Winston’s Phantom Trickery
Phantom Interference is a compact blue instant that plays like a toolbox slot in tempo decks and control shells. The spell gives you Spree which lets you pay one or both additional costs to split roles between board development and interaction. Casting Phantom Interference for its base cost can give you the flexibility to tax an opponent by asking for two colorless or to invest more mana and generate a flying 2/2 Spirit token for pressure and evasion.
In practical play the card reads as insurance and utility. Use the counter mode on a problematic spell in the midgame and add a Spirit later when you need blockers or air presence. The flavor ties cleanly to Outlaws of Thunder Junction lore where Winston’s meddlesome haunt persists beyond the grave and turns tight resource decisions into incremental advantage.
Card Details:
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Mana Cost – {U}
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Card Type – Instant
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Subtypes –
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Card Text / Rules Text (Printed) – Spree (Choose one or more additional costs.) +3 — Create a 2/2 white Spirit creature token with flying. +1 — Counter target spell unless its controller pays 2. To his enemies' chagrin, Winston was every bit as meddlesome dead as he had been alive.
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Power / Toughness – N A