Drift of Phantasms
Creature — Spirit
Defender (This creature can't attack.)
Transmute (1)(Blue)(Blue) ((1)(Blue)(Blue), Discard this card: Search your library for a card with the same converted mana cost as this card, reveal it, and put it into your hand. Then shuffle your library. Play only as a sorcery.)
|Have (2)||, CompleteWaste|
Combos Browse all
|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Latest Decks as Commander
Drift of Phantasms Discussion
1 week ago
Ooo Keruga as the companion is a great idea!
I think having less lands than normal is a bad suggestion, in fact since Phelddagrif is a mana sink it doesn't hurt to run extra lands. Even if you get flooded with lands, you can at least pay into Phelddagrif. Since your curve will be high due to Keruga's restriction, I think 40 lands would be best. I agree that including a bunch of 3-cmc ramp pieces is a good idea though.
Seems like you have a lot in mind here! Can't wait to see the finished list
1 week ago
I originally restricted myself aesthetically to "walls" as a theme, but the deck needs to be fine-tuned — it's redundant to have Assault Formation and High Alert together. I was using Muddle the Mixture to transmute into Assault Formation in a worse-case scenario. I was thinking of refining the deck with a set of Drift of Phantasms to be transmuted into a 3-CMC card "High Alert", and Moon-Blessed Cleric might give more assurances to tutor up the cards I need to "combo off".
2 months ago
Made a deck similar to this a while back. I found Blue Sun's Zenith a better finisher because theoretically you could fetch for both that or Grand Architect with a Drift of the Phantasms Drift of Phantasms.
2 months ago
3 months ago
Thanks for the comments and feedback. As you can see, I've used a few elements that were inspired from your build, such as the wizards Ertai, Wizard Adept , Venser, Shaper Savant , and Teferi, Mage of Zhalfir . I also like the options that the transmute cards bring to maximize potential playability, so great additions with Drift of Phantasms , and the others.
I feel Defense of the Heart can be a really good pace keeper. I find it especially useful combined with Tishana, Voice of Thunder & Jungleborn Pioneer to generate three bodies and draw a minimum of three cards. But, yes, this is also great opportunity to seek out situation based creatures!
Cauldron of Souls is a new addition, so I'll have to follow up. I saw it in another list and liked the idea of preventing a board wipe simply by having a lord in play, but it may end up being too niche for 5 mana and the necessary setup. Also, artifact removal can make quick work of the cauldron , so is it just a sitting target until its potentially used? I'm talking myself out of this one it seems.
I really just want Herald's Horn to work, so it stayed in the list despite any reservations. Is it ramp, is it tribal, is it card draw? I think the sum of all it's parts fit in the list, and only at a cost of . It certainly plays well with Arcane Adaptation & Maskwood Nexus . Sylvan Library also has some synergy to fix the top card with its scry ability, so I guess I'm tooting my horn .
My intentions with Realmwalker are similar to Herald's Horn by allowing top card play/view. Plus, when combined with any of the flash options in the deck it can make things exciting. I think Realmwalker has performed well for me and it's here to stay. Also, an added benefit is that neither card require that you reveal reveal anything to your opponent when peeking.
For removal, I've used Curse of the Swine over the years for flare, but it's ultimately become a staple for me. Sometimes there's only a couple intrusive baddies to remove, and this makes quick work of them. I'll definitely take your advice and use Reality Shift over the non-exile removal, so thanks for pointing that out.
Darting Merfolk pairs with Intruder Alarm to be quite abusive when you have Kumena and a few fish to play with. Tap three fish (even including Darting Merfolk ) to draw a card, pay to return Darting Merfolk to your hand, then recast to untap all fish. Rinse, repeat. I'm not sure there's too much more, but with the appropriate resources it can be pretty powerful.
I've done okay with the colorless lands so far, but it's definitely something I'll need to watch closely. I just added Yavimaya Hollow , so maybe it's a good idea to remove something else colorless in exchange.
I agree with you about Genesis Wave . Honestly, I only avoided the card so I didn't completely plagiarize your deck ;) I'll take your recommendation and add it now! Overall I felt like I could run fewer counter spells and more removal in this package, so this is an excellent inclusion.
Regarding the one drops, I've rethought that comment after your response and it makes sense to stay focused on the combo aspect of this build. Solid advice.
Thanks again, and I appreciate the insight!
3 months ago
Perplex is one of those cards that's always worse than you want it to be; they'll only ever discard their hand if it's preferable for them to do so. I know it has the transmute option, but it might be worth ditching it or playing other dig spells - things like Opt , Sleight of Hand , Behold the Multiverse , etc. Drift of Phantasms and Dimir Infiltrator suffer from a similar downside, in that the front side really doesn't do much. Archmage's Charm is a really solid, flexible option I would recommend, and even the usual suspects of Snapcaster Mage , Cryptic Command , etc
I also think Blue Sun's Zenith is a better wincon than Mind Grind , since there may be situations where you need to use it to dig for value, and Grind doesn't offer that flexibility. If you stick with transmute spells, BSZ is also a 3 drop.
3 months ago
Hey, well done with a low budget at upgrading a precon.
If you want to add a combo then consider Glint-Horn Buccaneer ? For less than $2 he combos with Malcolm since he's a Pirate. When you discard a card Buccaneer does 1 damage to each opponent and since he does damage to each opponent then Malcolm creates the same number of treasures as opponents you have. You need at least two opponents and 40+ cards in your library for this combo to be a consistent win condition.
You only need Buccaneer and Malcolm for this combo since to activate the combo all you do is activate Buccaneer for two mana while in combat. When you discard a card this triggers Malcolm to create treasures. Sac two treasures to make two mana to activate Buccaneer again and repeat.
Lightning-Rig Crew is also a Pirate damage source and playing him you don't need to enchant or equip a Pirate so it can activate to do damage. Crew does damage to each opponent thus each time it activates you create treasures. Crew combos with Freed from the Real + Malcolm and you already have Freed. If you enchant Crew with Curiosity or Ophidian Eye then each time you activate it you draw a number of cards equal to the number of opponents you have which can be great repeatable draw.
Drift of Phantasms is a nice budget card for it's transmute since it can search for any 3 CMC card which includes Buccaneer, Crew, Eye or Freed.
Good luck with your deck.
4 months ago
Its not a friendly combo. But if you wanna win with Jeskai Friends there are limited options lol.