Murmuring Phantasm


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

Printings View all

Set Rarity
Dragon's Maze (DGM) Common

Combos Browse all

Related Questions

Murmuring Phantasm

Creature — Spirit


Murmuring Phantasm Discussion

semsandberg on Executive Order 13767

6 months 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 .


Caerwyn on Just a Girl and Her Wonder Wall

7 months 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 .

Azorius Signet , Selesnya Signet , and Simic Signet will also help with your mana acceleration.

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:

Glacial Wall , Murmuring Phantasm , Wall of Ice , and other creatures with limited effect.

Myth Unbound does relatively little for you.

K4m4r0 on Nobody has the intention of building a Wall

7 months 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).

clees95 on clees95

1 year 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

clees95 on clees95

1 year 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.

Firstmiracle on Wall-I

1 year 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.

Subthemes Detected:

Lifegain- Jaddi Offshoot , Perimeter Captain , Wall of Essence. All decent lifegain, Jaddi is good early, Perimeter is good mid, and Wall of essence is good all game, but particularly mid.

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.

Ludevic's Test Subject  Flip - Dead weight. You will never want to pay mana for this ability, and if you do you are definitely losing it to removal. Not worth the investment.

Murmuring Phantasm - It's not bad, it just doesn't provide an additional benefit. You could find a better card for sure.

Ulvenwald Captive  Flip - By the time you have 7 mana to pay for the ability you are already playing your better cards. Just put in a bigger late game threat.

Golden Guardian  Flip - Only remove this if you elect not to add several 4 power or greater creatures to the deck.

Abrade - Swap for better removal. I suggest Comet Storm, or Vandalblast.

Arcane Denial - I'd personally trade it for a dozen other draw spells. Opt or Brainstorm or Ancestral Vision if you got it.

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.

Tower Defense - I'll admit, this can rarely win a game. However, Vigor Will just win you the 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?

Colfenor's Urn - Maybe I don't understand the benefit. Run something like Sun Titan.

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.

K4m4r0 on Nobody has the intention of building a Wall

1 year ago

mikeb388For the same reason I cut Rolling Stones off the list. It isn't good enough on its own, because most defenders have 0 power and you have to have Assault Formation on the battlefield. But Assault Formation also gives your defenders the ability to attack, so most of the time it's a dead card, sadly.

Thank you very much for your suggestions InfinityMinusOne. Your cards gave me a lot of good ideas where to go with/evolve the deck. We could even develop this further by adding Panharmonicon and Laboratory Maniac as an alternative wincon. Be assured I will certainly try this. Furthermore I will add Wall of Roots as a substitute for Murmuring Phantasm when I get my hands on one. I really like the idea with Sacred Rites, it could also also be used together with Bar the Door etc. for that final blow. Would also be excellent with the suggestions above. I think I'm the only one I know playing Mental Misstep in my Azami deck. Never seen it anywhere else

InfinityMinusOne on Nobody has the intention of building a Wall

1 year ago

Take what I say with a grain of salt because I haven't tested out my list irl. Going to throw Cloudstone Curio, Gatecreeper Vine, Wall of Roots, and Sacred Rites out there as potential considerations.

  • Curio can get you some insane card draw/ETB value. Basically if you have enough mana at your disposal and no one is stopping you, you can pay 1-2 mana to play a wall, draw, bounce another wall, and repeat as often as you'd like. Your list has Shield Sphere, so things can get even more stupid.

  • Vine looks fairly mediocre at first because the land it gets has to be a Gate and the body is just an 0/2, but at the same time there's very little risk in running it because it is bound to replace itself one way or another. Either it's early-game fixing, or mid-to-late game card advantage.

  • Roots are just a good ramp option. At worst it's a Murmuring Phantasm (which you already run) that has a solid upside.

  • Sacred Rites is just a gimmicky card that I'd love to try out. Much more risky than Bar the Door and Tower Defense, but my thought process is that you're likely going to be drawing a lot of cards anyways, and if you're swinging for lethal then there's a good chance that discarding 5-6 cards will be worth it. A CMC of 1 is always convenient too, unless your group happens to play Mental Misstep.

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Murmuring Phantasm occurrence in decks from the last year

Commander / EDH:

All decks: 0.0%