Supreme Phantom

Supreme Phantom

Creature — Spirit

Flying

Other spirits you control get +1/+1.

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Set Rarity
Core Set 2019 (M19) Rare

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Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Pioneer Legal
Leviathan Legal
Legacy Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Supreme Phantom occurrence in decks from the last year

Modern:

All decks: 0.09%

Supreme Phantom Discussion

Daveslab2022 on Unpopular Opinion: The keyword reach ...

3 weeks ago

Static abilities like lifelink, reach, flying, menace, etc. have never been format warping. There’s never been a dominant Menace deck, or a tier 1 list that just wants to gain a bunch of life. There are 2 instance of a “u/w spirits” which showcases flying creatures, but NOT because they fly- it’s because they have amazing synergy.

T1 Mausoleum Wanderer into T2 Supreme Phantom is insane even without the flying keyword.

My point is that static keywords like this are usually used for limited environments. Green gets reach because if it didn’t, blue and white (the colors with the most flyers) would just be objectively better in every way, because they have things that green could never touch.

I hope this makes sense.

Kjartan on UW Flyers

1 month ago

FOkay, I have some ideas for upgrades.

First off. You overall playstyle is pretty aggressive, but you have some cards that are geared to a very slow playstyle.

Perhaps you could do with fewer lands, and cutting the Absorb s, and like I said earlier, the Vensers.

Absorb forces you to keep mana open while you would really rather be committing to the board, growing your forces. If it's not too expensive, you could play SpellQueller instead. Otherwise, a couple Spell Pierce would be a fine replacement. They allow you to commit power to the taple, while just keeping a single mana up when needed. Personally, I would only play 2 counters, though.

Venser, the Sojourner is easily your worst card, though. Other than being pretty expensive compared to your relatively fast playstyle, his abilities just don't work too great with your cards. Making your team unblockable is not that valuable in a flyers deck, where most your team can't be blocked anyways, and you only have 2 cards in the deck that you would really like to flicker, so his +2 is not powerful either. A lot of the time, he's going to just sit there and do nothing.

Pteramander is a fine card. Nothing much wrong with it, but you're only ever going to grow it when the game goes really long. So you could possibly find a replacement for them. I recommend at least a few Spectral Sailor

Some other random suggestions that are not insanely expensive would be Pride of the Clouds and Supreme Phantom

Also, unless you specifically wish to play modern, which I don't knock, modern is awesome, you could easily make this a Pioneer deck.

Arcadius86 on Spirits and Specters

2 months ago

I second Mausoleum Wanderer over Judge's Familiar - it does the same thing normally, but can make the opponent pay even more if you can get a few spirits out on that turn.

I also second Supreme Phantom - sure, it doesn't help your angels, but that's it. And honestly, they really don't need the help like your spirits do.

Finally, there is a better option for the sideboard than Stony Silence . Kataki, War's Wage still dramatically hurts or shuts down artifact heavy decks, but does so while also being a spirit. It can benefit from your Drogskol Captain s while Stony Silence can't.

That's ultimately the significant benefit spirits has over a lot of other tribes - you can find the same (or similar) effects to commonly used non-creature spells in Modern, but on a creature that is part of your tribe.

hungry000 on That's the Spirit! (Budgeted Spirit Tribal)

4 months ago

If your budget is $250, you have quite a bit of room for upgrades, though I won't fault you for saving some money. If you were to upgrade that far I'd make these changes:

-4 Figure of Destiny , -2 Vapor Snag ; +2 Topplegeist , +2 Spectral Sailor , +2 Supreme Phantom

-1-2 Selfless Spirit , +1-2 Unsettled Mariner

-4 Unsubstantiate , +4 Remand

-1 Dovin's Veto , +1 Spell Pierce

-4 Mana Leak , +4 Path to Exile

MattyPatty on Flappy Bird

4 months ago

Shadow-Ninja

Thanks for the comment!

Just a quick question. How do you feel about Sephara in the sideboard? The reason I didn't have her in the deck was because she always requires me to have four flyers on the field. In a metagame with decks that carry a lot of removal spells like Esper Hero or Boros Feather, it can be hard for me to get four creatures on the battlefield. What do you think about sideboarding her against decks that don't carry a lot of removal like Scapeshift?

Oh yeah I didn't have Supreme Phantom because I wanted to keep this deck rotation proof.

kamarupa on Ghost Note

5 months ago

Grateful Apparition , Anafenza, Kin-Tree Spirit , Mausoleum Wanderer , Metallic Mimic , Supreme Phantom - it's essential to have a solid 1CMC creature to play T1, and good too keep all but the most essential spells to 2CMC or less.

Glacial Fortress / Temple of Enlightenment would both be helpful if you can afford them. Other potentially useful lands: Cavern of Souls , Unclaimed Territory , Scavenger Grounds , Field of Ruin , Ghost Quarter

Swap Vapor Snag in for Unsummon.

Swap Chart a Course and/or Tezzeret's Gambit in for Think Twice.

Deny Existence keeps too much of your mana reserved. I suggest more dynamic means of dealing with threats instead of reactionary counter-spells. Permanents are easy to deal with - Journey to Nowhere , Oblivion Ring , Path to Exile , Cast Out , Blessed Alliance , Celestial Flare , Pongify , Generous Gift , Reprobation , Imprisoned in the Moon , Oppressive Rays . There are, of course other spells - these are just possibilities off the top of my head.

