Ghost Town

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage 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
Tempest (TMP) Uncommon

Combos Browse all

Ghost Town

Land

Tap: Add (1) to your mana pool.

(0): Return Ghost Town to its owner's hand. Play this ability only if it's not your turn.

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Recent Decks

Ghost Town Discussion

fuster on Life is like a Hurricane *PRIMER*

1 week ago

Cloudius not bad! I decided not to run any tapped lands so I don't really have a need for the Amulet. Cards like Simic Growth Chamber, while useful, already feel outclassed by cards like Oboro, Palace in the Clouds, Ghost Town, and even Gush. I don't feel super justified running it just for Scapeshift either. If I can work Turnabout into my list (and I already have a couple of cards I'm thinking of putting on my chopping block already), I can just use that to work around Scapeshift.

hejtmane on Akiri Artifact EDH

1 week ago

Since you are using Land Fall on one your artifacts you could add Ghost Town where you can spam landfall you can return to hand on other players turn and put it back down just a free option and a cheap card. Also maybe a Boros Garrison;Command Tower

Force_of_Willb on Ob Nixilis Landfall

1 week ago

Top recommendations: Burnished Hart, sad robot-Solemn Simulacrum, and Liliana's Contract due to the number of demons your are running.

Undiscovered Paradise/Ghost Town - are ways to ensure land drops each turn

Other Ways to search for lands: Liliana's Shade, Armillary Sphere, Journeyer's Kite/Thaumatic Compass  Flip, Pilgrim's Eye, Surveyor's Scope, Thawing Glaciers, Field of Ruin

Keeping the demon subtheme I would suggest: Ammit Eternal, Baleful Ammit, Archfiend of Despair, Demon of Catastrophes, Demon of Dark Schemes, Demon of Wailing Agonies, Harvester of Souls, Nefarox, Overlord of Grixis, Reiver Demon

Demonlord Belzenlok/Kothophed, Soul Hoarder/Razaketh, the Foulblooded (these three + griselbrand hold liliana's contract very flavorful)

I would remove: Buried Alive (don't see strong graveyard recursion), Temporal Extortion/Dash Hopes (bc if its that important to your opponents they will pay the life), Grinning Demon/Minion of Leshrac (no upside), Gloom/Infernal Reckoning(unless this is a meta choice but its too situational), Sanguine Bond (do you gain that much life to be relevant?), Death's Approach (for hard removal) and Without Weakness

Legendary_penguin_of_death on Druidic Lands

3 weeks ago

I think Skyshroud Ranger would be good. Also I would play 5 more lands. Simic Growth Chamber, Bad River, Mountain Valley, Flood Plain, Grasslands.

I have a tatyova deck and I play Tideforce Elemental and Freed from the Real as a way to untap Sakura-Tribe Scout and the like.

It also allows for a few different infinite combos playing Simic Growth Chamber or Ghost Town as many times as you want.

leojansen on Tatyova landfall Combo Deck

3 weeks ago

Lands I think you must run: Ghost Town; Yavimaya Coast; Glacial Chasm . And why are u not running Ramunap Excavator and Crucible of Worlds?? oO

multimedia on Nature’s Vengeance (Upgrade)

3 weeks ago

Hey, there aren't a lot of cards in the precon worth keeping if you want a big upgrade. This is the biggest problem with the precon, not enough good cards :( Sure you can make a $50 upgrade with a few cards, but looking at the cards in the maybeboard here this is not the type of upgrade you're looking for. The upgrades I would make to the precon are to include more cards that care about lands, with landfall and equivalent abilities. With Windgrace to consistently get to draw two cards with his +1 ability you want to play a ton of lands 40+. With this many lands the majority of the cards in the deck want to interact with lands to get enough value.

Another big problem with the precon are the three other possible Commanders don't have good enough synergy with Windgrace. Gyrus, Xantcha, Thantis are fine cards, Commanders of their own decks with different strategies, but I wouldn't play them in the same deck with Windgrace as Commander. They're not powerful enough with land strategies to warrant including.


Consider these upgrades and cards to add (some of these cards are already in the maybeboard):

These cards create a clear land strategy that starts with land ramp spells (Cultivate, Kodama, Harrow) and cards that allow you to play an additional land per turn (Exploration, Azusa, Gitrog). These cards are great with cards with landfall (Tracker, Cobra, Omnath). Cards that let you repeatably sacrifice lands (Safekeeper, Mists, Zuran) for benefits are good with Titania, Gitrog and the strategy of putting lands into the graveyard, getting them back (Crucible, Loam, Reclamation, Windgrace). More finishers who care about lands (Omnath, Gitrog, Avenger and Breaker) are still good if you draw a lot of lands. One card I want to mention is Ghost Town it gives you a possible land to have in your hand every turn to discard with Windgrace to draw two cards. As long as you have a way to get Town back into play or your hand after discarding it (Crucible, Excavator, Loam) then if it's in play you can bounce it back to your hand at your last opponent's end step, then discard it on your turn and repeat the process.

Hopefully these suggestions give you some ideas :) Good luck with your deck.


mpereira86 on [[Primer v3.3]] - OM_RATH!!! (2018 Update!!!)

3 weeks ago

After today's gameplay I finally noticed how much hate Om_rath generates. After getting Burgeoning and Ghost Town in my initial hand, I was able to cast Omnath, Locus of Rage on T3, and generate many elementals on the opponent's turns. And after that I couldn't do a thing, because it immediately turned 3 against 1. So, I felt like adding Decimate and Vandalblast to the deck, mostly because I'm in need of enchantments/artifacts removal. Also, for this weekend, I wanted to test Past in Flames and Scavenger Grounds to see how it runs.

illagong on Bowl Down!

4 weeks ago

As always, generic black tutors and green creature/land tutors will add consistency. Sylvan Scrying, Pir's Whim, Green Sun's Zenith, Realms Uncharted, Chord of Calling, Worldly Tutor

How much of a focus do you want on lands themselves? There's a lot of utility such as cycling lands, Cabal Coffers + Urborg, Tomb of Yawgmoth, Maze of Ith / Thaumatic Compass  Flip, Strip Mine (and variants), Arena, Glacial Chasm, Mirrorpool, or Petrified Field. My Gitrog deck uses 8+ ways to untap lands to reuse specific utility lands. Green creatures/planeswalkers and Deserted Temple.

The Mina and Denn deck I play has a heavier focus on creatures/landfall. In addition to the commander, Ghost Town can bounce itself, and lands such as the panoramas or Warped Landscape can provide a landfall on demand but still provide mana until you want that trigger.

Signets are still worth playing, even in a land deck. Some generic green value/ramp in the form of Tireless Tracker, Oracle of Mul Daya / Courser of Kruphix, Kodama's Reach, and a mana dork (or seven) is always good.

For ramp, I'd swap out: Budoka Gardener, Grazing Gladehart, Retreat to Hagra, Retreat to Kazandu, Far Wanderings

I'd rather have a complete boardwipe than a conditional one, most of the time. Massacre Wurm, Night Incarnate

The weakest landfall options are Rampaging Baloths and Zendikar's Roil.

The deck is bit top heavy, consider dropping some of the higher cost cards. Silklash Spider, Soul of Innistrad, Vaevictis Asmadi, the Dire, Whiptongue Hydra, Rise of the Dark Realms

I'd only play two of the Golgari Rot Farm cycle.

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