+phantom (31)
Flying
Disguise (You may cast this card face down for as a 2/2 creature with ward . Turn it face up any time for its disguise cost.)
Flash
During each opponent's end step, you may cast spells as though they had flash.
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for or one mana of that creature's color.)
Flying, vigilance
Whenever Flockchaser Phantom attacks, the next spell you cast this turn has convoke.
Put target creature on top of its owner's library.
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Eerie — Whenever an enchantment you control enters and whenever you fully unlock a Room, Infernal Phantom gets +2/+0 until end of turn.
When Infernal Phantom dies, it deals damage equal to its power to any target.
When Leyline Phantom deals combat damage, return it to its owner's hand. (Return it only if it survived combat.)
Whenever you cast a historic spell, you may pay . If you do, return Lingering Phantom from your graveyard to your hand. (Artifacts, legendaries, and Sagas are historic.)
Whenever another creature you control leaves the battlefield, you gain 1 life.
If Luminous Phantom would be put into a graveyard from anywhere, exile it instead.
Whenever another creature you control with power 2 or less enters, Marketwatch Phantom gains flying until end of turn.
When Phantom Beast becomes the target of a spell or ability, sacrifice it.
When Phantom Blade enters, attach it to up to one target creature you control. Destroy up to one other target creature.
Equipped creature gets +1/+1 and has menace. (It can't be blocked except by two or more creatures.)
Equip
When Phantom Carriage enters, you may search your library for a card with flashback or disturb, put it into your graveyard, then shuffle.
Protection from black
Phantom Centaur enters with three +1/+1 counters on it.
If damage would be dealt to Phantom Centaur, prevent that damage. Remove a +1/+1 counter from Phantom Centaur.
Phantom Flock enters with three +1/+1 counters on it.
If damage would be dealt to Phantom Flock, prevent that damage. Remove a +1/+1 counter from Phantom Flock.
Creature tokens you control get +1/+1.
Spree (Choose one or more additional costs.)
+ — Create a 2/2 white Spirit creature token with flying.
+ — Counter target spell unless its controller pays .
Trample
Phantom Nantuko enters with two +1/+1 counters on it.
If damage would be dealt to Phantom Nantuko, prevent that damage. Remove a +1/+1 counter from Phantom Nantuko.
: Put a +1/+1 counter on Phantom Nantuko.
Phantom Ninja can't be blocked.
Phantom Nishoba enters with seven +1/+1 counters on it.
Whenever Phantom Nishoba deals damage, you gain that much life.
If damage would be dealt to Phantom Nishoba, prevent that damage. Remove a +1/+1 counter from Phantom Nishoba.
Phantom Nomad enters with two +1/+1 counters on it.
If damage would be dealt to Phantom Nomad, prevent that damage. Remove a +1/+1 counter from Phantom Nomad.
When Phantom Steed enters, exile another target creature you control until Phantom Steed leaves the battlefield.
Whenever Phantom Steed attacks, create a tapped and attacking token that's a copy of the exiled card, except it's an Illusion in addition to its other types. Sacrifice that token at end of combat.
Phantom Tiger enters with two +1/+1 counters on it.
If damage would be dealt to Phantom Tiger, prevent that damage. Remove a +1/+1 counter from Phantom Tiger.
Phantom Warrior can't be blocked.
When Phantom Whelp attacks or blocks, return it to its owner's hand at end of combat. (Return it only if it's on the battlefield.)
Enchant creature
Enchanted creature has flying.
Sacrifice Phantom Wings: Return enchanted creature to its owner's hand.
Phantom Wurm enters with four +1/+1 counters on it.
If damage would be dealt to Phantom Wurm, prevent that damage. Remove a +1/+1 counter from Phantom Wurm.
Whenever Screaming Phantom attacks, mill a card. (Put the top card of your library into your graveyard.)
Other Spirits you control get +1/+1.
Urborg Phantom can't block.
: Prevent all combat damage that would be dealt to and dealt by Urborg Phantom this turn.
Flying, first strike
When White Orchid Phantom enters, destroy up to one target nonbasic land. Its controller may search their library for a basic land card, put it onto the battlefield tapped, then shuffle.
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