How is Supreme Phantom a Real Magic Card?
Not so long ago, our own beloved MichaelJ played a 1/3 creature for 1U. Its goal was just to slow down the many 2/1 creatures of the Standard Red deck of the time. The U in its upper-right helped to power up Master of Waves, but this card had to, more or less, contribute successfully on its own.
This card served Mike super well. He sided it in in the Top 8 of the Regional PTQ, essentially cancelling all the Foul-Tongue Invocations his opponent had drawn. That card was, of course, Omenspeaker.
Omenspeaker was fine. Unexciting, but Mike really wanted it for the 1/3 body. Compare that to Supreme Phantom…
Supreme Phantom is also a 1/3 creature for 1U. But instead of a fairly minor Scry ability, it has two abilities… And they’re both doozies. Flying is maybe the best keyword evasion ability in Magic, and its +1/+1 buff ability makes the card a perfect anchor for the Bant Spirits archetype.
Supreme Phantom in Bant Spirits
Supreme Phantom is obviously a great card in Bant Spirits. The Grand Prix winning list by Peiyuan Zheng plays double-digit Spirits. That starts the Phantom off with tons of potential buddies to buff. But even better? Hexproof!
With Geist of Sant Traft, or, perhaps more importantly, Drogskol Captain, many a Spirit will live to smash many a face.
Bant Spirits in the Modern Context
Besides its awesome sideboard options to dominate KCI or Dredge, Bant Spirits has a solid game plan of its own.
It’s got the StOmPy draw enabled by the Phantom; Bant can turn up the speed sometimes! It’s got Spell Queller. But not only that, it’s got Collected Company off the green splash! This gives Bant Spirits essentially eight permission spells in Game One (as the Company can hit Queller).
While not the most specialized archetype, Bant Spirits did win the Extended Grand Prix last week, and that makes it more than worth discussing / looking at.