An extremely interesting card. Sure it only comes into play with two +1/+1 counters, but when played with graft creatures this insect can become devastating. In fact this nantuko would be a great addition to my Experiment Kraj EDH deck.
buhroken
★★★★★ (5.0/5.0)(5 votes)
This card can be devastating if used correctly. Because of the wording, if you have some way to increase the toughness, like a liege or an enchantment, then it will not die because of damage even if there are no +1/+1 counters on it.
Laguz
★★★★★ (5.0/5.0)(1 vote)
It has great synergy with murkfiend liege. Not only does the +1/+1 override the phantom drawback, but the untapping lets you boost more often. You could also slap an instill energy on it.
Phantom Centaur is still the best of the phantom cycle because of its pro-black. I give the nantuko a 3/5. It won't be in play long enough to be useful.
nimzo
★★★★★ (5.0/5.0)(1 vote)
Liege?... Graft?... Great with Mirari's Wake, in the same set...
Arglypuff
☆☆☆☆☆ (0.0/5.0)
You cannot run this with Experiment Kraj. The phantom ability is a triggered ability, and Experiment Kraj only copies activated abilities.
This is actually a great card nowadays. Since in Zendikar, everything had deathtouch and lifelink, that damage is prevented so no one dies and no life is gained. I'm not sure if this cancels out -1/-1 counters, however.
Bulhakas
☆☆☆☆☆ (0.0/5.0)
Trample seems to be rather pointless here, doesn't it?
Shieldman
☆☆☆☆☆ (0.0/5.0)
I like this guy, only because he's a blocker unto infinity. Block, tap for the counter, remove the counter, done. One-man fog.
Amnesigenic
☆☆☆☆☆ (0.0/5.0)
@Argylpuff you can't give Krajj the ability, but you can use Krajj to put more counters on Phantom Nantuko, allowing it to attack or block each turn with impunity.
This is a decent card on it's own, but it really shines when paired with static effects that boost power and toughness or effects that allow counters to be continuously placed. My first thought with this is Beastmaster's ascension. Second is Vigor. If that can't win you the game you're doing it wrong.
Salient
★★★★★ (5.0/5.0)(1 vote)
The combo where you enchant this thing with an untapper like Freed from the Real or Pemmin's Aura and spam its own counter-making ability is hilarious. Sure, sooner or later some spoilsport's going to walk it down the Path to Exile, but by that time it'll be 47/47 and will have killed two players.
Powerofone
★★★★★ (5.0/5.0)(1 vote)
I think this card is underrated. I play it with Forgotten Ancient, and all you really need is a way to keep it alive for the first few turns its on the battlefield, and after that, it's nigh unstoppable.
Drummer_Gamer93
★★★★★ (5.0/5.0)(1 vote)
I use this card in a Green/White spirit deck. A good strategy I've found is to enchant/equip it with Pariah or Pariahs Shield so that you don't have to use any blockers and just let it suck up all the damage. While this is going on you let the more meaty cards like Phantom Nishoba or Phantom Tiger do all the damage.
However, I do have a question concerning the damage prevention. If you were to block a creature that has Trample. Does the damage that would normally "Trample over" the card go through to the player? or does it get prevented as well?
Kirbster
☆☆☆☆☆ (0.0/5.0)
"Don't hurt me... I'm French."
HoHIndie
☆☆☆☆☆ (0.0/5.0)
@Drummer_Gamer93 Trample means that the attacking creature assigns "lethal damage" to each creature blocking it, then assigns the rest to the defending player. Barring shenanigans like deathtouch or absorb, "lethal damage" is damage equal to the blocking creature's toughness at the time damage is assigned. So, the trampler will assign damage to this equal to its toughness, then that damage will be prevented and a counter removed.
Example: You control a just-played Phantom Nantuko with 2 counters. I attack you with a 6/5, trampling Vulpine Goliath, and you decide to block with the Nantuko. The Goliath would then assign 2 damage to your Nantuko, and 4 to you. After damage is assigned, the replacement effect from your Nantuko will take effect and prevent the damage. At the end of the exchange, the Nantuko will have 1 counter, and you will have taken 4 damage, rather than 6.
Incidentally, the exact same situation happens when the blocking creature has protection from the attacking creature, or has indestructible, or any other damage- or destruction-preventing ability. One exception: if a finite amount of damage is prevented (e.g. Lymph Sliver or Daru Healer) trample considers that prevented damage as equivalent to additional toughness.
Comments (17)
Phantom Centaur is still the best of the phantom cycle because of its pro-black. I give the nantuko a 3/5. It won't be in play long enough to be useful.
Block, tap for the counter, remove the counter, done. One-man fog.
This is a decent card on it's own, but it really shines when paired with static effects that boost power and toughness or effects that allow counters to be continuously placed. My first thought with this is Beastmaster's ascension. Second is Vigor. If that can't win you the game you're doing it wrong.
However, I do have a question concerning the damage prevention. If you were to block a creature that has Trample. Does the damage that would normally "Trample over" the card go through to the player? or does it get prevented as well?
Trample means that the attacking creature assigns "lethal damage" to each creature blocking it, then assigns the rest to the defending player. Barring shenanigans like deathtouch or absorb, "lethal damage" is damage equal to the blocking creature's toughness at the time damage is assigned. So, the trampler will assign damage to this equal to its toughness, then that damage will be prevented and a counter removed.
Example: You control a just-played Phantom Nantuko with 2 counters. I attack you with a 6/5, trampling Vulpine Goliath, and you decide to block with the Nantuko. The Goliath would then assign 2 damage to your Nantuko, and 4 to you. After damage is assigned, the replacement effect from your Nantuko will take effect and prevent the damage. At the end of the exchange, the Nantuko will have 1 counter, and you will have taken 4 damage, rather than 6.
Incidentally, the exact same situation happens when the blocking creature has protection from the attacking creature, or has indestructible, or any other damage- or destruction-preventing ability. One exception: if a finite amount of damage is prevented (e.g. Lymph Sliver or Daru Healer) trample considers that prevented damage as equivalent to additional toughness.