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An underrated gem.

As said by others, it protects your guys from sorcery removal, but that's not doing this card justice.

This card is made for johnnies. Think of all the "at the beginning of the end of turn step" triggers you can abuse! Treacherous urge, puppeteer clique, Slave of bolas, Apprentice necromancer...

And you can just play evacuation or decree of pain to keep yourself alive during the other player's turn.
Posted By: Shiizu (1/2/2010 3:49:45 AM)
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@blindthrall & @Aetharion: In the past phasing would trigger "leaves play" abilities without triggering "come into play abilities" an old judge ruling on Wormfang Manta changed that. Then they changed phasing rules and made the ruling obsolete.
Posted By: XanthPrime (5/28/2010 1:08:49 PM)
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Seems awesome with Hell's Thunder.

Less so with Ball Lightning and its 1-toughness kin, since a chump block kind of ends the party.
Posted By: MrBarrelRoll (9/5/2010 5:58:20 PM)
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A lot of these comments refer to obsolete rulings. It will NOT make Gideon Jura permanently a creature, nor will it make Act of Treason last indefinitely. It WILL however, combo with the Unearth ability. The difference is that "until end of turn" still applies to phased out creatures but "exile at end of turn" won't. Below is a quote and link from WotC.

"Effects with limited duration (like Giant Growth) stop affecting it, but effects with unlimited duration (like Prismatic Lace) don't." (http://wizards.custhelp.com/app/answers/detail/a_id/629/related/1)
Posted By: Xuante (11/28/2011 4:30:32 PM)
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Ertaï's reaction was exactly my reaction when I saw it, then I realised the enormous Johnnyness of this card.
Posted By: kazenpaus (11/16/2011 3:22:04 AM)
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This card has taken a serious blow due to how phasing works now. It WONT trigger leave or enter abilities as some other posters believe (no titans, thalakos seer, nekrataals and so on), but tokens still dies (no real logic there). It´s still possible to make good decks around it though.

Things that trigger at end steps get postponed, so hell´s thunder is great. Unearth is also great, since phasing now doesn´t trigger leave-play-effects. steal-cards like act of treason works somewhat well. The "end of turn" effect ends when the creature phases in again but is postponed to your upkeep, so you can sacrifice it to goblin bombardment or something before you must give it back. At the very least, your oponent couldn´t attack you with it duirng his turn.

Jokulhaups is my fave combo though.
Posted By: Frogslayer777 (12/19/2011 10:17:55 AM)
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Oh boy...

Sedris, the Traitor King...

Add Ball Lightnings, Specters, tutors, and evasion to taste, and you have a deliciously evil EDH deck.
Posted By: Shadoflaam (1/30/2012 11:01:30 AM)
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To the guy saying "noone knows what phasing does": It's very simple. Creatures that are in play phase out at the beginning of your turn, and those that are phased out do phase in instead.Meaning that they are only in play every second turn. Unlike creatures who get exiled, phasing creatures keep any counters and auras and whatever on them when they are phased out, and also don't suffer summoning sickness when they phase back in.

About this card: it's actually very nice. It means that the creatures you attack with are immune to sorcery speed removal, and you can use mass removal yourself in your second main phase without killing those you phased out. Or you use a card to blow up the whole table after your army attacked and is phased out, and in your next turn they'll be back.

Not to mention that it works very well with any creatures that die at the end of turn (like ball lightning or skizzik or whatever), since they are not in play at end of turn.
Posted By: majinara (8/24/2009 2:11:09 AM)
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@blindthrall: Phasing in and out doesn't trigger abilities that trigger on creatures entering and leaving the battlefield. They simple cease to exist, so they can't be in any other zone, which would be required for them to "enter" or "leave" it.
Posted By: Aetharion (12/16/2009 12:30:37 PM)
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If you don't know what Phasing does, I would like to introduce you to my friend Google.

Anything with Unearth or that can give your creatures Unearth combos really well with this card. The Titans also combo nicely (outside of Sun Titan because it disables his Vigilance). This card is a very fun card to build around, and can make quite a few things very abusable.

Johnnys love cards like this, Timmys scratch their head and ask what it does.
Posted By: Kitty_the_Kat (7/19/2011 11:42:50 PM)
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