Protection from black Phantom Centaur enters with three +1/+1 counters on it. If damage would be dealt to Phantom Centaur, prevent that damage. Remove a +1/+1 counter from Phantom Centaur.
Flying Phantom Flock enters with three +1/+1 counters on it. If damage would be dealt to Phantom Flock, prevent that damage. Remove a +1/+1 counter from Phantom Flock.
"While, like a ghastly rapid river, Through the pale door, A hideous throng rush out forever, And laugh—but smile no more." —Edgar Allan Poe, "The Haunted Palace"
Trample Phantom Nantuko enters with two +1/+1 counters on it. If damage would be dealt to Phantom Nantuko, prevent that damage. Remove a +1/+1 counter from Phantom Nantuko. {T}: Put a +1/+1 counter on Phantom Nantuko.
Trample Phantom Nishoba enters with seven +1/+1 counters on it. Whenever Phantom Nishoba deals damage, you gain that much life. If damage would be dealt to Phantom Nishoba, prevent that damage. Remove a +1/+1 counter from Phantom Nishoba.
Phantom Nomad enters with two +1/+1 counters on it. If damage would be dealt to Phantom Nomad, prevent that damage. Remove a +1/+1 counter from Phantom Nomad.
Flash When Phantom Steed enters, exile another target creature you control until Phantom Steed leaves the battlefield. Whenever Phantom Steed attacks, create a tapped and attacking token that's a copy of the exiled card, except it's an Illusion in addition to its other types. Sacrifice that token at end of combat.
Phantom Tiger enters with two +1/+1 counters on it. If damage would be dealt to Phantom Tiger, prevent that damage. Remove a +1/+1 counter from Phantom Tiger.
Phantom Wurm enters with four +1/+1 counters on it. If damage would be dealt to Phantom Wurm, prevent that damage. Remove a +1/+1 counter from Phantom Wurm.
It died with the forest, yet both linger on in twisted form.
Pharika's Cure deals 2 damage to target creature and you gain 2 life.
"The venom cleanses the sickness from your body, but it will not be pleasant, and you may not survive. Pharika's blessings are fickle." —Solon, acolyte of Pharika
Escape — {5}{B}, Exile three other cards from your graveyard. Pharika's Spawn escapes with two +1/+1 counters on it. When it enters this way, each opponent sacrifices a non-Gorgon creature of their choice.
Indestructible As long as your devotion to black and green is less than seven, Pharika isn't a creature. {B}{G}: Exile target creature card from a graveyard. Its owner creates a 1/1 black and green Snake enchantment creature token with deathtouch.
Indestructible As long as your devotion to blue and black is less than seven, Phenax isn't a creature. Creatures you control have "{T}: Target player mills X cards, where X is this creature's toughness."
As Phenomenon Investigators enters, choose Believe or Doubt. • Believe — Whenever a nontoken creature you control dies, create a 2/2 black Horror enchantment creature token. • Doubt — At the beginning of your end step, you may return a nonland permanent you own to your hand. If you do, draw a card.