| Additional Rules for MirageThe following text is the exact text from the Mirage rulebook
explaining the new rules in Mirage.FlankingFlanking is an ability that gives an advantage to attacking creatures. 
  Whenever a creature without flanking is assigned to block a creature with 
  flanking, the blocking creature gets -1/-1 until end of turn.
 PhasingPhasing causes permanents to enter and leave play on their own.
  When a permanent phases out, it leaves play and is set aside, much as if 
  it had been removed from the game. Any enchantments on the permanent phase 
  out along with it. The permanent also keeps any counters it has as well as
  any permanent changes that have been made to it. Otherwise, all effects 
  that depend on that permanent being in play or that apply to it while it's
  in play end immediately. All damage on it is removed, and because it's 
  considered out of play, any effects scheduled to affect it at end of turn
  are ignored. 
  A permanent that's phased out will phase in (that is, return to play) at 
  the beginning of its controller's next untap phase. Note that if might or 
  might not enter play under the control of that player, as only effects that
  gave control of it to someone permanently will remain on it when it phases
  out. When a permanent phases in, it enters play tapped if and only if it 
  was tapped when it phased out. (In other words, it enters play tapped as 
  appropriate instead of entering play untapped and then becoming tapped.) 
  Effects that would normally trigger as the permanent comes into play are 
  ignored. Permanents phase in without summoning sickness. 
  A permanent with phasing phases out automatically at the beginning of its 
  controller's untap phase, at the same time as other permanents would be 
  phasing in. It doesn't phase out on the turn in which it phased in. 
  If a token phases out, it's removed from the game entirely, because it has
  left play. 
       
 
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