Ghitu Encampment


Format Legality
Pre-release Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Duel Decks: Speed vs Cunning (DDN) Uncommon
Premium Deck Series: Fire and Lightning (PD2) Uncommon
Tenth Edition (10E) Uncommon
Urza's Legacy (ULG) Uncommon

Combos Browse all

Ghitu Encampment


Ghitu Encampment enters the battlefield tapped.

: Add to your mana pool.

: Ghitu Encampment becomes a 2/1 red Warrior creature with first strike until end of turn. It's still a land.

Price & Acquistion Set Price Alerts





Recent Decks

Ghitu Encampment Discussion

yugo0075 on Blade Moon

3 weeks ago

Since you're pretty low on creatures maybe you could use some Faerie Conclave, Wandering Fumarole, Ghitu Encampment or even Mutavault to hold your swords and give you some resilience.

KingRamz on Queen Marchesa Tokens

1 month ago

I feel like this deck is not focused enough on the theme of "make tons of tokens." You have a lot of cards that make tokens, but many of them don't really do it efficiently. Some examples:

Awaken the Sky Tyrant - makes only one token, and only if an opponent lets you make it.

Teysa, Envoy of Ghosts - makes tokens only if your opponents let you

Skyline Despot - makes one token per turn if your opponents let you (or if you leave back plenty of defense)

Ghirapur Gearcrafter - makes one token

Descent of the Dragons - this is secretly a one-shot anthem that doesn't let you attack the turn you cast it

Dragonmaster Outcast - makes one token per turn on turn 6+ if your opponents can't kill a 1/1

Kazuul, Tyrant of the Cliffs - makes tokens if your opponents let you

Custodi Soulbinders - makes tokens for 3 mana each if there are a decent number of creatures out when you cast it

You get the idea.

Personally I'd try to run five or six anthem effects and hit the token makers really hard. I counted thirteen anthem effects in this version of the deck. Also, one anthem effect comes to mind that you aren't running - Jazal Goldmane. That card should play better than either Mikaeus or Ravos (both of which I'd cut).

Efficient token makers you could run: White Sun's Zenith, Bitterblossom (harder to kill than Outcast), Secure the Wastes, Goblin Trenches, Storm Herd, Sacred Mesa, Requiem Angel, Elenda, the Dusk Rose, Thopter Assembly (if you don't run other Thopter makers), Hanweir Garrison, Rise of the Hobgoblins, Twilight Drover. I think Legion's Landing could potentially work in here too - it's inefficient from a mana perspective but it's a one-drop that shouldn't be too hard to flip and at that point it taps for mana. Which brings me to

Lands: There's quite a few lands that I think could play well here. Kjeldoran Outpost, Kher Keep, Vault of the Archangel, Hanweir Battlements (if you run the Garrison), or Windbrisk Heights. Creature lands are also secretly good here because they benefit from your anthems and let you mount an offense even when untapping on an empty board after a sweeper. Ghitu Encampment, Needle Spires, Lavaclaw Reaches, Shambling Vent, Mishra's Factory and so on.

Haste: If you're going to make a ton of tokens, you really want to bash with them right away, before your opponents can sweep your board. I like Hammer of Purphoros here because it makes tokens and Ogre Battledriver because it doubles as a pseudo-Anthem, but there's also Fervor, Anger, Akroma's Memorial and probably other cards I haven't thought of.

I definitely think there's potential for this deck concept. Just remember that Dragon tokens and anthems don't go in the same deck (except Crucible of Fire). Good luck!

Neotrup on Unmanning a man land with ...

2 months ago

Ghitu Encampment loses all abilities, not just the ones printed on it. It becomes a 2/1 Land Creature - Warrior Mountain with ": add to your mana pool." It no longer has First Strike. It does still die to fatal push though. If you activate it's animation ability and in response turn it into a Mountain, it will grant itself First Strike after it loses all abilities, so it can be a First Striking Mountain if you order the stack properly.

colton815 on Unmanning a man land with ...

2 months ago

why wouldn't you just return the Ghitu Encampment to your hand as part of the cost of Moonbow Illusionist?

Funkydiscogod on Unmanning a man land with ...

2 months ago

So, let's say I have a Ghitu Encampment in play. I animate it. An opponent attempts to Fatal Push it. I respond by activating an Moonbow Illusionist trying to turn the Ghitu Encampment into a Mountain.

What happens?

Does Fatal Push kill a red 2/1 Land Creature - Mountain Warrior? Or, does the Ghitu Encampment become a nonbasic Mountain with no other types and abilities and Fatal Push does nothing?

Also, the rules section needs a good way to search it.

Ballzanya on Chandra's Barbeque Pit

3 months ago

Manlands for one. (Lavaclaw Reaches, and Ghitu Encampment. Planeswalkers that do damage. Burn spells like Lightning Bolt, Forked Bolt etc. The deck is fairly mid-rangy with Kalitas, Traitor of Ghet, Goblin Dark-Dwellers and so on. It does have less than favorable matches against Baral Storm, Lantern Control, and Ad Naseum. It has ok matches against control depending on what you draw and what your opponent draws.

miracle0301 on The Wheelchair Party (Primer)

3 months ago

Did you think about man-lands and man-a rocks? Theyre really great with all the wrath effects since they can crew immediately after wiping the board. I would suggest Foriysian Totem, Mutavault, Mishra's Factory, Guardian Idol, Thunder Totem, Ghitu Encampment and Dread Statuary. Also the new Wakening Sun's Avatar seems like an option. Im trying out some protection like Indomitable Archangel and Leonin Abunas as well and havent been disappointed yet.

Dismal on Feel the Bern

3 months ago

IDK what you meta is like, but I would get rid of the Ghitu Encampment and replace them with mountains. Tapped lands are really bad for aggressive decks (especially burn), and you'd be better off without those. Also, while this is awesome and all, I can't help but feel that regular budget mono red burn is MUCH better than this. My first burn deck was about $50 or so, then I eventually upgraded to more expensive pieces like Goblin Guide and Eidolon of the Great Revel. What I'm trying to say is that for roughly $20 more, you can buy a good deck, and upgrade it into a tier one deck that is incredibly fast and consistent. I also feel that the flexibility of the deck and how its got more than one way to really win puts a bit of a strain on the deck. If you want to go the burn route, get Lava Spike, Rift Bolt, Monastery Swiftspear, ect. If you want to go the Kiln Fiend route, which I feel is a lot weaker due to path and fatal push getting them, run cards that can give it trample (sucks to be chump blocked when its a 11/2 double striker) and also some counters like Spell Pierce to help deal with them just casting Lightning Bolt Path to Exile Fatal Push and much more to kill the Kiln Fiend.

Load more