Phantasm
I feel that this card single-handedly carries the entire archetype of Aggro Abyss. Phantasm has brought Aggro Abyss to the top of the meta, and I believe it’s for the same reason that Blue Conjurer is powerful: the RNG takes place in the player’s hand.
An experienced player can make educated guesses about possible plays the opponent can make, given the mana they’ll have next turn. But Phantasm warps the potential damage output the deck can dish out purely from hand. This is key because Aggro Abyss has very few comeback mechanisms, and not too many tempo plays. It’s easy to fall behind on board. What allows them to stabilize is the opponent’s hesitation to attack since they don’t know how buff a potential Rush minion could be.
And worst comes to worst, your 2-drop got answered, probably for the same amount of mana, if not more. It’s the kind of low risk, high reward card I don’t like seeing in the meta.
Ghost Seraphim
The punishing plays this card can make are nothing short of ungodly. Cheating out ridiculous amounts of mana with such a strong stat line is insane. Any Spell meant to be played at 8 or more mana will not be done at that stage of the game because of this card. With the edition of Flawless Reflection, every unit on the board could be considered a “must remove” threat when the 7 mana turn arrives.
For other factions, 7 mana might mean Revenant or Decimus Tectonic Spikes. For Vanar, it means possibly an 8/9 x the number of units you left on board, and even a Spirit of the Wild, all in the same turn! The worst part is that this is not unrealistic to imagine.
It’s harmful for design space if developers ever want to introduce more expensive, super impactful spells. Winter’s Wake and Flawless Reflection should be warning signs of this card’s impact on the game. Let’s nip it in the bud before it gets more out of hand.
Luminous Charge
This is such a lose-lose card to deal with. Answer it and you take damage; don’t answer it and Winter’s Wake and Ghost Seraphim + Flawless Reflection wreck you. It requires very specific answer cards such as Lightbender or EMP. While AoE does exist, you can’t always avoid the walls. And even if you can, your opponent gets breathing room to play lategame threats. It’s overall just a feels bad card to play against. Darned if you answer it, darned if you don’t. It’s almost impossible to go wrong with this card, aside from the aforementioned dispel options.