Embermaw Cenipai (Red)
Phantasm
When this is destroyed, create an Ash token.
When this is destroyed, create an Ash token.
Rulings
From the Uprising release notes
- Embermaw Cenipai must be in the arena (not as a defending card) for its effect to trigger from being destroyed. If it is anywhere else when it is destroyed (such as on the stack or in arsenal) its effect does not trigger.
Keyword notes
Phantasm - Phantasm is a new keyword that exists on Illusionist attacks. Illusionist attacks with phantasm are powerful but fragile. When an attack with phantasm is defended by a 6{p}+ non-Illusionist attack action card, the attack is destroyed and the combat chain closes.
- If an attack action is destroyed, it does not resolve. Hit triggers and effects that require the action resolving such as go again do not resolve.
- Both players have priority during the defending step. Note: This is a new rule introduced with the release of Monarch.
- When an attack with phantasm is defended by a 6
+ non-Illusionist attack action, a trigger to destroy the attack is put on the chain. Players can respond to this. When it resolves it checks if the attack action still fulfills the requirements to destroy the attack. - Phantasm only triggers when the game state changes from false to true. It does not trigger from true to true. (For example: if a defending card goes from 5
to 6
it will create a trigger, but a card going from 6
to 7
will not create another trigger.)
TalentDraconic
ClassIllusionist
TypeAttack Action
Cost2
Attack8
Defense3
PitchRed
KeywordsPhantasm
ArtistsNarendra B Adi
Versions
Price history
UPR027Planning where this card lives? Lay it out in a binder or browse the full card database.










