Ghitu Encampment

Legality

Format Legality
Noble Legal
1v1 Commander Legal
Vintage Legal
Modern Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

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Set Rarity
Duel Decks: Speed vs Cunning Uncommon
Premium Deck Series: Fire and Lightning Uncommon
Tenth Edition Uncommon
Urza's Legacy Uncommon

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Ghitu Encampment

Land

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.

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Ghitu Encampment Discussion

TheChaosVault on Kederekt Parasite

3 days ago

Good news and bad news:

The good news: Almost every piece of the deck is relevant. I'm assuming that Kher Keep and Ghitu Encampment are for blocking purposes, and that your burn is for removal or maybe occasional lethal, since your wincon is Adamaro and the Kederekt Parasite engine.

The bad news: You don't have very good card choices. While Lightning Bolt and Terminate are solid cards, I've never seen Searing Blaze outside Pauper. You have a lot of ETB tapped lands, which could result in having no turn one plays. Rakdos Carnarium and similar lands are really only good if you can untap them with something like Candelabra of Tawnos and Rocky Tar Pit is much worse than Bloodstained Mire. In Legacy, you're going to need Badlands or at least Blood Crypt. As for the nonland cards, many of them are interesting but irrelevant. Urza's Armor is a great way to counter the damage from Spiteful Visions, but the fact of the matter is that without any ramp, you're almost never going to cast a 6cmc card before the game ends. Kederekt Parasite itself needs a red permanent on board, which can be removed in response to triggers. And the Words cycle, including Words of War, while a cool idea, are a never going to be good because, especially in Legacy, paying mana to not draw cards is a very bad idea.

Basically, the deck works, but is far too slow for a format in which decks can consistantly win earlier than turn 4. My guess is that this is meant for casual, in which case this is a really cool idea that would definately work. If this is the case, for future reference, Casual and Legacy are two very different formats.

Beebles on Niv-Mizzet, Passive Ping-Win

1 week ago

Hey hoardofnotions! Thanks for looking at the deck and giving me some tips! My take on them:

  • Ghitu Encampment is not that important, but the first strike can take people of guard. I haven't had the chance to really try it yet, so I'm not sure if it will stay or not.
  • Thawing Glaciers is a nice idea in this deck. I will consider it!
  • The crypt is also a viable choice but I prefer the relic in my meta. It usually does not matter that much if my own grave gets exiled, as I'm not depending on it in the same way as a lot of decks in my Meta do.
  • I think startstorm offers more in this deck, as you can cycle it and it can hit things this deck can't otherwise hit (since comet storm targets and startstorm does not).
  • Ponder and preordain are sorceries and therefore will not enter this deck. Brainstorm is indeed a very good card and might be superior to artificer's epiphany indeed.

I will have a look at your list soon!

Moby_Copperfield on Welcome to Jundland

2 weeks ago

Another avenue to explore is Westvale Abbey  Flip and packing in landfolk to fuel the arrival of Ormendahl, Profane Prince  Flip

In addition to the ones you already have, there are in Jund colours: Ghitu Encampment, Hissing Quagmire, Lavaclaw Reaches, Raging Ravine and Treetop Village.

And colourless: Foundry of the Consuls, Mishra's Factory, Stalking Stones and Dread Statuary

All depends on your budget!

bmorri9 on Krenko mob boss

1 month ago

you have 6 ramp cards in here, its a little low, so I'd say look at adding: Solemn Simulacrum, Caged Sun, Myriad Landscape and Chandra, Torch of Defiance .

This deck is also lacking card advantage, it will play out all the cards in its hand too quickly and you will not have enough gas to finish off everyone. for that I would look at Solemn Simulacrum and Chandra, Torch of Defiance again, as well as Outpost Siege, Forgotten Cave, Smoldering Crater, Buried Ruin, Mutavault, Ghitu Encampment, and Grenzo, Havoc Raiser.

Other cards to consider:

Boggart Shenanigans, Hazoret's Monument, Metallic Mimic, Goblin Lackey, Warren Instigator, Ogre Battledriver, Hellrider, Adaptive Automaton, Chaos Warp, Reverberate, Fork, Obelisk of Urd,

Kjeldor64 on Gisela, Blade of Goldnight

4 months ago

Archetype of Aggression Archetype of Courage - Not super useful when you've got mostly big fliers

Fiendslayer Paladin Mirran Crusader - You want low cost creatures to be utility. these are aggreive and wont do much

Ghitu Encampment Needle Spires - Enter tapped and will probably never be useful as man lands

Transguild Promenade - no

Star Compass - meh, consider Mind Stone Commander's Sphere

Spear of Heliod - Anthem not great unless you're going wide, and the ability isn't that great imo

Brave the Sands - If you really want vigillance, consider Heliod, God of the Sun

Spectra Ward Expensive CMC and don't think you need this

General thoughts - add more ramp or lower the average CMC. you won't be able to cast most of the cards if you dont have enough mana; a lot of them are expensive. Add low costed card that provide utility to go along with your big beaters.

skoobysnackz on Jankrakul, the Combo's torn

5 months ago

These Polymorph/Indomitable Creativity decks seem to be very popular on this site and for good reason, but I've got to think you can find better ways to get tokens out than Abstruse Interference and Spawning Breath. For one, you could try Goblin Assault, it doesn't give you the tokens immediately like Abstruse Interference does, but by the time you would cast Polymorph or creativity on turn 4 you would get your token, and an extra chump blocker every turn after that. I don't know how well Swan Song has been for you but I would suggest Remand to help dig for polymorph and creativity. Once you cast either one its pretty much gg so that extra card in their hand won't matter too much. Another commonly used tactic for Polymorph decks is to use manlands, especially Mutavault because of it's low activation cost (you can also try Blinkmoth Nexus, Faerie Conclave, Ghitu Encampment, Kher Keep or Wandering Fumarole). Finally, adding a third color to this deck could help with protection and more tokens (although it's definitely not necessary). I decided to add green because of Beast Within for protection, and because it has some very good token generators. Here's my version of the deck, take a look if you want some ideas for splashing green and let me know what you think: Temur Creativity. Keep it up, +1!

Red_X on Temur Scepter Combo

6 months ago

Personally I'd throw in a couple manlands. You're running enough ramp that a tap land on turn 3-4 plus shouldn't really hurt, it allows you to actually play magic when you don't have the combo, and you can pressure decks like control and tron that have a hard time dealing with non-cast threats that dodge sorcery speed removal. Manlands would actually address all your problems, since it would be a secondary win condition, avoid discard, let you do something with mana, and avoid chalice.

P.S. in your colors the manlands are Celestial Colonnade, Raging Ravine, Stirring Wildwood, Wandering Fumarole, Needle Spires, Lumbering Falls, Faerie Conclave, Ghitu Encampment, Treetop Village, and Forbidding Watchtower.

Enral on The Industrial Castle

6 months ago

Very cool take on marchesa...have you thought of inclusion of manlands like Mutavault/Forbidding Watchtower/Ghitu Encampment/Lavaclaw Reaches/Spawning Pool to crew your vehicles in case you don't have a creature on the board? Token generator like Assemble the Legion/Bitterblossom/Elspeth, Sun's Champion are also great for more crew.

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