the lands the opponent, so I disrupt the game even more (like Convincing Mirage or Phantasmal Terrain ). About the problem of playing with B/U decks, I played with some, and it worked pretty fine (obviously, Sea's Claim and/or Evil Presence get kinda useless, but they can be switched with something on the sideboard). For UB decks, it worked even better, as I just made then play with one color or another, so the game slowed a lot and the creatures killed then.About decks with a low mana cost, if they are based on creatures, I wipe then off the board with Vapor Snag or Sigil of Sleep, and it went ok, but I still got some problems with haste decks, cause when I can take then back to their owners hand the damage is already done (when I dont have a Vapor Snag ready). Thanks for the advice, I will take some time thinking and searching more, so I might change it for better :)

berryjon on Pattern Recognition #22 - I ...

2 years ago

TheRedGoat: If you want to consider the conceit that Planeswalkers are supposed to be the distilled essence of an archetype of that particular color or colours, then there are a few potential ways that could go.

First, we have the 'classic' "Wizard in his tower". This would be the 'walker who would focus on deck manipulation - Srcy, Fateseal, Draw and Tutoring. Possibly even extra turns! Second, we have the Artificer. Blue has long been a supporter of artifacts, so having Tezzeret the Seeker represent this isn't a bad thing.

Third, we have the Board State Manipulator. This is the 'control' version of , which would include things like boucing permanents, changing card types (say, Phantasmal Terrain as a -2) and otherwise not stopping the opponent from acting, but simply making it take more effort to act. This version could also invoke giving out extra turns - or even phases, such as with Paradox Haze.

The fourth is the combat mage. This one will make creatures unblockable, throw out -X/-0 effects, or even generate Illusion creatures that pop when you so much as glance at them funny. Or even go old school, and remind people that Leviathan, Polar Kraken and Jokulmorder exist.

And that's just four major archetypes.

libraryjoy on

3 years ago

Phantasmal Terrain and Sea's Claim can also ensure islandwalk against the opponent of your choice....

No data for this card yet.