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Phasing

12 commander-legal cards

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What it does

Phasing is a mechanic where a permanent "phases out" (temporarily leaves the game as if it doesn't exist) and later "phases in" (returns exactly as it was). A permanent with phasing phases out during its controller's untap step if it's phased in, and phases back in during that same step if it's phased out—so it's effectively gone every other turn. Crucially, phasing out is not leaving the battlefield, so it doesn't trigger leaves-the-battlefield abilities, and the object retains all counters, attachments, and damage when it returns. The biggest misconception: phased-out permanents can't be targeted or affected, but they still legally exist under your control. Auras and Equipment phase along with what they're attached to, and tokens used to not survive—but modern rules let phased-out tokens return normally. In Commander, phasing dodges board wipes and removal (like Teferi's Protection saving your whole board), and untargetability makes it a slippery protective tool.

Iconic cards with Phasing

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Taniwha
Teferi's Isle
Katabatic Winds
Shimmering Efreet
Ertai's Familiar
Merfolk Raiders
Teferi's Imp
Sandbar Crocodile
Teferi's Drake
Breezekeeper
Tolarian Drake
Warping Wurm