Supreme Phantom
Supreme Phantom

Supreme Phantom
– Magic 2019

Date Reviewed: 
January 8, 2019

Constructed: 4.00
Casual: 4.13
Limited: 3.00
Multiplayer: 3.13
Commander [EDH]: 3.38

Ratings are based on a 1 to 5 scale. 1 is bad. 3 is average. 5 is great.

Reviews Below: 

David's Avatar

A lot of the recent lords for tribes with smaller average stats have been fairly efficient attackers themselves; Supreme Phantom is less so, but that’s not actually that much of a strike against it. Costing two mana is very important, as it comes down early to avoid counterspells or draw removal, not to mention setting up majorly explosive turns with the likes of Lingering Souls and Spectral Procession. Spirits are rapidly approaching the level of tools and gameplay power that Counter-Sliver had in 1998 – good news if you like that sort of strategy, but if not, be prepared!

Constructed: 4/5
Casual: 4/5
Limited: 3/5
Multiplayer: 3/5 (“Don’t try to Combust my Deadeye Navigator!”)
EDH/Commander: 3/5

 James H. 


Azorius and Esper Spirits finally has a two-mana tribal lord to help buff the deck, and it’s a pretty nice one! A 1/3 for 2 is a good starting point, and it stacks really nicely with the likes of Drogskol Captain to make for a formidable army of floating abominations. It’s not the showiest card, but being able to pump the large army of spirits means that Supreme Phantom has a ready-made home in Modern decks. And the addition of the Orzhov cards in Ravnica Allegiance, with their Afterlife mechanic, may make our supreme spirit shine even brighter.

Constructed: 4
Casual: 4.25
Limited: 3
Multiplayer: 3.25
Commander: 3.75

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