Vision, Synthezoid Avenger 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.
Official card text
Flying Whenever a player casts a spell, if it isn't that player's turn, choose one — • Put a +1/+1 counter on Vision. • Vision phases out. (Treat him and anything attached to him as though they don't exist until your next turn.)
Complete guide
Vision, Synthezoid Avenger is a powerful legendary artifact creature that thrives on the unpredictability of instant-speed gameplay. With his ability to grow stronger or vanish from the battlefield entirely, he punishes opponents who dare to act during turns that are not their own.
A Master of Phasing and Growth
Vision features a triggered ability that checks every time a player casts a spell. If the player casting that spell is not currently taking their turn, Vision's ability triggers. You are then presented with a choice: permanently increase his power with a +1/+1 counter, or have him phase out to protect him from harm.
The Phasing Process
When you choose to have Vision phase out, he and everything attached to him are treated as though they do not exist until your next untap step. Unlike flickering or bouncing, phasing does not cause the permanent to leave the battlefield; it simply ceases to exist visually and mechanically. This means any counters stay on him, and he will automatically phase in just before you untap during your next turn.
Common Timing Mistakes
A common mistake is forgetting that this ability triggers even when YOU cast a spell on an opponent's turn. If you cast an Instant to defend yourself, Vision still gets his trigger. Additionally, remember that because he doesn't leave the battlefield when phasing, 'enters the battlefield' abilities will not trigger when he returns.
When to Activate Each Mode
Use the +1/+1 counter mode when you are safely ahead or when the opponent casts a spell that doesn't target Vision. Use the phasing mode as a defensive tool to dodge board wipes or targeted removal spells like 'Murder' or 'Path to Exile'. Since the trigger goes on the stack above the spell that caused it, Vision will phase out before that spell can resolve.
Interaction examples
If you control Roaming Throne and chose 'Robot' or 'Hero' as its type, Vision's ability will trigger twice whenever a player casts a spell on a turn other than their own. This allows you to both put a +1/+1 counter on him and then phase him out, ensuring he grows stronger while staying safe.
If your opponent casts Solemn Simulacrum during your turn (perhaps via Flash), Vision's ability triggers because it is not your opponent's turn. You can choose to put a +1/+1 counter on Vision to make him a more formidable Flying threat.
Imagine an opponent casts a removal spell on Vision during your turn. Because it is your turn, Vision does not trigger. However, if they cast that same spell on their own turn, the ability triggers! You can choose to phase Vision out, causing their spell to fizzle because its target no longer exists.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : Vision, Synthezoid Avenger
Original English text — Wizards of the Coast / Scryfall
No additional ruling has been published for this card.
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Meta decks with Vision, Synthezoid Avenger
No archived Top 8 deck with this card yet.



Roaming Throne
Solemn Simulacrum