Ghost Quarter


Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Commander Anthology Vol. II (CM2) Uncommon
Commander Anthology (CM1) Uncommon
Commander 2015 (C15) Uncommon
Commander 2014 (C14) Uncommon
Modern Event Deck (MD1) Uncommon
Innistrad (ISD) Uncommon
Dissension (DIS) Uncommon

Combos Browse all

Ghost Quarter


: Gain .

, 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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Ghost Quarter Discussion

goldlion on Google Ghave, the Unshackled Search Engine of Doom

1 day ago

Heliogabale, it's that says it's illegal, if you look along the sidebar of this deck. I'm guessing they must have it wrong, I don't see how it could be broken enough to be banned. Thanks for taking a look.

KayneMarco, it's funny you should say that - I just removed Primeval Titan to make Avatar of Growth the one illegal card, yesterday. I had Primeval in there to search for my "search engine" lands—Field of Ruin & Ghost Quarter—because they'll make other people search their library. This mandatory search for opponents is the core of this deck, to trigger the ability of Ob Nixilis, Unshackled. I had enough in there to grab those lands and Avatar of Growth gives me another mandatory "search engine" that'll make OTHERS search their library, trigger Ob Nixilis. So, he's a direct part of the win-con rather than just another enabler, where primeval would just be there for setup. If it turns out is wrong though, and Avatar isn't illegal as Heliogabale found, I'll be putting Primeval Titan back in, for sure! Thank you!

hkhssweiss, oh man! there's an idea... Imagine having Maralen of the Mornsong out, then taking their turn using the tutor trigger of Maralen to search for a tutor card? Wow! If I can find a few other sure-fire ways to make sure I can use their turn to tutor, I will give this some very serious thought. Thats extra jank. Gold star for you.

SynergyBuild on Google Ghave, the Unshackled Search Engine of Doom

4 days ago

Ghost Quarter acts as another Field of Ruin effect, and works as a second Strip Mine with the Crucible of Worlds effects!

Falco101 on Yuriko, Ninja Fun

1 week ago

Here's some land recommendations to both speed up the deck and give them more utility. All recommendations are under $20.

Lands to swap:
Sunken Hollow instead of Rupture Spire
Underground River instead of Shimmering Grotto
Morphic Pool instead of Transguild Promenade
Drowned Catacomb instead of Grixis Panorama
Tainted Isle instead of Esper Panorama

Since you don't need to fetch a lot of basics, I'd swap a few basics for dual lands to ensure you always have your colors, ~10 basics is more than enough for a deck
Creeping Tar Pit
Dimir Guildgate
Darkslick Shores
Dreadship Reef
Secluded Glen

Utility Lands worth including:
Arcane Lighthouse
Temple of the False God
Nykthos, Shrine to Nyx
Field of Ruin
Ghost Quarter
Inventors' Fair
Ash Barrens
Isolated Watchtower
Tolaria West (Transmute this land, to fetch another one you need)
Crypt of Agadeem
Reflecting Pool
Spire of Industry
Shizo, Death's Storehouse
Hall of the Bandit Lord

Eledain on Advertise your MODERN deck!

1 week ago

Ghost Quarter is really nice, but it's already hard to make a three color manabase with four Field of Ruin.

I will add Aven Mindcensor. Really forgot this dude. :-)

Asder on Advertise your MODERN deck!

1 week ago

Eledain I think you should run more basics so that Field of Ruins don't end up being worse strip mines. I also think some focus on entering the battlefield stuff could give the deck some spice as you have a Tidehollow Sculler, Siege Rhino and Knight of Autumn. maybe something similar to Eldrazi and taxes to take advantage of Tidehollow Sculler exiling it. also, where are the Ghost Quarters? this deck definitely needs it. another thing that could be cool is Cat Jesus aka Leonin Arbiter to stop fetches and them searching for basics. something to watch out for if you do put it in is it is symmetrical so your Field of Ruin will cost 4. a version of Leonin Arbiter that isn't symmetrical is Aven Mindcensor

my deck is evil. feedback to make even more so is appreciated.

Lantern-Less Lantern

Modern Asder


TheSurgeon on Esper Salt Mill

1 week ago

Pyromancer999- Great suggestions!
I've had 2x Snapcaster Mage here before. It did what it was supposed to, it just didn't do it well enough to justify another $80 increase to the price of the overall deck.

My perspective is: yes, Snappy opens up gy resources, but also essentially doubles that spell's cost. It just isn't right for this build, IMO. There's simply no room for it.

As far as Trapmaker's Snare. I have a deck (unlisted), that's built around that silly little combo. For this particular strategy. To be honest, both Snare and Archive Trap seem to only take up real estate in-hand, while I either wait for them to search thier library, or uh.. hope their stupid enough to search their library after a Ghost Quarter, or Path to Exile, I don't like hope.. While I play a heavy psychological game at the table, I don't like to leave much to chance when it comes to the cards I'm playing.

While Field of Ruin guarantees a search, it also makes me pay to do it, and then another to then search with Snare simply not resource efficient, in my experience.

Great minds think alike! I appreciate the feedback, as always! Again, it's all meta specific; What works for me, may not for you!

Go forth, and conquer!

