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Murmuring Phantasm occurrence in decks from the last year
Latest Decks as Commander
Murmuring Phantasm Discussion
5 months ago
Some potential adds: Amaranthine Wall Angelic Wall Basilica Guards Bonded Fetch Colossus of Akros Consulate Skygate Doorkeeper Dragon's Eye Sentry Drift of Phantasms Charix, the Raging Isle Fog Bank Glacial Wall Golden Guardian Flip Grave Bramble Guard Gomazoa Jaddi Offshoot Kaijin of the Vanishing Touch Ludevic's Test Subject Flip Murmuring Phantasm Necropolis Order of the Stars Sprouting Phytohydra Steel Wall Sunscape Familiar Traproot Kami Tree of Redemption Wall of Hope Wall of Junk Wall of Kelp Wall of Nets Wall of Reverence Woolly Razorback Guard Duty Zephyr Net Belbe's Armor Dragon Throne of Tarkir Peregrine Mask
11 months ago
Alright, let's see if maybe this will help. I'm really new to everything on here sorry. //Lands 2 Dismal Backwater 1 Dimir Guildgate 2 Submerged Boneyard 4 Evolving Wilds 2 Desert of the Mindful 1 Arcane Lighthouse 1 Reliquary Tower 1 Temple of the False God
//Spells 4 Duress 2 Ghoulcaller's Chant 3 Macabre Waltz 3 Sleep 4 Slip Through Space 2 Taigam's Scheming 4 Tome Scour 4 Lich's Caress 4 Sovereign's Bite 4 Resourceful Return 3 March of the Returned 1 In Garruk's Wake 1 Army of the Damned 1 Dutiful Return 1 Decompose 1 Worst Fears 1 Rise of the Dark Realms 4 Hubris 4 Countermand 1 Tezzeret's Touch 1 Paranoid Delusions 1 Coerced Confession 2 Mind Sculpt 1 Compelling Argument 1 Index 1 Redirect 1 Dream Twist 2 Gift of Tusks 2 Rewind 3 Thought Scour 2 Psychic Spiral 1 Gigadrowse 4 Negate 1 Overwhelming Denial 1 Dramatic Reversal 1 Impulse 2 Cremate 3 Crypt Incursion 2 Grim Harvest 1 Scarab Feast 1 Grim Return 1 Gravepurge 1 Dark Ritual 4 Font of Return 3 Death's Approach 2 Cast into Darkness 1 Triskaidekaphobia 1 Grave Betrayal 1 Endless Ranks of the Dead 3 Invisibility 2 Curiosity 4 Curse of the Bloody Tome 3 Illusory Wrappings 3 Ice Over 1 Chronic Flooding 1 Navigator's Ruin 1 Chant of the Skifsang 3 Bone Saw 3 Millstone 3 Tormod's Crypt 2 Trepanation Blade 1 Ghoulcaller's Bell 1 Masterwork of Ingenuity 1 Sol Ring 1 Nihil Spellbomb 1 Illusionist's Bracers 1 Codex Shredder 1 Profane Memento 1 Loxodon Warhammer 1 Bonehoard 1 Trusty Machete 1 Mirari 1 Argentum Armor
//Creatures 1 Archetype of Finality 1 Overeager Apprentice 1 Agent of Erebos 1 Butcher Ghoul 1 Risen Executioner 1 Dutiful Attendant 1 Sly Requisitioner 1 Sepulchral Primordial 2 Zombie Assassin 1 Nightmare 1 Marshmist Titan 3 Graven Abomination 4 Workshop Assistant 4 Guardians of Meletis 2 Phyrexian Revoker 2 Ornithopter 1 Juggernaut 2 Veilborn Ghoul 2 Minotaur Abomination 4 Undead Servant 3 Gravedigger 2 Mogis's Marauder 2 Bogstomper 4 Walking Corpse 3 Corpse Hauler 4 Gravewaker 2 Returned Phalanx 3 Faerie Miscreant 1 Master of Predicaments 2 Benthic Giant 1 Stormtide Leviathan 4 Screeching Skaab 2 Seer of the Last Tomorrow 1 Floating-Dream Zubera 3 Fog Bank 1 Possessed Skaab 3 Armored Skaab 2 Murmuring Phantasm 1 Wall of Frost 4 Doorkeeper 1 Clever Impersonator 1 Jace's Mindseeker 1 Oculus 1 Mindshrieker 1 Willbreaker 1 Spellweaver Eternal 1 Wall of Mist 1 Sultai Skullkeeper 1 Diregraf Captain
1 year ago
Well, yes Brainstorm is pretty awesome, if you can dig something nice. But as you mention, for this I should have more control and to react in instant speed I only have 3. xD I will take this in mind. For later changes, but I took the Marble Titan , Serra's Blessing , Murmuring Phantasm and Wall of Mist out and add Nature's Claim , Reality Shift , Swords to Plowshares and Tower Defense .
