Vision, Synthezoid Avenger
Phasing is one of Magic's oldest orphaned mechanics, a keyword built to model exactly the trick the character is famous for: becoming intangible, slipping between existence and not. What sets this design apart is that it wires the switch to instant-speed activity on turns other than the caster's own, and that constraint pushes the card in opposing directions. The trigger fires whenever any player casts a spell when it isn't that player's turn, so it feeds on the whole table's off-turn instants: an opponent's counterspell or removal answer, but also your own flash threats and interaction cast into someone else's turn. Every such spell hands you a choice: grow, or vanish. When a spell targets him, phasing him out until your next turn dodges it entirely while everything attached goes with him. Choose the counter instead and the flier accrues size off the same activity. Because you control your own timing, the engine is never purely reactive: holding an instant to cast on an opponent's turn lets you deliberately trigger growth or an evasion window when you want one, rather than waiting on someone else to act. That inversion, turning off-turn interaction into either evasion or a counter, is a clean use of a mechanic that has more often served as untap-step bookkeeping than as a decision point. It gives phasing an intentional, defensive purpose rather than treating it as a scheduling quirk.