Ocelot44 on Make Haste

1 week ago

It looks to me like you aren't running enough draw. If you can't afford Wheel of Fortune, then Puresteel Paladin, Magus of the Wheel, Howling Mine, and maybe even Wheel of Fate are all good options

If you ever want another Boros Charm effect, I'm a big fan of Leave / Chance because it also protects against sacrifice and exile and is also a Brand effect

You're also gonna need some land destruction just in case someone drops a Maze of Ith or Kor Haven. If Strip Mine and Dust Bowl are out of your budget range, then Tectonic Edge isn't bad, and Field of Ruin and Ghost Quarter aren't too bad either. Maybe even Avalanche Riders if you want to keep up the creature theme

solarbeam on Three Color Midrange/Life gain Deck

2 weeks ago

Alright, awesome! I don't know your meta, so let me know if these suggestions aren't right for you and your playgroup(s).

First off, this is straight up Midrange. A couple counters and removal/control magic cards doesn't make it control.

Secondly, I would focus first on your mana base. The distribution of your lands will depend on the end result of the deck, as in how many black/blue/white symbols are on the card adn how early they appear. Some cheaper lands for esper are Fetid Pools, Irrigated Farmland, Sunken Hollow, and Prairie Stream. These are great choices as they have the basic land types and are able to be fetched with fetchlands, and the cycle effect on the first too can be really hand late game. I'd go with one or the other though, and those also turn on lands like Isolated Chapel, Glacial Fortress, and Drowned Catacomb. If your group plays lands that can be troublesome, cards like Ghost Quarter and Field of Ruin are some great ones that aren't straight up land destruction. I would heavily suggest Field of Ruin over Ghost Quarter though, as it doesn't set YOU back on mana. I would also strongly recommend playing at least 8 basic land cards and at least 25 lands with the amount of high cost cards you have as well.

This kind of deck really does not need Expedition Map, and Elixir of Immortality is really only good if there is an opponent on mill, there are better options if you need life gain. Cards like Wall of Omens, Ruin Raider, Twilight Prophet, Dusk Legion Zealot, Phyrexian Rager, Thassa, God of the Sea or Kefnet the Mindful are all great creatures that can help you draw cards and lands if needed. Spells like Preordain, Serum Visions, Impulse, Painful Truths, Discovery / Dispersal (which can act as removal as well, if need be), and Esper Charm are all well and dandy. If you choose to run any of these, with the kind of deck you're on, I would recommend choosing one of the 1 or 2 cost ones and running four, then run two copies of the 3-cost ones at max.

As for your enchantments, Sorin, Solemn Visitor, Sorin, Lord of Innistrad, or Elspeth, Sun's Champion, and Elspeth, Knight-Errant would all be better than True Conviction as they come down much faster (except Sun's Champion), are far easier to cast in a 3-color deck (W-Bla is much easier than WWW), they also give you creatures to flood the board.

The problem with Control Magic, is that it is far easier to get around than regular removal, but if you're adamant on stealing your opponent's toys, Entrancing Melody, Exert Influence for smaller creatures and Connive / Concoct which can double as rebuying a dead creature of yours, or Confiscation Coup paired with cards like Glimmer of Genius, Glint-Sleeve Siphoner, and Aether Hub. I recommend this because Control Magic can be destroyed by enchantment destruction effects adn let your opponent get their things back, especially if you don't have Privileged Position out, speaking of which

I wouldn't run it. Run more counterspells in its place. You don't want to broadcast the whole 'hit me, i'm setting up a hexproof Exquisite-Sanguine combo' and give them targets for their removal. You need to slam those things down and then protect them. Cryptic Command is amazing, and 3 is good enough. Depending on how your playgroup does with counterspells, og Counterspell, Mana Leak, Supreme Will, Ojutai's Command, Silumgar's Command, Negate, Essence Scatter, and Dissolve are all good. Arcane Denial if you want to be nice about it. You want to make them spend the mana on their way to answer your threats and then Dash Hopes (don't play that one, it's funny but not good). With Counterspells, you generally want to spend less mana on it than what you're countering, and they're better in multiplayer games than discard.

If you're playing 1v1 matches, you could go with discard effects over counterspells, but choose one or both. Cards like Duress, Thought Erasure, Divest, Harsh Scrutiny, Persecute, Arterial Flow (bonus points if you're playing with Twilight Prophet and friends with this one), Inquisition of Kozilek, Thoughtseize, Castigate, Blackmail, and Hymn to Tourach. You also have Kitesail Freebooter, Tidehollow Sculler, and Brain Maggot. From what you said with liking how your creatures take control, this is the route I would recommend for you, especially Kitesail Freebooters and Thought Erasures since one is a creature and the other can help fix your next draw step.

Once again, run Counterspells or Discard, and preferably counters in multiplayer. The simple reasoning is with discard you spend mana and resources and they don't spend mana and lose resources, counters you both spend mana and resources with you, preferably, spending less mana and quality of resources, and you don't want to tax your mana and resources doing both.

Don't run Riot Control. Don't do it. Run Eerie Interlude instead of Rootborn Defenses as it will trigger and enter the battlefield effects when your creatures come back and get you advantages that way.

Jace is cool, but run those Sorins and Elspeths I mentioned earlier instead, they fit better in your kind of deck.

Some way better creatures for you are Dragonlord Silumgar, Dragonlord Ojutai, Cloudblazer, Restoration Angel, Ravenous Chupacabra, Isareth the Awakener, Vona, Butcher of Magan, Nightveil Predator, Thalia, Heretic Cathar, Hostage Taker, Regal Caracal, Thraben Inspector, Noxious Gearhulk, Torrential Gearhulk, or Cataclysmic Gearhulk. There are so many options out there, and in the end it's your deck so you can make it however you would like. I hope this was at least a little bit of help.

Also, definitely find some room for Swords to Plowshares and Anguished Unmaking. Life is a resource and don't be afraid to spend a little bit or give your opponent some more if it means not letting them win or letting you win.

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