|Commander / EDH||Legal|
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|Commander Anthology (CM1)||Rare|
|Commander 2013 (C13)||Rare|
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Creature — Insect Spirit
Phantom Nantuko enters the battlefield with two +1/+1 counters on it.
If damage would be dealt to Phantom Nantuko, prevent that damage. Remove a +1/+1 counter from Phantom Nantuko.
Tap: Put a +1/+1 counter on Phantom Nantuko.
Phantom Nantuko Discussion
1 year ago
first of all i really like the deck and the monstrosities it produces. i personally play EDH casually with a group of friends and therefore is everything i know based on my experiences there. my very first deck i ever built was Varolz, the Scar-Striped and it did similar things with all sorts of hydra's and counter doublers. this deck never won. the reason was that i needed several turns to get out a big dude, only to have it struck by Anguished Unmaking. for these kinds of decks you need explosive turns where once you're set up, you can keep going each turn untill your opponents are trampled over. the first thing that came to my mind was Everflowing Chalice or Gyre Sage. combined with Sword of the Paruns a gyre sage that taps for 4 green mana becomes an infinite mana source. Mistcutter Hydra could now be a hasty 10000/10000 coming at your unsuspecting opponents. Gemstone Array is really usefull when you are producing immense amounts of mana, for you can use it as a converter to make UG for vorel.
now we are creating big mana (remember, there are so many ways of doing this, i just happen to like these ones) its time to look at the creatures that benefit from this and the creatures that are too slow.
i'm just mentioning things that i think need to be replaced, if a card is not mentioned, it can stay imo.
Master Biomancer: currently you have no effective ways of adding power to your creatures that do not generate +1/+1 counters by themself. therefore you should either remove Master Biomancer or add cards like Death's Presence.
Lorescale Coatl, since your carddraw is limited this card is too slow.
Oran-Rief Hydra i smell something of a mini landfall subtheme in the deck as it is, however this isnt what you currently are trying to do so that makes this card way too slow.
Sphinx of the Final Word: are your instants and sorceries the things you win your games with? i think the answer would be: no, my creatures are going to win the game for me. therefore i would replace this card with Archetype of Endurance if protecting is what you want to do.
Zameck Guildmage: probably too slow.
lastly, 37 lands is fine, but the amount of ramp is not. Nature's Lore and Chromatic Lantern are the only cards that make sure you have your lands. you have green, so add cards like Cultivate, Kodama's Reach, Rampant Growth, Explosive Vegetation. also a Simic Signet is nice to have.
this deck can go anywhere and i had lots of fun trying to figure out a path to playing fun games, i realise that i have been rambling on and on so i would really appreciate your opinion on the matter.
1 year ago
Den Protector could be worthwhile.
Phantom Nantuko might have a place here.
Champion of Lambholt seems like a must have in here!
1 year ago
Hardened Scales is not a triggered ability, it's a replacement effect. As I outlined, it depends whether you apply it before or after Corpsejack Menace's ability. 10-14 counters after grafting, or 7-10 counters without grafting are all valid outcomes, if for some reason the controller of Phantom Nantuko doesn't want the maximum number of counters, maybe another player is controlling them. In general, you will get 14 counters off of this, but you do get to choose.
1 year ago
Phantom Nantuko will attempt to enter the battlefield as a 0/0 with no counters, but two replacement effects are waiting to be applied, so you'll choose one, either it's own enter with 2 counter or the Master Biomancer's enter with 2 counters and as a Mutant. Once you pick one, you'll now have 3 waiting to apply, the one you didn't pick, Hardened Scales, and Corpsejack Menace. You should then pick either the one you hadn't picked or Hardened Scales, then two will be waiting so you'll pick the other, then just Corpsejack Menace will be waiting to apply so you'll pick that. Then, as no replacement effects are waiting to apply, Phantom Nantuko will finally actually enter the battlefield with 10 +1/+1 counters and as a Mutant in addition to it's other types. If you choose to apply Corpsejack Menace's ability at the first available opportunity, it would enter with 7 counters instead, which is why you wait until the last chance to apply it (you could end up with 8 or 9 if you wanted as well). Then, now that Phantom Nantuko entered the battlefield, Plaxcaster Frogling's graft ability will trigger. If, when it resolves, you choose to move a counter, you'll end up attempting to put that counter on, but find 2 replacement effects waiting to apply. If you apply Hardened Scales, then Corpsejack Menace, you'll put 4 counters on, if you apply in reverse order, you'll only put on 3 counters.
TL;DR: Anywhere from 10 to 14 counters, the controller of Phantom Nantuko chooses.
1 year ago
It seems more likely that the replacement effect will see Phantom Nantukos effect and Master Biomancers effects seperately and apply to both now that I have put more thought into it, meaning you would end up with 16 +1/+1 counters instead.
1 year ago
I believe Phantom Nantuko would try to enter the battlefield with a total of 4 +1/+1 counters (2 from itself and 2 from Master Biomancer), Both Hardened Scales and Corpsejack Menace are replacement effects and you would get to choose which is applied first (for best results you would want to resolve Scales effect first+1 counter then Menaces effect x2) to get Phantom Nantuko to instead enter with 10 +1/+1 counters, after that you would have the trigger from Plaxcaster Frogling to resolve which you would want to apply the same order of replacement effects to. Plaxcaster Frogling tries to put a single counter on Nantuko which you then modify to be 1+1 from Scales and modify again to be 2x2 from Corpsejack, putting a total of 4 more counters on Nantuko.
In the end your Phantom Nantuko I believe would have a total of 14 +1/+1 counters if you ordered your effects properly
1 year ago
I am playing a Simic deck with a splash of black.This deck specializes in +1/+1 counters on my creatures from different sources.However, I have had numerous discussions about the number of counters that should be put on my creatures.
Could you tell me how many counters would be put in the following example? (all of them cards that are in my deck):
I have Hardened Scales in play
I have Corpsejack Menace in play
I have Master Biomancer in play
I have Plaxcaster Frogling in play and use the graft-ability to move one +1/+1 counter to the new creature
Now i put Phantom Nantuko into play. how many counters will be put on this creature when he enters play?
1 year ago
Here's an initial potential cutlist of cards I don't think synergize well with your goal, or have direct better upgrades: Elgaud Shieldmate Essence Warden Phantom Nantuko Phytohydra Fade into Antiquity Mouth / Feed Revoke Existence Lifecrafter's Gift Frozen AEther Primal Rage Lightmine Field Azorius Keyrune Obelisk of Bant Selesnya Keyrune. There are some others I'm not sure on but those will have to be chosen on based on what direction you choose to go with this.
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