Exile two target artifacts, creatures and/or lands you control, then return those cards to the battlefield under your control.
|Want (5)||RixFix , Etinifni , AndrewsLuz , captainninjakid , Cannon119|
Printings View all
|Modern Masters 2017 Edition (MM3)||Common|
|Avacyn Restored (AVR)||Common|
Combos Browse all
|Commander / EDH||Legal|
Ghostly Flicker occurrence in decks from the last year
Commander / EDH:
All decks: 0.03%
Ghostly Flicker Discussion
15 hours ago
Thanks for the suggestion, multimedia!
I never thought of including a Naru Meha line, but it's so brilliant!
I'll probably have to go a bit heavier on tutors to be able to pull this combo out, but it definitely seems like a fun inclusion: speaking of which, I was thinking of Scheming Symmetry.
Anyways, I see that this combo also works with Bloodchief Ascension or with Altar of the Brood (of which I have a copy in my binder). By stretching it a bit, it even works with Thousand-Year Elixir + Phenax, God of Deception, since I can use Naru Meha, Master Wizard to mill for 3 in between every cast of a copy of Ghostly Flicker.
I would definitely appreciate more advice from you, starting from which cards should I cut from the mainboard to include the new combo pieces.
1 day ago
- Naru + Flicker + Overwhelmed Apprentice with infinite blink.
- Naru + Flicker + Duskmantle Guildmage with infinite mana.
Naru + Flicker makes infinite mana and infinite ETB triggers of Naru + permanents. To assemble this combo requires seven mana . At least one land or mana rock you target with Flicker needs to be able to ETB untapped that way you can tap it for mana and then blink it to repeat. Arcane Signet and Commander's Sphere are good with Flicker.
This combo can be done at instant speed which makes it powerful. It doesn't have to be instant though because after making infinite mana you can stop the combo by not targeting Naru with Flicker and then cast spells. To execute the combo at instant speed you'll want to have the mill win condition already on the battlefield or some way to flash in the win condition such as with Emergence Zone. Zone is very powerful for combos especially when you have infinite mana because then you can cast any cards at instant speed for the rest of the turn and have the mana to cast them.
If you don't have a win condition before you combo with Naru + Flicker then you can draw into one with infinite mana with Blue Sun's Zenith. With infinite mana and all cards from your library in your hand in one turn you can assemble with protection any of the other win condition combos such as cast Phenax + Eater + Greaves, etc.
If interested in adding these combos then I offer more advice. Good luck with your deck.
5 days ago
One of my new favorite ones is a bit of a set up perse, but it can be devastating. It technically can go under infinite lifegain and draw, but definitely infinite damage.
Tatyova, Benthic Druid with Baral, Chief of Compliance Mystic Sanctuary and Sunscorched Desert in play. Desert not so much, since you can draw into it. Ghostly Flicker being reduced by baral makes it 2 Mana, bouncing desert and sanctuary, having sanctuary pull flicker back to the top of the library, the draw trigger from tatyova on the stack from desert, and loop to do it again.
1 month ago
Can someone explain to me where the recursion is in the Sage of Shaila's Claim + Consulate Turret + Ghostly Flicker combo? Seems like you are just casting Flicker once, and dealing something like... 4-8 ish damage, and then Flicker sits in the graveyard. Unless I'm missing something
1 month ago
2) cast Ghostly Flicker and target those creatures
4) each time you repeat this process you should be netting 2 mana.