Other useful spells: Negate , Faith's Shield , Unbreakable Formation , Dovin, Grand Arbiter

Sideboard ideas: Declaration of Naught , Nevermore , Hurkyl's Recall , Revoke Existence , Disenchant , Teyo, the Shieldmage , Leyline of Sanctity , Shalai, Voice of Plenty , Witchbane Orb , Sanctimony , Ratchet Bomb , Elixir of Immortality , Pithing Needle

SideBae on Kykar's Spellslinging Spookies

5 months ago

Greetings, human! Below are my suggestions; feel free to heed/ignore them as you choose.

In EDH, playtesting with your meta is really the only way to know how much counter, burn and card-draw you need. That being said, you typically want a cantrip and a counter in your opening hand, which means running approximately 5 - 10 of each is a good idea. I think Preordain should definitely be in your deck alongside your Ponder , and Brainstorm becomes astronomically better with shuffle effects. Although the Zendikar and Onslaught fetches can be very expensive, cheaper alternatives definitely exist: Terramorphic Expanse is functionally identical with the Evolving Wilds I see you're running; the slow fetches (like Flood Plain and Rocky Tar Pit ) are on the table; and Ash Barrens is around $3 these days. Aside from Preordain , some card-draw/filtering spells I advise at least considering are: Impulse , Chart a Course , Faithless Looting , Chemister's Insight , Archmage's Charm , Think Twice , Oona's Grace , Frantic Search , Sleight of Hand , Pull from Tomorrow , Fact or Fiction , Dig Through Time and Treasure Cruise . Slate of Ancestry is an artifact source of repeatable card advantage.

I suggest Faithless Looting , Chemister's Insight , Think Twice and Oona's Grace because you can cast them from your graveyard. This will give you extra triggers off of Kykar, Wind's Fury and Jeskai Ascendancy . Similarly, if you choose to run cards like Young Pyromancer and Monastery Mentor (which I highly suggest you do), these cards will get additional triggers as well. Murmuring Mystic is another creature to consider, as is Taigam, Ojutai Master .

Burn spells are tough in EDH, if only because you have three times as many opponents as usual, and they all have double the usual life total. So burn is typically going to be spot removal or mass removal rather than to-the-face, like in Modern. Generally, I do not recommend running many one-for-ones in a format where you're facing three opponents rather than one; the only one-for-one I highly suggest is Swords to Plowshares . Electrolyze is an instant that does not cost card advantage, so I advise this too. Mass-removal, like Wrath of God , Pyroclasm or Supreme Verdict is generally much more successful. However, because of your general and the nature of your deck, you'll likely want to only run one or two board-wipes. Things like Shattering Spree , By Force , Dust to Dust , Return to Dust , Grasp of Fate and Vandalblast are also worth considering.

Counter magic is good. I advise adding a few spells to your current package. Consider the following: Swan Song , Dispel , Exclude , Unified Will , Remand (maybe -- it's a meta call), Negate , Flusterstorm , and, provided you have access, Cryptic Command , Force of Will , Mana Drain and Pact of Negation .

An area that I see as being capable of a lot of improvement is your mana-base. Though the best fixing is, of course, wildly expensive, affordable options exist. Steam Vents , Hallowed Fountain and Sacred Foundry are all about $10 or so these days, as are City of Brass and Mana Confluence . I personally like Reflecting Pool , Exotic Orchard and Forbidden Orchard as well.

As Foretold is at least worth considering. Aetherflux Reservoir is, I think, probably better than Sentinel Tower , though if your meta is filled with creatures you can nail with the Sentinel Tower then you may wish to keep it. If you want to go on the aggro plan, Supreme Phantom is also worth considering, as is Intangible Virtue . Kindred Discovery is good if you name "Spirits." If you are like me and don't have ethical qualms about infinite combos, Isochron Scepter with Dramatic Reversal is a good way to make infinite tokens if you have enough rocks out.

Speaking of rocks, I like your current suite. I'd also consider Mind Stone , Coldsteel Heart (maybe), Fellwar Stone and Everflowing Chalice . Arcane Signet is coming out soon, and that's definitely worth an include.

Right. That's all from me. Good luck with deck-building!

TypicalTimmy on Kykar, wind's fury?

6 months ago

Planeswalkers that you'd want to run would be the following;

That's 13x Planeswalkers which should be plenty. If you'd like to add Karn Liberated you can do so but I wouldn't stretch it any further than this. You still need room for your Instants, Sorceries, Lands and Creatures. You mentioned you also want Enchantments? Well, I'd cut down on those except for the basic prisons. Notably:

I'd also focus on making it a soft Flying Tribal, to empower your tokens

All in all, this is 34 cards. If you figure you'll be running the recommended 37 lands + 8 stones, you have a total card base of 79 cards. This leaves you 20 Instant / Sorcery spells.

Given that, you may want to trim down so you have more chances to use your Commander. I'm noticing a general lack of red power in here, so you may want to actually make this an Azorius deck that happens to splash red just to get your Commander out.

Focus on replayable Instants and Sorceries, such as the ones mentioned above. Also, Charmbreaker Devils will be of great asset in this deck.

Hope that helps! :D

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