Ghost Quarter


Format Legality
Modern Legal
Legacy Legal
Vintage Legal
Commander / EDH Legal
Duel Commander Legal
Tiny Leaders Legal

Printings View all

Set Rarity
Commander 2015 Uncommon
Commander 2014 Uncommon
Modern Event Deck Uncommon
Innistrad Uncommon
Dissension Uncommon

Combos Browse all

Ghost Quarter


: Add to your mana pool.

, Sacrifice Ghost Quarter: Destroy target land. Its controller may search his or her library for a basic land card, put it into play, then shuffle his or her library.

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Price & Acquistion Set Price Alerts

Cardhoarder (MTGO) 145%

0.76 TIX $0.08 Foil


Ghost Quarter Discussion

Odysseus310 on Grixis Delver Kinda

20 hours ago

Sweet list, I think this has a lot of potential. Grixis and other Dimir variants have always had a special place in my heart, right next to chicken parmesan.

The 4 Serum Visions are a great addition.

1) Have you thought about siding the Ghost Quarters in lieu of shocks, or are they there for a specific matchup?

2) I'm a little concerned you'll die to Burn, as that's a huge issue for Grixis Delver. The Surgical Extractions could slay their key cards like Lightning Bolt or Goblin Guide, but I think you'd need some combination of Dispel, Flashfreeze, or Vampiric Link (on their Eidolon of the Great Revel - trust me, it's hilarious).

Looking good!!! I'd have the Ancestral Vision in my own build somewhere, but I had to cut costs for the Snaps. ;)

demonicgrizzly on Yidirs,Maelstrom Wielder

21 hours ago

Fetch lands like Verdant Catacombs, Wooded Foothills, Misty Rainforest, Bloodstained Mire etc. basically all the ones in your colors if you can afford it.

Shocklands like Overgrown Tomb, Blood Crypt, Steam Vents, etc..again if you can afford them the ones in your colors

The scrylands in you ur colors, those are all super cheap. Definitely grab some lands that tap for any color like Mana Confluence and City of Brass. You should also grab some utility lands like Ghost Quarter, Mikokoro, Center of the Sea, Bojuka Bog...the list goes on and on. If you cannot afford the fetches, which is fine since they can be expensive, the shocks and other lands I mentioned are all relatively inexpensive and most cost less that 8 bucks. There are tons of optionsout there, just look at a bunch of mana bases and find stuff you like that you can afford.

Pieguy396 on The Blossoms of Glen Elendra

1 day ago

I'm not totally sure about Ghost Quarter vs Tectonic Edge, I guess you'd have to ask yourself why you're running them. Think of as many possible scenarios in which you'd want to have either in your hand, then figure out which one would be better in more situations (or more common situations). If you're having a really hard time with Tron, Ghost Quarter is probably better. If other decks have lands that you need to destroy, and they have more than 4 lands out a significant portion of the time, run Tec Edge. As for other lands, if you're not having any problems with your mana, go ahead and keep it as is, you know your deck far better than I do :)

hwagner on The Blossoms of Glen Elendra

1 day ago

Thanks for commenting Pieguy396! I could see adding another Watery Grave but im not sure its necessary because the mana is already really good in this deck and I already take a ton of damage from other cards. I keep taking Secluded Glen in and out but I feel the manland is slightly better because a lot of wins with faeries comes from Creeping Tar Pit. I really badly want to run Ghost Quarter over Tectonic Edge but being behind on mana is really rough for this deck. Do you think being behind the one land matters that much in a control deck?

Pieguy396 on The Blossoms of Glen Elendra

1 day ago

Are you sure you don't want more Watery Graves? It's quite useful when fetched, and you will possibly want to fetch a dual land more than once per game. Secluded Glen is also possibly better than Creeping Tar Pit or Darkslick Shores. Finally, Ghost Quarter might be better than Tectonic Edge, as Tron can function perfectly fine off of only 3 lands. Good luck at the tourney!

Ja1n on EDH Sidisi, Brood Tyrant

1 day ago


-1 Corpse Connoisseur (Entomb felt better and can get you off to a great early start).

-1 Nyx Weaver (While has great synergy with Sidisi, is definitely less powerful than anything else).

-1 Ghost Quarter (Deck wanted ramp and I'm comfortable with 36 lands)

-1 Whip of Erebos (Exiling something always felt like too big a cost)

-1 Jarad's Orders (Effect replaced with Entomb and I couldn't really think of a card I wanted in my hand that I wouldn't rather just have in the yard, although maybe Big Game Hunter)

+1 Deathrite Shaman (Creature and ramp, gets a big tick of approval! Plenty of lands in the yard for redundancy. If it really screws over the Worm Harvest plan I'll reconsider.)

+1 Entomb (This is a reanimate deck, this guy and a reanimate in the opener is a big game!).

+1 Birthing Pod (Sacrificing creatures is great! Getting more powerful creatures from that is great).

+1 Dosan the Falling Leaf (Makes the Laboratory Maniac a more reliable win-con on your turn)

+1 Brutalizer Exarch (Tutors where you can dredge it into the yard or draw it is awesome and so is tucking annoying permanants. Deck does feel low-ish on removal for a black deck to he helps.)

frogkill45 on Throw it in the TRAAAAASH

2 days ago

let me make a few suggestions: Breaking mill 8

Visions of Beyond draw 3

Archive Trap / Ghost Quarter mill 13

Forgotten Creation is also very good with tutelage

SouenEclipsed on Fatal Mind

2 days ago

Holy crap. That's nice. Having played a version of the modern mill deck, without a doubt you want to be playing Ensnaring Bridge in the main board and at least one Surgical Extraction for combo/burn/etc. Otherwise, Visions of Beyond > Thought Scour > Serum Visions. Your cantrips exist so that you do not run out of steam and allow you to draw into cards that will either A) Mill your opponent outright or B) Help you stall until you can. The T4 win wombo-combo mentioned above is certainly nice, especially noting that it can be done at INSTANT SPEED. Profit. Urborg, Tomb of Yawgmoth seems a bit bizarre in your build. If you were playing Archive Trap + Ghost Quarter , I could see it being helpful as your Ghost Quarters become Swamps, but otherwise its inclusion seems suspect. You want to fetch with your fetches to trigger Hedron Crab. Nephalia Drownyard seems too slow in the main unless you're playing Ensnaring Bridge in the main as well for a slow but inevitable alternate win-con. Hope you have as much fun playing Mill as I do!

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