1 month ago
You need an infinite combo that can be easily tutored in your colors. You also need a reliable way to win once going infinite. For this I suggest Gadwick, the Wizened , or Kefnet the Mindful . Either of these commanders are mana outlets since you can dump large amounts of your infinite mana into drawing your entire library. Once you’ve drawn your entire deck you need a way to actually win the game, since passing the turn with infinite mana gives opponents a chance to answer it. So the most reliable way to win after drawing your deck is Laboratory Maniac and or Jace, Wielder of Mysteries . Once you’ve drawn your deck then cast one of those and use one last draw effect to win the game on the spot. Now back to my first point, in blue it is very difficult to tutor for creatures but it is easy to tutor for artifacts and instants \ sorceries. So for a tutor package I’d suggest Mystical Tutor , Merchant Scroll , Spellseeker , Long-Term Plans , Fabricate , Whir of Invention , and Inventors' Fair . Finally you need a more efficient way to actually go infinite, meaning lower cmc and can be tutored using the above mentioned cards. So one of the most efficient ways would the dramatic scepter combo. For this you will need Isochron Scepter , imprinted with Dramatic Reversal . Then as long as your nonland permanents tap for at least 3 mana, you go infinite because it takes 2 mana to cast the imprinted spell which will untap everything netting you positive mana. You could also keep Talrand in the 99 and use him to make infinite drakes. I tried to keep each card suggestion to around $12 or less so that’s it’s more affordable. These revisions will significantly improve your ability to find and execute game winning lines of play. Also another even cheaper way to win is to make Naru Meha, Master Wizard your commander. Then go infinite with cards like Illusionist's Stratagem and Ghostly Flicker / Baral's Expertise .
2 months ago
Hey, you're welcome.
Kasmina is fine, two 2/2 Wizards, draw/discard two cards for four mana over the course of two turns. She's however much better when playing repeatable proliferate; then you can keep using her loyalty to create Wizards. Flux Channeler who's a Wizard can proliferate for no mana cost and that's good especially when you can make an infinite cast of a spell combo. I don't think I would play Kasmina without also playing Channeler.
Don't undervalue Roil/Blink, they're very versatile instant removal. Instant two drops, can imprint with Isochron Scepter . Having removal that can hit noncreature cards is very helpful in multiplayer Commander since not all threats or combos your opponents will try to assemble will be creatures. Counterspells are your main sources of removal Roil/Blink can bounce something you couldn't counter so that when your opponent casts it again you can counter it. Roil/Blink can even bounce Scepter back to your hand to imprint again which can be helpful if you want to play Scepter and imprint an instant that's not Reversal such as High Tide .
Roil/Blink/Zenith is redundancy for infinite draw with Naru to find Labman/Jace, that makes them in my opinion more playable than Kasmina. You're not always going to have access to Azami and when you don't having other outlets for draw are helpful. Zenith for example could also be used on opponents to make each of them, one at a time draw their libraries so they lose on their turns.
Tide is a powerful budget card for mono blue. It's powerful because it's only one mana which can make a lot of mana depending on the number of Islands you control. Use it in combination with budget cards that can untap your lands such as Frantic Search , Turnabout , Snap , Rewind , Cloud of Faeries , Peregrine Drake , etc. The advantage of Snap over the rest of these is it can be imprinted with Scepter. Turnabout is good with both Tide and Azami because it can also untap all your Wizards. Cards that can copy Turnabout make it even better because then you can untap all your lands and all your Wizards.
Turnabout can be part of infinite combos; one is with Sigil Tracer who's a Wizard + other Wizards + Azami. Tracer can be a backup Scepter effect with Reversal since Tracer can copy Reversal with Wizards. Tracer + Azami + one other Wizard + mana rocks is infinite mana and draw. Can do some neat recursion tricks with Tracer + Ghostly Flicker + Archaeomancer . Echo Mage who's a Wizard is a less expensive slower alternative to Tracer. Tracer and Mage's repeatable ability to copy a spell is powerful because they can copy an opponents spell.
Muddle the Mixture is good in mono blue especially when playing Scepter/Reversal combo because it can transmute for one of these cards. If not using it as a budget tutor then it's a Negate which is still good. If not playing Cyclonic Rift because of budget reasons then Devastation Tide is a fine budget alternative especially with Brainstorm.
If looking for a card to cut to clear some price to add other cards then consider cutting Propaganda ? There's nothing wrong with Propaganda, but because of the $150 budget the $9-$10 could be better used for other cards that have more synergy with Azami and Wizards.