2 years ago
The competitive meter is a very finicky tool. I've seen non-material changes, such as making a deck foiled, with no other modifications, result in a several percentage point difference.
The biggest improvement you can do for your deck is fix the mana base. You have far too many lands that enter the battlefield tapped or do not untap normally, which is going to drastically hurt your performance. I would suggest removing these lands and replacing them with cards such as the Pain Lands (ex. Adarkar Wastes ), Check Lands (ex. Glacial Fortress ), Filter Lands (ex. Skycloud Expanse ; Mystic Gate ), and Bond Lands (ex. Sea of Clouds ). You can also run some rainbow lands, such as Mana Confluence and City of Brass .
High Alert would be a solid card to add, giving you another method of allowing your defenders to attack.
Tetsuko Umezawa, Fugitive will make most of your creatures unblockable.
Stalwart Shield-Bearers makes your creatures bigger.
Tree of Redemption can become a 0/30 or so fairly easily.
Fortified Area gives all your walls Banding, which allows them to prevent opponents from having damage Trample over to you.
Sunscape Familiar acts as pseudo-ramp by reducing the cost of your spells.
You can cut the following:
Myth Unbound does relatively little for you.
2 years ago
PluralkumquatThank you for you suggestions. The only card I would consider adding is Jeskai Barricade , because it offers a good protection for Arcades an I think it is really good. The other ones are eiter too expensive mana wise or have too much power like mentioned by thcue and Mitrian. The deck is focused on getting as much defenders out as fast as possible for the best mana/toughness value. Sylvan Caryatid is not bad at first sight but it wouldn't help much with ramping and in the late game its toughness is too low for . The best thing which can happen is to oneshot an opponent and every single point of toughness is important. I use Fog Bank to shut down a lot of commanders and their abilities in my meta. Maybe I'll remove it in the future because some of those commanders were disbanded.
thcue Thank you for you comment and continuous support.
MitrianThank you for your comment and clarifications. I personally like Wall of Omens and Wall of Blossoms , because they always helped me to get back some cards in my hand after discarding abilities or after I have drawn a lot of non-defenders. If you want to get rid of them, best replacement cards would be Murmuring Phantasm and Wall of Deceit . Those are the only 2 cmc cards left with the highest toughness (well except for Wall of Shards but I don't like to be responsible for enemy advantage).
2 years ago
@ Homelessguy perhaps you may want to replace Murmuring Phantasm with Gomazoa then. murmuring phantasm doesnt have flying, and for just 1 mana more you can get a creature with flying and the ability to bounce your friends creatures into their deck so they cant be played (gomazoa doesnt have to be able to survive combat dmg, after you declare your blockers simply activate his ability before combat dmg resolves) also i get what you mean about wakestone gargoyle, i know i said im not a fan of combos, but i do have him in there to combo with belligerent brontodon, i made an exception for it though since both are good creatures by themselves. maybe ill remove rolling stones from my deck
2 years ago
@ Homelessguy yea your description is fine, im personally not a fan of combos in commander, unless its filled with a bunch of fetch cards or combos with your general, your combos do seem interesting though. if your interested in more one sided board wipes, you can also consider Wave of Reckoning Retribution of the Meek (bury means to sacrafice, meaning those creatures cant be regenerated), Elspeth, Sun's Champion and Fell the Mighty. im not a fan of Angelic Wall or Murmuring Phantasm, as only 4 toughness creatures you may be able to replace them with creatures that offer more toughness or utility, such as Amaranthine Wall, Carven Caryatid, Glacial Wall, Gomazoa, Wakestone Gargoyle, Wall of Glare, or Wall of Mulch. also your deck seems to heavily rely on arcades to be able to swing, maybe consider playing Wakestone Gargoyle, Belligerent Brontodon, and Rolling Stones.
