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Phantasmal DreadmawHow it works & interactions with other cards

By the ManaCount desk· 4 min read· Modern Horizons 2· June 18, 2021
Carte Magic Phantasmal Dreadmaw

Phantasmal Dreadmaw is one of those cards players keep asking about. Here is, in plain words, what its official text says, the rulings published by Wizards of the Coast, and the combos players actually run.

01

Official card text

Trample When this creature becomes the target of a spell or ability, sacrifice it.

Complete guide

Phantasmal Dreadmaw is a blue take on a classic green powerhouse, offering a massive 6/6 body with Trample for just four mana. However, this efficiency comes with the fragile 'Illusion' trait, meaning even the gentlest touch can cause it to vanish. Mastering this card requires understanding how its sacrifice trigger interacts with the stack.

A Colossal Illusion

Phantasmal Dreadmaw is a Dinosaur Illusion that features Trample, allowing it to push excess damage through blockers. The catch is its triggered ability: 'When this creature becomes the target of a spell or ability, sacrifice it.' This means any targeted effect, whether it is a harmful removal spell from an opponent or a beneficial buff from you, will cause the creature to be sacrificed immediately.

Resolution and the Stack

When a spell or ability targets Phantasmal Dreadmaw, its sacrifice ability triggers and is placed on top of the stack. This trigger will resolve before the original spell or ability does. Because the sacrifice happens first, the Dreadmaw will be gone by the time the targeting spell tries to resolve. If that spell had no other targets, it will fail to resolve (fizzle) because its only target is no longer on the battlefield.

Common Pitfalls

A common mistake is thinking that countering the spell that targeted the Dreadmaw will save it. This is not the case. Once the ability triggers, it exists independently on the stack; even if the original spell is countered or removed, the sacrifice trigger will still resolve and Phantasmal Dreadmaw must be sacrificed. Additionally, remember that this applies to abilities as well, such as 'Equip' or 'Enter the battlefield' triggers that target.

When to Deploy

Phantasmal Dreadmaw is best utilized in aggressive decks that need a large finisher and can protect their board through counterspells that stop the spell before it ever targets, though this is difficult since the trigger occurs the moment the target is chosen. It shines in matchups where the opponent lacks cheap targeted interaction like pings or equipment.

Interaction examples

Doubling the Fragility

If you control Roaming Throne and chose 'Dinosaur' or 'Illusion' as it entered, Phantasmal Dreadmaw's triggered ability will trigger an additional time if it becomes the target of a spell. While the first sacrifice trigger will remove the Dreadmaw, the second trigger will still resolve afterward, though it will do nothing since the creature is already gone.

Targeted Benefits

If you use an effect to target Phantasmal Dreadmaw, it is sacrificed immediately. While Solemn Simulacrum does not target upon entry, if you were to use a spell that targets both the Dreadmaw and the Simulacrum, the Dreadmaw would be sacrificed before the spell resolves. The Simulacrum would remain on the battlefield until the spell actually resolves and applies its effects.

Guide written with AI from the official text and rulings. Official English text prevails.

How it works : Phantasmal Dreadmaw

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    If Phantasmal Dreadmaw becomes the target of a spell or ability, its ability triggers and goes on the stack on top of that spell or ability. Phantasmal Dreadmaw will be sacrificed before that spell or ability tries to resolve. Unless the spell or ability has another target, it will then be removed from the stack as it tries to resolve for having no legal targets.

    No other card is named in this ruling.

  2. #2· Wizards of the Coast

    Countering the spell or ability will not save Phantasmal Dreadmaw from being sacrificed.

    No other card is named in this ruling.

02

Popular combos

Real combos played by the community, sorted by popularity.

Minn, Wily Illusionist
+Phantasmal Dreadmaw
+Fool's Demise
+Ashnod's Altar
#1

Minn, Wily Illusionist + Phantasmal Dreadmaw + Fool's Demise + Ashnod's Altar

Infinite colorless manaInfinite death triggersInfinite creature ETBInfinite creature LTB
  1. 1Activate Ashnod's Altar by sacrificing another Illusion with power five or greater, adding {C}{C}.
  2. 2The Illusion dies, triggering Minn's second ability, putting Fool's Demise from your hand onto the battlefield attached to Phantasmal Dreadmaw.
  3. 3Activate Ashnod's Altar by sacrificing Phantasmal Dreadmaw, adding {C}{C}.
  4. 4Phantasmal Dreadmaw dies, triggering Minn's second ability and Fool's Demise's first and second abilities.
  5. 5Resolve the second Fool's Demise trigger, returning it from your graveyard to your hand.
  6. 6Resolve the first Fool's Demise trigger, returning Phantasmal Dreadmaw from your graveyard to the battlefield.
  7. 7Resolve the Minn trigger, putting Fool's Demise from your hand onto the battlefield attached to Phantasmal Dreadmaw.
  8. 8Repeat from step 3.
Minn, Wily Illusionist
+Phantasmal Dreadmaw
+Fool's Demise
+Altar of Dementia
#2

Minn, Wily Illusionist + Phantasmal Dreadmaw + Fool's Demise + Altar of Dementia

Infinite death triggersInfinite creature ETBInfinite creature LTBInfinite mill
  1. 1Activate Altar of Dementia by sacrificing another Illusion with power five or greater.
  2. 2The Illusion dies, triggering Minn's second ability, putting Fool's Demise from your hand onto the battlefield attached to Phantasmal Dreadmaw.
  3. 3Resolve the Altar of Dementia ability, causing target player to mill cards equal to the sacrificed creature's power.
  4. 4Activate Altar of Dementia by sacrificing Phantasmal Dreadmaw.
  5. 5Phantasmal Dreadmaw dies, triggering Minn's second ability and Fool's Demise's first and second abilities.
  6. 6Resolve the second Fool's Demise trigger, returning it from your graveyard to your hand.
  7. 7Resolve the first Fool's Demise trigger, returning Phantasmal Dreadmaw from your graveyard to the battlefield.
  8. 8Resolve the Minn trigger, putting Fool's Demise from your hand onto the battlefield attached to Phantasmal Dreadmaw.
Minn, Wily Illusionist
+Phantasmal Dreadmaw
+Fool's Demise
+Phyrexian Altar
#3

Minn, Wily Illusionist + Phantasmal Dreadmaw + Fool's Demise + Phyrexian Altar

Infinite colored manaInfinite death triggersInfinite creature ETBInfinite creature LTB
  1. 1Activate Phyrexian Altar by sacrificing another Illusion with power five or greater, adding one mana of any color.
  2. 2The Illusion dies, triggering Minn's second ability, putting Fool's Demise from your hand onto the battlefield attached to Phantasmal Dreadmaw.
  3. 3Activate Phyrexian Altar by sacrificing Phantasmal Dreadmaw, adding one mana of any color.
  4. 4Phantasmal Dreadmaw dies, triggering Minn's second ability and Fool's Demise's first and second abilities.
  5. 5Resolve the second Fool's Demise trigger, returning it from your graveyard to your hand.
  6. 6Resolve the first Fool's Demise trigger, returning Phantasmal Dreadmaw from your graveyard to the battlefield.
  7. 7Resolve the Minn trigger, putting Fool's Demise from your hand onto the battlefield attached to Phantasmal Dreadmaw.
  8. 8Repeat from step 3.
03

Legal formats

modernlegacypaupervintagepennycommanderoathbreakerpaupercommanderduel
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