Home / Magic: The Gathering / Duskmourn: House of Horror / Infernal Phantom
Infernal Phantom
NM
LP
MP
HP

Viewing offers in Near Mint condition

uncommon · Creature — Spirit

Infernal Phantom

uncommon · Creature — Spirit · Duskmourn: House of Horror
$0.09
Low
$0.10
Market
$0.13
High

Oracle Text

Eerie — Whenever an enchantment you control enters and whenever you fully unlock a Room, this creature gets +2/+0 until end of turn.
When this creature dies, it deals damage equal to its power to any target.

Card Details

2/3Power / Toughness
{3}{R}Mana Cost
1Prints

Character Background

Infernal Phantom fits neatly into a Duskmourn-style enchantment deck that wants to play a steady tempo-value game while threatening bursts of damage. As a 2/3 for four mana, it is not an aggressive standout on its own, but the Eerie trigger turns every enchantment entering and every fully unlocked Room into a temporary pump effect, letting it swing as a surprisingly hard-hitting attacker or blocker that can trade up. The real danger comes when it dies: its power becomes direct damage to any target, so even a modest size boost can convert into removal or a finishing burn spell. This makes it especially good with cheap enchantments, Room cards, and sacrifice effects that let you cash it in at the right moment. In practice, it rewards a midrange-control shell that can stall early, build enchantment presence, then turn one creature into repeated pressure and inevitable reach.

Generated using gpt-5.4-mini

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Suggested Pricing
$0.09 - $0.13
At the current market price of $0.10.
Average Time to Sell
3 days
At the current market price of $0.10.

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Character Background

Infernal Phantom fits neatly into a Duskmourn-style enchantment deck that wants to play a steady tempo-value game while threatening bursts of damage. As a 2/3 for four mana, it is not an aggressive standout on its own, but the Eerie trigger turns every enchantment entering and every fully unlocked Room into a temporary pump effect, letting it swing as a surprisingly hard-hitting attacker or blocker that can trade up. The real danger comes when it dies: its power becomes direct damage to any target, so even a modest size boost can convert into removal or a finishing burn spell. This makes it especially good with cheap enchantments, Room cards, and sacrifice effects that let you cash it in at the right moment. In practice, it rewards a midrange-control shell that can stall early, build enchantment presence, then turn one creature into repeated pressure and inevitable reach.

Generated using gpt-5.4-mini · Updated at 2026-05-19 00:55:14 UTC

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