2 years ago
Hey dude, thought I'd comment it on here.
So let's round out my observations before we move to my opinions.
Win Conditions you have included are: Rolling Stones , Assault Formation , Wakestone Gargoyle , Vent Sentinel and Dragonshift. Of those, Wakestone doesn't really have a way to go off unless another win con is already out. So Wakestone + 1 or Vent Sentinel and Dragonshift are the only current ways to win a game.
Tokens- Coral Barrier , Hornet Nest , Golden Guardian Flip , Sprouting Phytohydra , Dragon Fodder , Parallel Lives , Kiora, the Crashing Wave. Coral Barrier does provide an evasion creature, and 1/1's with evasion are often under-rated. Hornet nest is great if you can keep it alive, and okay if it dies. Golden Guardian is an okay card if you can get some tokens out of it, but it doesn't die to anything in your deck right now. Sprouting Hydra is probably the best token card in this deck as it lines up with all of your themes, it has serious potential for combos. Dragon fodder doesn't belong here. Swap it out for a late game threat like Vigor for wall wins, or Luminarch Ascension if you plan to keep the token theme. Parallel lives is at best okay in this deck, if you had more than 10 things that made tokens, I would say its definitely important. Kiora is an okay planeswalker but I'll talk about her in a second.
Ramp- Ok so there's not enough of it. Overgrown Battlement , Ulvenwald Captive Flip , Sol Ring, Cryptolith Rite. Commander games are won by casting several cards in a turn. Firm believer that if you have green, you run green ramp. Period. Bonus, Ulvenwald Captive is terrible ramp.
Card Draw- You're covered here. I think you have enough card draw.
Planeswalkers- Special Note, I think Kiora is a fun planeswalker, but she's not amazing in this deck. It'd be better to see something like Ajani Goldmane , or Elspeth, Sun's Champion for added tokens, boardwipes, and counters, as well as their emblems enable your win conditions.
Ok so now I'll start by suggesting things you could add to this deck.
Wall of Denial - My favorite Wall.
Tree of Redemption - Can get ugly dude. 0/40 is kinda great in a lifegain deck.
Kodama's Reach - good solid ramp.
Cultivate - Same as above.
Comet Storm - You have ramp, play a ramp board clear.
Kindred Summons - Pick wall.
Fireball - Very versatile in rampy decks.
Vandalblast - You have red, you need good artifact hate.
Supreme Verdict - Favorite Board Wipe
Wrath of God - AKA the Reset Button
Azorius Signet - Ramp
Izzet Signet - Ramp
Aetherflux Reservoir - Can become a win condition (that can be fetched with fabricate) if you have a strong life gain game.
Ajani Goldmane - Can combo with some win cons, has good passive benefits from behind the army of walls.
Elspeth, Sun's Champion - Same reasons as Ajani, but can also board clear creatures with 3 or greater power, so not your walls.
Now we move on to cards I suggest removing.
Murmuring Phantasm - It's not bad, it just doesn't provide an additional benefit. You could find a better card for sure.
Abrade - Swap for better removal. I suggest Comet Storm, or Vandalblast.
Lightning Helix - Okay so IDK what this is in here for. Its a good card in a tempo deck. You can do bigger and better with 2 mana. Play the long game.
Ghostway - Looks okay with EtB triggers. Is good against boardwipe, but honestly, you have walls. They probably won't die that often, and if they do, you won't be bouncing more than 2-3 back to your hand. Is that honestly worth holding up 3 mana?
Parallel Lives - Get to the 10+ token generators, and this card is waaaaaaay better. As it stands now you may get 2-4 extra tokens in a game, if you draw it.