Phantom Tidemaw

Phantom Tidemaw (Blue)

Whenever an Illusionist card you control is destroyed, put a +1power counter on this.

Phantasm

Ward 1

Rulings

From the Bright Lights + Round the Table release notes
  • Tokens are considered cards with the token type. If an Illusionist token card is destroyed (e.g. Spectral Shield) it will trigger Phantom Tidemaw.
  • You control cards that are in the arena, including permanents, and cards attacking or defending on the combat chain. Cards destroyed by phantasm or spectra effects trigger this effect.
  • The +1power counters do not modify anything about Phantom Tidemaw until an effect gives this a base power value (e.g. Luminaris or Iris of Reality etc.).

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 6power+ 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 5power to 6power it will create a trigger, but a card going from 6power to 7power will not create another trigger.)
All keywords
Ward X - If your hero would be dealt damage, prevent X of that damage and destroy this.
  • Ward is a static ability that generates a fixed-prevention effect.
  • The prevention effect is not optional. It applies whenever damage would be dealt to your hero.
  • If another prevention effect reduces a damage event to 0, the replacement condition is no longer met (damage would not be dealt), so Ward would not apply.
  • The prevention amount applies to a single damage event. The leftover prevention amount does not apply to any future damage that would be dealt to your hero.
  • If the damage prevention can not be applied due to an effect, the object with Ward on it is still destroyed as part of the replacement effect application.
All keywords
SubtypesAura
Cost0
PitchBlue
KeywordsPhantasm, Ward 1
SetsEVO
Banned inClassic Constructed

Versions

Price history

EVO244

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